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1

Daher, Karl, Dahlia Saad, Elena Mugellini, Denis Lalanne, and Omar Abou Khaled. "Empathic and Empathetic Systematic Review to Standardize the Development of Reliable and Sustainable Empathic Systems." Sensors 22, no. 8 (2022): 3046. http://dx.doi.org/10.3390/s22083046.

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Empathy plays a crucial role in human life, and the evolution of technology is affecting the way humans interact with machines. The area of affective computing is attracting considerable interest within the human–computer interaction community. However, the area of empathic interactions has not been explored in depth. This systematic review explores the latest advances in empathic interactions and behaviour. We provide key insights into the exploration, design, implementation, and evaluation of empathic interactions. Data were collected from the CHI conference between 2011 and 2021 to provide an overview of all studies covering empathic and empathetic interactions. Two authors screened and extracted data from a total of 59 articles relevant to this review. The features extracted cover interaction modalities, context understanding, usage fields, goals, and evaluation. The results reported here can be used as a foundation for the future research and development of empathic systems and interfaces and as a starting point for the gaps found.
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Xu, Xuhai, Karan Ahuja, Jasmine Lu, Mary Czerwinski, Jina Suh, and Gonzalo Ramos. "Toward a more empathic relationship between humans and computing systems." XRDS: Crossroads, The ACM Magazine for Students 28, no. 1 (2021): 48–53. http://dx.doi.org/10.1145/3481842.

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How might computing support us in becoming our better, more emotionally resilient selves? We explore this in an interview with the team from Microsoft Research's Human Understanding and Empathy group.
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3

Braun, Michael, Jonas Schubert, Bastian Pfleging, and Florian Alt. "Improving Driver Emotions with Affective Strategies." Multimodal Technologies and Interaction 3, no. 1 (2019): 21. http://dx.doi.org/10.3390/mti3010021.

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Drivers in negative emotional states, such as anger or sadness, are prone to perform bad at driving, decreasing overall road safety for all road users. Recent advances in affective computing, however, allow for the detection of such states and give us tools to tackle the connected problems within automotive user interfaces. We see potential in building a system which reacts upon possibly dangerous driver states and influences the driver in order to drive more safely. We compare different interaction approaches for an affective automotive interface, namely Ambient Light, Visual Notification, a Voice Assistant, and an Empathic Assistant. Results of a simulator study with 60 participants (30 each with induced sadness/anger) indicate that an emotional voice assistant with the ability to empathize with the user is the most promising approach as it improves negative states best and is rated most positively. Qualitative data also shows that users prefer an empathic assistant but also resent potential paternalism. This leads us to suggest that digital assistants are a valuable platform to improve driver emotions in automotive environments and thereby enable safer driving.
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Alanazi, Saad Awadh, Maryam Shabbir, Nasser Alshammari, Madallah Alruwaili, Iftikhar Hussain, and Fahad Ahmad. "Prediction of Emotional Empathy in Intelligent Agents to Facilitate Precise Social Interaction." Applied Sciences 13, no. 2 (2023): 1163. http://dx.doi.org/10.3390/app13021163.

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The research area falls under the umbrella of affective computing and seeks to introduce intelligent agents by simulating emotions artificially and encouraging empathetic behavior in them, to foster emotional empathy in intelligent agents with the overarching objective of improving their autonomy. Raising the emotional empathy of intelligent agents to boost their autonomic behavior can increase their independence and adaptability in a socially dynamic context. As emotional intelligence is a subset of social intelligence, it is essential for successful social interaction and relationships. The purpose of this research is to develop an embedded method for analyzing empathic behavior in a socially dynamic situation. A model is proposed for inducing emotional intelligence through a deep learning technique, employing multimodal emotional cues, and triggering appropriate empathetic responses as output. There are 18 categories of emotional behavior, and each one is strongly influenced by multimodal cues such as voice, facial, and other sensory inputs. Due to the changing social context, it is difficult to classify emotional behavior and make predictions based on modest changes in multimodal cues. Robust approaches must be used to be sensitive to these minor changes. Because a one-dimensional convolutional neural network takes advantage of feature localization to minimize the parameters, it is more efficient in this exploration. The study’s findings indicate that the proposed method outperforms other popular ML approaches with a maximum accuracy level of 98.98 percent when compared to currently used methods.
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Rinnert, Thomas, James Walsh, Cédric Fleury, Gilles Coppin, Thierry Duval, and Bruce Thomas. "How Can One Share a User’s Activity during VR Synchronous Augmentative Cooperation?" Multimodal Technologies and Interaction 7, no. 2 (2023): 20. http://dx.doi.org/10.3390/mti7020020.

