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Dissertations / Theses on the topic 'Affective Computing'

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1

Galván, Suazo José Daniel, and Lucas Victor Manuel Segura. "Proyecto desarrollo de aplicaciones con affective computing." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622083.

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Desarrolla demostraciones de Affective Computing considerando cinco tecnologías de reconocimiento: Facial Recognition, Gait Recognition, Speech Recognition, Gaze Recognition y Gesture Control. En el capítulo 1 se describirá el proyecto a niel de gestión. En ese contexto, se planteará el objetivo general, cuyo cumplimiento se determinará por la culminación de objetivos específicos, los cuales están relacionados a los indicadores de éxito también descritos. Finalmente, se presentará la planificación del proyecto, en el cual se detallará el alcance y el planeamiento de gestión referente al tiemp
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Thompson, Nik. "Development of an open affective computing environment." Thesis, Thompson, Nik (2012) Development of an open affective computing environment. PhD thesis, Murdoch University, 2012. https://researchrepository.murdoch.edu.au/id/eprint/13923/.

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Affective computing facilitates more intuitive, natural computer interfaces by enabling the communication of the user’s emotional state. Despite rapid growth in recent years, affective computing is still an under-explored field, which holds promise to be a valuable direction for future software development. An area which may particularly benefit is e-learning. The fact that interaction with computers is often a fundamental part of study, coupled with the interaction between affective state and learning, makes this an ideal candidate for affective computing developments. The overall aim of
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Becker-Asano, Christian. "WASABI: affect simulation for agents with believable interactivity /." Heidelberg : Akademische Verlagsgesellschaft Aka, 2008. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=9783898383196.

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Reynolds, Carson Jonathan 1976. "Adversarial uses of affective computing and ethical implications." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33881.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.<br>Page 158 blank.<br>Includes bibliographical references (p. 141-145).<br>Much existing affective computing research focuses on systems designed to use information related to emotion to benefit users. Many technologies are used in situations their designers didn't anticipate and would not have intended. This thesis discusses several adversarial uses of affective computing: use of systems with the goal of hindering some users. The approach taken is twofold: fir
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Bortz, Brennon Christopher. "Using Music and Emotion to Enable Effective Affective Computing." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/90888.

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The computing devices with which we interact daily continue to become ever smaller, intelligent, and pervasive. Not only are they becoming more intelligent, but some are developing awareness of a user's affective state. Affective computing—computing that in some way senses, expresses, or modifies affect—is still a field very much in its youth. While progress has been made, the field is still limited by the need for larger sets of diverse, naturalistic, and multimodal data. This work first considers effective strategies for designing psychophysiological studies that permit the assembly of ve
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Radits, Markus. "The Affective PDF Reader." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-7033.

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<p>The Affective PDF Reader is a PDF Reader combined with affect recognition systems. The aim of the project is to research a way to provide the reader of a PDF with real - time visual feedback while reading the text to influence the reading experience in a positive way. The visual feedback is given in accordance to analyzed emotional states of the person reading the text - this is done by capturing and interpreting affective information with a facial expression recognition system. Further enhancements would also include analysis of voice in the computation as well as gaze tracking software to
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Anderson, Keith William John. "A real-time facial expression recognition system for affective computing." Thesis, Queen Mary, University of London, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.405823.

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Villeda, Enrique Edgar León. "Towards affective pervasive computing : emotion detection in intelligent inhabited environments." Thesis, University of Essex, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438154.

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9

Yates, Heath. "Affective Intelligence in Built Environments." Diss., Kansas State University, 2018. http://hdl.handle.net/2097/38790.

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Doctor of Philosophy<br>Department of Computer Science<br>William H. Hsu<br>The contribution of the proposed dissertation is the application of affective intelligence in human-developed spaces where people live, work, and recreate daily, also known as built environments. Built environments have been known to influence and impact individual affective responses. The implications of built environments on human well-being and mental health necessitate the need to develop new metrics to measure and detect how humans respond subjectively in built environments. Detection of arousal in built environm
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Axelrod, Lesley Ann. "Emotional recognition in computing." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/5758.

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Emotions are fundamental to human lives and decision-making. Understanding and expression of emotional feeling between people forms an intricate web. This complex interactional phenomena, is a hot topic for research, as new techniques such as brain imaging give us insights about how emotions are tied to human functions. Communication of emotions is mixed with communication of other types of information (such as factual details) and emotions can be consciously or unconsciously displayed. Affective computer systems, using sensors for emotion recognition and able to make emotive responses are und
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Coots, Ian. "Deep Learning of Affective Content from Audio for Computing Movie Similarities." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-167976.

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Recommendation systems are in wide use by many different services on theinternet today. Most commonly, recommendation systems use a technique calledcollaborative filtering, which makes recommendations for a user using other users’ratings. As a result, collaborative filtering is limited by the number of user ratingsin the system. Content-based recommendations perform direct comparisons on theitems to be recommended and thus avoid dependence on user input. In order toimplement a content-based recommendation engine, pairwise similarity measuresmust be calculated for all of the entities in the sys
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Berthelon, Franck. "Modélisation et détection des émotions à partir de données expressives et contextuelles." Phd thesis, Université Nice Sophia Antipolis, 2013. http://tel.archives-ouvertes.fr/tel-00917416.

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Nous proposons un modèle informatique pour la détection des émotions basé sur le comportement humain. Pour ce travail, nous utilisons la théorie des deux facteurs de Schachter et Singer pour reproduire dans notre architecture le comportement naturel en utilisant à la fois des données expressives et contextuelles. Nous concentrons nos efforts sur l'interprétation d'expressions en introduisant les Cartes Émotionnelles Personnalisées (CEPs) et sur la contextualisation des émotions via une ontologie du contexte émotionnel(EmOCA). Les CEPs sont motivées par le modèle complexe de Scherer et représen
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Gamberini, Jacopo. "AFFECTIVE COMPUTING IN SMART EDUCATION: Stato dell'Arte e Sviluppo di un Prototipo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Lo sviluppo negli ultimi anni della tecnologia ed in particolar modo dell'intelligenza artificiale è stato decisamente elevato, ed ha consentito lo sviluppo di molte applicazioni in mercati verticali differenti. In questa tesi, si approfondisce una sotto-categoria dell'IA, ossia l'Affective Computing, il cui ruolo è sviluppare sistemi capaci di riconoscere e simulare le emozioni e gli stati d'animo umani. Questo elaborato fornisce una rassegna dello stato dell'arte dell'Affective Computing, e ne descrive inoltre una possibile applicazione nel dominio della Smart Education. Il progetto consiste
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Moshkina, Lilia V. "An integrative framework of time-varying affective robotic behavior." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39568.

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As robots become more and more prevalent in our everyday life, making sure that our interactions with them are natural and satisfactory is of paramount importance. Given the propensity of humans to treat machines as social actors, and the integral role affect plays in human life, providing robots with affective responses is a step towards making our interaction with them more intuitive. To the end of promoting more natural, satisfying and effective human-robot interaction and enhancing robotic behavior in general, an integrative framework of time-varying affective robotic behavior was designed
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Ketchum, Devin Kyle. "The Use of the CAfFEINE Framework in a Step-by-Step Assembly Guide." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/96609.

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Today's technology is becoming more interactive with voice assistants like Siri. However, interactive systems such as Siri make mistakes. The purpose of this thesis is to explore using affect as an implicit feedback channel so that such mistakes would be easily corrected in real time. The CAfFEINE Framework, which was created by Dr. Saha, is a context-aware affective feedback loop in an intelligent environment. For the research described in this thesis, the focus will be on analyzing a user's physiological response to the service provided by an intelligent environment. To test this feedback lo
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Ayoub, Issa. "Multimodal Affective Computing Using Temporal Convolutional Neural Network and Deep Convolutional Neural Networks." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39337.