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Collaborative virtual environments allow people to work together while being distant. At the same time, empathic computing aims to create a deeper shared understanding between people. In this paper, we investigate how to improve the perception of distant collaborative activities in a virtual environment by sharing users’ activity. We first propose several visualization techniques for sharing the activity of multiple users. We selected one of these techniques for a pilot study and evaluated its benefits in a controlled experiment using a virtual reality adaptation of the NASA MATB-II (Multi-Attribute Task Battery). Results show (1) that instantaneous indicators of users’ activity are preferred to indicators that continuously display the progress of a task, and (2) that participants are more confident in their ability to detect users needing help when using activity indicators.
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6

Sun, Jiaqi. "Research And Application Analysis of Multimodal Emotion Recognition Methods Based on Speech, Text, And Facial Expressions." Highlights in Science, Engineering and Technology 85 (March 13, 2024): 293–97. http://dx.doi.org/10.54097/agvjvq19.

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In this study, the focus is primarily on the diverse methods for recognizing human emotions through language, text, and facial expressions via computational technology. Emphasizing the real-world applicability of these techniques, the paper underscores the significance of multimodal emotion recognition in areas such as human-computer interaction, psychology, and emotion analytics. Multimodal methods, which combine data from various sources like voice tone, facial cues, and textual context, offer a robust approach for discerning nuanced emotional states. Compared to single-mode analysis, these multimodal techniques tend to produce more accurate and comprehensive results, bridging the gaps left by any one mode in isolation. As technology increasingly integrates with daily human activity, the importance of nuanced, reliable emotion recognition is becoming paramount for fostering more natural and empathic machine-human interactions. Moreover, in the realm of psychology, these methods offer groundbreaking possibilities for diagnosis and treatment. By discussing the future applications and methodologies of multimodal emotion recognition, this paper aims to provide a comprehensive roadmap for both academic research and practical applications in the evolving landscape of emotion-aware computing.
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7

Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic.
 Keywords: Video game, pandemic, online games, confinement.
 References
 [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020.
 [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020.
 [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020.
 [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020.
 [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012.
 [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010.
 [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019.
 [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020.
 [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020.
 [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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8

Papoutsi, Chara, and Athanasios Drigas. "Empathy and Mobile Applications." International Journal of Interactive Mobile Technologies (iJIM) 11, no. 3 (2017): 57. http://dx.doi.org/10.3991/ijim.v11i3.6385.

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<strong>Mobile devices, such as mobile phones and personal digital assistants, have gained wide-spread popularity and are part of the everyday life of billions of people. Today’s mobile phones represent a rich and powerful computing platform, given their sensing, processing, social and communication capabilities. Empathy is the ability to identify with and understand another person’s situation and feelings. Our ability to empathize affects how well we communicate our thoughts and feelings with others, how well we understand others, and how comfortable people feel communicating with us. Mobile devices have made a huge step in trying to cultivate empathy to people and different social groups through interesting applications.</strong>
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9

HOU, Hanchao, Shuya LIN, Shiguang NI, and Pusheng WANG. "When AI learns to empathize: Topics, scenarios, and optimization of empathy computing from a psychological perspective." Advances in Psychological Science 32, no. 5 (2024): 845. http://dx.doi.org/10.3724/sp.j.1042.2024.00845.

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10

Montiel-Vázquez, Edwin Carlos, Jorge Adolfo Ramírez Uresti, and Octavio Loyola-González. "An Explainable Artificial Intelligence Approach for Detecting Empathy in Textual Communication." Applied Sciences 12, no. 19 (2022): 9407. http://dx.doi.org/10.3390/app12199407.

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Empathy is a necessary component of human communication. However, it has been largely ignored in favor of other concepts such as emotion and feeling in Affective computing. Research that has been carried out regarding empathy in computer science lacks a method of measuring empathy based on psychological research. Likewise, it does not present an avenue for expanding knowledge regarding this concept. We provide a comprehensive study on the nature of empathy and a method for detecting it in textual communication. We measured empathy present in conversations from a database through volunteers and psychological research. Subsequently, we made use of a pattern-based classification algorithm to predict the Empathy levels in each conversation. Our research contributions are: the Empathy score, a metric for measuring empathy in texts; Empathetic Conversations, a database containing conversations with their respective Empathy score; and our results. We show that an explicative pattern-based approach (PBC4cip) is, to date, the best approach for detecting empathy in texts. This is by measuring performance in both nominal and ordinal metrics. We found a statistically significant difference in performance for our approach and other algorithms with lower performance. In addition, we show the advantages of interpretability by our model in contrast to other approaches. This is one of the first approaches to measuring empathy in texts, and we expect it to be useful for future research.
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11

Hongladarom, Soraj. "Ubiquitous computing, empathy and the self." AI & SOCIETY 28, no. 2 (2012): 227–36. http://dx.doi.org/10.1007/s00146-012-0395-1.