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Affective computing has gained significant attention from researchers in the last decade due to the wide variety of applications that can benefit from this technology. Often, researchers describe affect using emotional dimensions such as arousal and valence. Valence refers to the spectrum of negative to positive emotions while arousal determines the level of excitement. Describing emotions through continuous dimensions (e.g. valence and arousal) allows us to encode subtle and complex affects as opposed to discrete emotions, such as the basic six emotions: happy, anger, fear, disgust, sad and n
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ROMEO, LUCA. "Applied Machine Learning for Health Informatics: Human Motion Analysis and Affective Computing Application." Doctoral thesis, Università Politecnica delle Marche, 2018. http://hdl.handle.net/11566/253031.

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Il monitoraggio della qualità della vita e del benessere della persona rappresenta una sfida aperta nello scenario sanitario. La necessità di risolvere questo task nella nuova era dell'Intelligenza Artificiale porta all’applicazione di metodi dal campo del machine learning. Gli obiettivi e i contributi di questa tesi riflettono le attività di ricerca svolte (i) nell’ambito dell’analisi del movimento: valutazione e monitoraggio automatico del movimento umano durante la riabilitazione fisica, e (ii) nell’ambito dell’affective computing: stima dello stato affettivo del soggetto. Nel primo
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Yacoubi, Alya. "Vers des agents conversationnels capables de réguler leurs émotions : un modèle informatique des tendances à l’action." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS378/document.

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Les agents virtuels conversationnels ayant un comportement social reposent souvent sur au moins deux disciplines différentes : l’informatique et la psychologie. Dans la plupart des cas, les théories psychologiques sont converties en un modèle informatique afin de permettre aux agents d’adopter des comportements crédibles. Nos travaux de thèse se positionnent au croisement de ces deux champs disciplinaires. Notre objectif est de renforcer la crédibilité des agents conversationnels. Nous nous intéressons aux agents conversationnels orientés tâche, qui sont utilisés dans un contexte professionnel
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Tsoukalas, Kyriakos. "On Affective States in Computational Cognitive Practice through Visual and Musical Modalities." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/104069.

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Learners' affective states correlate with learning outcomes. A key aspect of instructional design is the choice of modalities by which learners interact with instructional content. The existing literature focuses on quantifying learning outcomes without quantifying learners' affective states during instructional activities. An investigation of how learners feel during instructional activities will inform the instructional systems design methodology of a method for quantifying the effects of individually available modalities on learners' affect. The objective of this dissertation is to investi
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Baltrušaitis, Tadas. "Automatic facial expression analysis." Thesis, University of Cambridge, 2014. https://www.repository.cam.ac.uk/handle/1810/245253.

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Humans spend a large amount of their time interacting with computers of one type or another. However, computers are emotionally blind and indifferent to the affective states of their users. Human-computer interaction which does not consider emotions, ignores a whole channel of available information. Faces contain a large portion of our emotionally expressive behaviour. We use facial expressions to display our emotional states and to manage our interactions. Furthermore, we express and read emotions in faces effortlessly. However, automatic understanding of facial expressions is a very difficul
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Jaimes, Luis Gabriel. "On the Selection of Just-in-time Interventions." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5506.

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A deeper understanding of human physiology, combined with improvements in sensing technologies, is fulfilling the vision of affective computing, where applications monitor and react to changes in affect. Further, the proliferation of commodity mobile devices is extending these applications into the natural environment, where they become a pervasive part of our daily lives. This work examines one such pervasive affective computing application with significant implications for long-term health and quality of life adaptive just-in-time interventions (AJITIs). We discuss fundamental components nee
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Feghoul, Kevin. "Deep learning for simulation in healthcare : Application to affective computing and surgical data science." Electronic Thesis or Diss., Université de Lille (2022-....), 2024. http://www.theses.fr/2024ULILS033.

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Dans cette thèse, nous abordons diverses tâches dans les domaines de l’informatique affective et de la science des données chirurgicales qui ont le potentiel d’améliorer la simulation médicale. Plus précisément, nous nous concentrons sur quatre défis clés : la détection du stress, la reconnaissance des émotions, l’évaluation des compétences chirurgicales et la reconnaissance des gestes chirurgicaux. La simulation est devenue un élément important de la formation médicale, offrant aux étudiants la possibilité d’acquérir de l’expérience et de perfectionner leurs compétences dans un environnement
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Vielzeuf, Valentin. "Apprentissage neuronal profond pour l'analyse de contenus multimodaux et temporels." Thesis, Normandie, 2019. http://www.theses.fr/2019NORMC229/document.

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Notre perception est par nature multimodale, i.e. fait appel à plusieurs de nos sens. Pour résoudre certaines tâches, il est donc pertinent d’utiliser différentes modalités, telles que le son ou l’image.Cette thèse s’intéresse à cette notion dans le cadre de l’apprentissage neuronal profond. Pour cela, elle cherche à répondre à une problématique en particulier : comment fusionner les différentes modalités au sein d’un réseau de neurones ?Nous proposons tout d’abord d’étudier un problème d’application concret : la reconnaissance automatique des émotions dans des contenus audio-visuels.Cela nous
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Abd, Gaus Yona Falinie. "Artificial intelligence system for continuous affect estimation from naturalistic human expressions." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16348.

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The analysis and automatic affect estimation system from human expression has been acknowledged as an active research topic in computer vision community. Most reported affect recognition systems, however, only consider subjects performing well-defined acted expression, in a very controlled condition, so they are not robust enough for real-life recognition tasks with subject variation, acoustic surrounding and illumination change. In this thesis, an artificial intelligence system is proposed to continuously (represented along a continuum e.g., from -1 to +1) estimate affect behaviour in terms o
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Hamieh, Salam. "Utilisation des méthodes de détection d'anomalies pour l'informatique affective." Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALT017.

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Les récentes avancées technologiques ont ouvert la voie à l'automatisation dans divers secteurs. Cela a conduit à un intérêt croissant pour le développement de modèles d'apprentissage automatique pour la reconnaissance et l'interprétation des émotions. Néanmoins, l'évaluation informatisée efficace des états affectifs et mentaux est confrontée à plusieurs défis importants, notamment la difficulté d'obtenir des données suffisantes, la complexité de l'étiquetage et la complexité de la tâche. Une solution à ces défis réside dans le domaine de la détection d'anomalies, qui a démontré son importance
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Reitberger, Wolfgang Heinrich. "Affective Dynamics in Responsive Media Spaces." Thesis, Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/4975.

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In this thesis computer-mediated human interaction and human computer interaction in responsive spaces are discussed. Can such spaces be de-signed to create an affective response from the players? What are the de-sign heuristics for a space that allows for the establishment of affective dy-namics? I research the user experience of players of existing spaces built by the Topological Media Lab. In addition to that I review other relevant ex-perimental interfaces, e.g. works by Myron Krueger and my own earlier piece Riviera in order to analyze their affective dynamics. Also, I review the differe
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Saha, Deba Pratim. "A Study of Methods in Computational Psychophysiology for Incorporating Implicit Affective Feedback in Intelligent Environments." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84469.

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Technological advancements in sensor miniaturization, processing power and faster networks has broadened the scope of our contemporary compute-infrastructure to an extent that Context-Aware Intelligent Environment (CAIE)--physical spaces with computing systems embedded in it--are increasingly commonplace. With the widespread adoption of intelligent personal agents proliferating as close to us as our living rooms, there is a need to rethink the human-computer interface to accommodate some of their inherent properties such as multiple focus of interaction with a dynamic set of devices and
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Haglund, Sonja. "Färgens påverkan på mänsklig emotion vid gränssnittsdesign." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-856.