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12

Neicu, Andra-Ileana, Anamaria-Cătălina Radu, Gheorghe Zaman, Ivona Stoica, and Florian Răpan. "Cloud Computing Usage in SMEs. An Empirical Study Based on SMEs Employees Perceptions." Sustainability 12, no. 12 (2020): 4960. http://dx.doi.org/10.3390/su12124960.

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This paper aims to determine the perception of small and medium-sized enterprises (SMEs) employees regarding the usage of cloud computing services in their activities. The quantitative study was conducted on a sample of 315 respondents employed in Romanian SMEs. Testing of the conceptual model was performed with the WarpPLS 3.0 software. The study aimed to test how several constructs—the perceived benefits, disadvantages and risks, communication process, overall experience of using cloud computing services, perceived image, and empathy regarding the cloud computing services—influence the perception of the cloud computing service quality among SMEs employees. Moreover, employees’ perception regarding the satisfaction of using cloud computing services based on the perceived quality was also tested. We concluded that the perceived benefits and disadvantages of cloud computing service usage, the perception of both the communication process and users’ experience regarding cloud computing service use, empathy, and cloud computing service image positively influence the perceived quality of the cloud computing service usage in SMEs. We did not find evidence that the perceived risks significantly influence the perceived quality of cloud computing services. Finally, we demonstrated that the perceived quality of the cloud computing services positively influences the satisfaction regarding cloud computing services among SMEs employees.
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13

Hahn, Alexander, Katharina Klug, and Florian Riedmüller. "Digital Empathy: Kombinierte Erfassung über Affective Computing und Eye Tracking." Digitale Welt 4, no. 3 (2020): 24–27. http://dx.doi.org/10.1007/s42354-020-0278-4.

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14

Sales, Giliane Felismino, Welesson Portela de Aguiar, Francisco Herbert Lima Vasconcelos, Tatiana Hochgreb-Hägele, and Cassia Fernandez. "Políticas Públicas em Educação: um Estudo de Caso sobre o Currículo “IDEIA” de Ciências do Município de Sobral e a Inserção das Práticas de Ciências e Engenharia em Sequências de Ensino." Revista de Ensino, Educação e Ciências Humanas 24, no. 4 (2024): 568–73. http://dx.doi.org/10.17921/2447-8733.2023v24n4p568-573.

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Políticas públicas educacionais, tais como a elaboração e implantação de currículos, podem contribuir para melhores resultados na qualidade de ensino do país. O presente estudo objetiva analisar o currículo de Ciências “IDEIA” do município de Sobral, e seu processo de implantação por meio da implementação de espaços maker e formação de professores para redesenho de sequências de ensino baseadas nos princípios do currículo. A metodologia empregada utiliza-se da pesquisa qualitativa, do tipo exploratória, embasada no levantamento bibliográfico. Realizou-se uma análise das publicações técnicas e científicas presentes no Google Scholar, bem como, em sites oficiais do município de Sobral. A análise demonstrou que o currículo IDEIA é bem diferenciado e moldado nos pressupostos indicados pela BNCC. Dentre as características desse documento verificam-se a presença das ideias de Paulo Freire, abordagens construcionistas, sugestão da utilização da engenharia, tecnologia e computação. A estruturação do currículo gira em torno de expectativas de aprendizagens, que são norteadas por práticas de ciências e engenharia que permitem que o ensino seja centrado no discente. A implantação do currículo apoiada nos laboratórios maker expõe os alunos a processos de aprendizagem que promovem o trabalho coletivo e a resolução de problemas de forma criativa e empática. Para que esse currículo seja implementado, há um olhar cuidadoso para os professores que irão colocar na prática esse documento curricular. As formações de ciências do município são voltadas para capacitar os professores para que estes compreendam com profundidade as possibilidades que o currículo traz para a prática docente. Palavras-chave: Políticas Públicas. Currículo IDEIA. Educação em Ciências. Cultura Maker. AbstractPublic educational policies, such as the elaboration and implementation of curricula, can contribute to better results in the quality of education in the country. The present study aims to analyze the Science curriculum “IDEIA” in the municipality of Sobral, and its implementation process through the implementation of maker spaces and teacher training for the redesign of teaching sequences based on the principles of the curriculum. The methodology used uses qualitative research, of the exploratory type, based on the bibliographic survey. An analysis was carried out of the technical and scientific publications present in Google Scholar, as well as in official websites of the municipality of Sobral. The analysis showed that the IDEIA curriculum is well differentiated and shaped by the assumptions indicated by the BNCC. Among the characteristics of this document are the presence of Paulo Freire's ideas, constructionist approaches, suggestion of the use of engineering, technology and computing. The structuring of the curriculum revolves around learning expectations, which are guided by science and engineering practices that allow teaching to be student-centered. The implementation of the curriculum supported by the maker laboratories exposes students to learning processes that promote collective work and problem solving in a creative and empathic way. For this curriculum to be implemented, there is a careful look at the teachers who will put this curriculum document into practice. The city's science courses are aimed at training teachers so that they have a deep understanding of the possibilities that the curriculum brings to teaching practice. Keywords: Public Policies. IDEA Curriculum. Science Education. Maker Culture.
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Järvelä, Simo, Benjamin Cowley, Mikko Salminen, Giulio Jacucci, Juho Hamari, and Niklas Ravaja. "Augmented Virtual Reality Meditation." ACM Transactions on Social Computing 4, no. 2 (2021): 1–19. http://dx.doi.org/10.1145/3449358.