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<p>Dagens teknologiska samhälle ställer höga krav på människan, bland annat gällande att processa information. Vid utformning av system tas det numera vanligtvis hänsyn till människa-datorinteraktionen (MDI) för att erhålla en så hög användbarhet som möjligt. Affektiv Informatik, som är ett utvecklat sätt att förhålla sig till MDI, talar för att utveckla system som både kan uppfatta och förmedla emotioner till användaren. Fokus i rapporten är hur ett system kan förmedla emotioner, via dess färgsättning, och därmed påverka användarens emotionella tillstånd. En kvantitativ undersökning har utför
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Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

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Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games
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Strizhkova, Valeriya. "Reconnaissance des émotions à l'aide du Deep Learning." Electronic Thesis or Diss., Université Côte d'Azur, 2025. http://www.theses.fr/2025COAZ4002.

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La compréhension des émotions humaines est cruciale dans des domaines tels que les soins de santé, l'interaction homme-robot et le marketing. Malgré les progrès réalisés dans la reconnaissance des émotions à partir d'une seule modalité, comme une vidéo faciale ou une séquence de signaux physiologiques, il reste difficile d'améliorer les performances en combinant plusieurs modalités. De plus, reconnaître les émotions dans des données séquentielles longues, telles que des vidéos de longue durée, est un défi, bien que la plupart des vidéos réelles de personnes exprimant des émotions soient longue
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Aranha, Renan Vinicius. "EasyAffecta: um framework baseado em Computação Afetiva para adaptação automática de jogos sérios para reabilitação motora." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-24072017-083504/.

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A utilização de jogos sérios em muitas atividades, incluindo casos de saúde, como o processo de reabilitação motora, tem demonstrado resultados satisfatórios que encorajam o desenvolvimento de novas aplicações neste cenário. Jogos podem tornar tais atividades mais interessantes e divertidas para os pacientes, como também auxiliar as etapas do processo de reabilitação. Nestas aplicações, estratégias que visam a manutenção do nível de motivação do usuário durante a utilização são muito importantes. Assim, esta pesquisa investiga a adaptação de contexto em jogos sérios com a utilização de técnica
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Pampouchidou, Anastasia. "Automatic detection of visual cues associated to depression." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCK054/document.

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La dépression est le trouble de l'humeur le plus répandu dans le monde avec des répercussions sur le bien-être personnel, familial et sociétal. La détection précoce et précise des signes liés à la dépression pourrait présenter de nombreux avantages pour les cliniciens et les personnes touchées. Le présent travail visait à développer et à tester cliniquement une méthodologie capable de détecter les signes visuels de la dépression afin d’aider les cliniciens dans leur décision.Plusieurs pipelines d’analyse ont été mis en œuvre, axés sur les algorithmes de représentation du mouvement, via des cha
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Baveye, Yoann. "Automatic prediction of emotions induced by movies." Thesis, Ecully, Ecole centrale de Lyon, 2015. http://www.theses.fr/2015ECDL0035/document.

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Jamais les films n’ont été aussi facilement accessibles aux spectateurs qui peuvent profiter de leur potentiel presque sans limite à susciter des émotions. Savoir à l’avance les émotions qu’un film est susceptible d’induire à ses spectateurs pourrait donc aider à améliorer la précision des systèmes de distribution de contenus, d’indexation ou même de synthèse des vidéos. Cependant, le transfert de cette expertise aux ordinateurs est une tâche complexe, en partie due à la nature subjective des émotions. Cette thèse est donc dédiée à la détection automatique des émotions induites par les films,
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Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/129791.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and w
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Tasooji, Reza. "Determining Correlation Between Video Stimulus and Electrodermal Activity." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/84509.

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With the growth of wearable devices capable of measuring physiological signals, affective computing is becoming more popular than before that gradually will remove our cognitive approach. One of the physiological signals is the electrodermal activities (EDA) signal. We explore how video stimulus that might arouse fear affect the EDA signal. To better understand EDA signal, two different medians, a scene from a movie and a scene from a video game, were selected to arouse fear. We conducted a user study with 20 participants and analyzed the differences between medians and proposed a method
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Neto, Ary Fagundes Bressane. "Uma arquitetura para agentes inteligentes com personalidade e emoção." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-28072010-121443/.

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Uma das principais motivações da Inteligência Artificial no contexto dos sistemas de entretenimento digital é criar personagens adaptáveis a novas situações, pouco previsíveis, com aprendizado rápido, memória de situações passadas e uma grande diversidade de comportamentos consistente e convincente ao longo do tempo. De acordo com recentes estudos desenvolvidos nos campos da Neurociência e da Psicologia, a capacidade de resolução de problemas não está unicamente atrelada à facilidade na manipulação de símbolos, mas também à exploração das características do ambiente e à interação social, que p
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Pereira, Adriano. "AFFECTIVE-RECOMMENDER: UM SISTEMA DE RECOMENDAÇÃO SENSÍVEL AO ESTADO AFETIVO DO USUÁRIO." Universidade Federal de Santa Maria, 2012. http://repositorio.ufsm.br/handle/1/5406.

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Pervasive computing systems aim to improve human-computer interaction, using users situation variables that define context. The boom of Internet makes growing availables items to choose, giving cost in made decision process. Affective Computing has in its goals to identify user s affective/emotional state in a computing interaction, in order to respond to it automatically. Recommendation systems help made decision selecting and suggesting items in scenarios where there are huge information volume, using, traditionally, users prefferences data. This process could be enhanced using context inf
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Iepsen, Edécio Fernando. "Ensino de algoritmos : detecção do estado afetivo de frustração para apoio ao processo de aprendizagem." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/78020.

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Esta tese apresenta uma pesquisa para detectar os alunos que evidenciam sinais de frustração em atividades de ensino e de aprendizagem na área de Algoritmos, para então, auxiliá-los com ações proativas de apoio. A motivação para o desenvolvimento deste trabalho advém da dificuldade dos alunos na aprendizagem dos conceitos e técnicas de construção de Algoritmos, que se constitui num dos principais fatores que levam os cursos de formação em Computação a atingir altas taxas de evasão. Na busca por diminuir tal evasão, esta pesquisa destaca a importância de considerar os estados afetivos dos aluno
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39

Haines, Nathaniel. "Decoding facial expressions that produce emotion valence ratings with human-like accuracy." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1511257717736851.

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40

Gnjatović, Milan. "Adaptive dialogue management in human-machine interaction." München Verl. Dr. Hut, 2009. http://d-nb.info/997723475/04.

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Elkins, Aaron Chaim. "Vocalic Markers of Deception and Cognitive Dissonance for Automated Emotion Detection Systems." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/202930.

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This dissertation investigates vocal behavior, measured using standard acoustic and commercial vocal analysis software, as it occurs naturally while lying, experiencing cognitive dissonance, or receiving a security interview conducted by an Embodied Conversational Agent (ECA).In study one, vocal analysis software used for credibility assessment was investigated experimentally. Using a repeated measures design, 96 participants lied and told the truth during a multiple question interview. The vocal analysis software's built-in deception classifier performed at the chance level. When the vocal me
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Karg, Michelle E. [Verfasser], Kolja [Akademischer Betreuer] Kühnlenz, and Gerhard [Akademischer Betreuer] Rigoll. "Pattern Recognition Algorithms for Gait Analysis with Application to Affective Computing / Michelle Karg. Gutachter: Gerhard Rigoll. Betreuer: Kolja Kühnlenz." München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1019589450/34.

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43

Navarro, Sainz Adriana G. "An Exploratory Study: Personal Digital Technologies For Stress Care in Women." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1543579225538012.

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44

Delaborde, Agnès. "Modélisation du profil émotionnel de l’utilisateur dans les interactions parlées Humain-Machine." Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112225/document.

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Les travaux de recherche de la thèse portent sur l'étude et la formalisation des interactions émotionnelles Humain-Machine. Au delà d’une détection d'informations paralinguistiques (émotions, disfluences,...) ponctuelles, il s'agit de fournir au système un profil interactionnel et émotionnel de l'utilisateur dynamique, enrichi pendant l’interaction. Ce profil permet d’adapter les stratégies de réponses de la machine au locuteur, et il peut également servir pour mieux gérer des relations à long terme. Le profil est fondé sur une représentation multi-niveau du traitement des indices émotionnels
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Boukhris, Mehdi. "Modélisation et évaluation de la fidélité d'un clone virtuel." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS177/document.

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L'identification des visages est primordiale lors de nos interactions sociales. Ainsi, notre comportement change suite à l'identification de la personne avec laquelle nous interagissons. De plus, les travaux en psychologie et en neurosciences ont observé que le traitement cognitif face à un visage familier diffère de celui que nous avons face à un visage inconnu.D'une autre part, les dernières techniques de rendu 3D et les dernières avancées des scans 3D ont permis la création de visages virtuels photo-réalistes modélisant des personnes réelles existantes. La tendance actuelle pour modéliser d
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Paleari, Marco. "Informatique Affective : Affichage, Reconnaissance, et Synthèse par Ordinateur des Émotions." Phd thesis, Télécom ParisTech, 2009. http://pastel.archives-ouvertes.fr/pastel-00005615.

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L'informatique Affective regarde la computation que se rapporte, surgit de, ou influence délibérément les émotions et trouve son domaine d'application naturel dans les interactions homme-machine a haut niveau d'abstraction. L'informatique affective peut être divisée en trois sujets principaux, à savoir: l'affichage,l'identification, et la synthèse. La construction d'une machine intelligente capable dinteragir'de façon naturelle avec son utilisateur passe forcement par ce trois phases. Dans cette thèse nous proposions une architecture basée principalement sur le modèle dite "Multimodal Affectiv
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Weber, Marlene. "Automotive emotions : a human-centred approach towards the measurement and understanding of drivers' emotions and their triggers." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16647.

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The automotive industry is facing significant technological and sociological shifts, calling for an improved understanding of driver and passenger behaviours, emotions and needs, and a transformation of the traditional automotive design process. This research takes a human-centred approach to automotive research, investigating the users' emotional states during automobile driving, with the goal to develop a framework for automotive emotion research, thus enabling the integration of technological advances into the driving environment. A literature review of human emotion and emotion in an autom
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Yngström, Karl. "Hjälpmedel för att tydliggöra känslor hos personer med AST." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20498.

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Smarttelefoner är som kommunikationsverktyg mycket kraftfullt och tillåter kommunikationpå nya sätt. Att använda teknologiska hjälpmedel för att assistera människor med psykiskafunktionshinder är på framgång. Autismspektrum tillstånd, eller AST, är ett sådantfunktionshinder som manifesterar sig olika på olika människor, men ett genomgående dragär oförmåga att förstå känslor. Att mäta känslor är inte något som enkelt låter sig göras och iperioder har forskningsområdet för känslor varit eftersatt då det inte anses tillräckligtlogiskt.Denna uppsats använder Russels modell för känslor och core aff
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Esau, Natalia. "Emotionale Aspekte der Mensch-Roboter-Interaktion und ihre Realisierung in verhaltensbasierten Systemen /." Aachen : Shaker, 2009. http://d-nb.info/997696605/04.

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BURSIC, SATHYA. "ON WIRING EMOTION TO WORDS: A BAYESIAN MODEL." Doctoral thesis, Università degli Studi di Milano, 2022. http://hdl.handle.net/2434/932589.

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Language and emotion are deeply entangled. In this dissertation we present a theoretical model that addresses how language and emotions intertwine with one another. To such end, we draw on the several results achieved in emotion theory (either at the psychological and the neurobiological levels) that go under the constructivist umbrella of the Conceptual Act Theory and those related to an emerging theoretical framework for pragmatic inference, the Rational Speech Act framework. We connect these theories and spell such connection in the language of probability, namely in that of Bayesian probab
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