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In a novel experimental setting, we augmented a variation of traditional compassion meditation with our custom-built VR environment for multiple concurrent users. The presence of another user’s avatar in shared virtual space supports social interactions and provides an active target for evoked compassion. The system incorporates respiration and brainwave-based biofeedback to enable closed-loop interaction of users based on their shared physiological state. Specifically, we enhanced interoception and the deep empathetic processes involved in compassion meditation with real-time visualizations of: breathing rate, level of approach motivation assessed from EEG frontal asymmetry, and dyadic synchrony of those signals between two users. We manipulated these interventions across eight separate conditions (dyadic or solo meditation; brainwave, breathing, both or no biofeedback) in an experiment with 39 dyads (N=8), observing the effect of conditions on self-reported experience and physiological synchrony. We found that each different shared biofeedback type increased users’ self-reported empathy and social presence, compared to no-biofeedback or solo conditions. Our study illustrates how dyadic synchrony biofeedback can expand the possibilities of biofeedback in affective computing and VR solutions for health and wellness.
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Chavan, Ashlesha. "Virtual Reality: Pioneering the Future of Immersive Experiences." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30286.

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Virtual Reality (VR) stands at the forefront of technological innovation, poised to revolutionize numerous industries and redefine human interaction with digital environments. This research paper delves into the transformative potential of VR, elucidating its multifaceted applications and profound impact on society. Through immersive simulations, VR transcends the limitations of traditional mediums, offering unparalleled opportunities for education, training, entertainment, and therapy. Its integration with fields such as healthcare, architecture, and education promises to enhance learning outcomes, streamline workflows, and democratize access to specialized knowledge. Moreover, VR fosters empathetic connections by enabling users to inhabit diverse perspectives and realities, fostering empathy and understanding. As VR technology continues to advance, with developments in hardware, software, and content creation, its integration into everyday life becomes increasingly plausible, heralding a new era of experiential computing. Embracing VR entails navigating ethical considerations, privacy concerns, and ensuring equitable access, yet the benefits outweigh the challenges. Ultimately, VR represents not merely a technological advancement but a paradigm shift in how humans engage with the digital realm, heralding a future where the boundaries between physical and virtual realities blur, and immersive experiences become ubiquitous.
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17

Agosta, Lou. "Empathy: A Bridge Across the Digital Divide." Psychoanalytic Review 109, no. 4 (2022): 439–59. http://dx.doi.org/10.1521/prev.2022.109.4.439.

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The digital divide is defined as the distance between those individuals and communities that have access to digital resources such as high-speed internet and user-friendly, sophisticated computing interfaces and those that lack such resources. If empathy is understood as being fully present with another person without judgment, evaluation, or anything else added, then being present in the same physical space (such as a therapist's office) is arguably the optimum approach. Yet the genie is out of the bottle. This article engages with new forms of countertransference, parapraxes (slips), and breakdowns in empathy occasioned by taking psychodynamic therapy online including the advantages and disadvantages, the trade-offs, of each approach. It is just as misguided to require therapists exclusively to perform in-person therapy as it would be for everyone exclusively to perform online therapy. There is no turning back the clock.
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18

Murphy, Brett A., Thomas H. Costello, Ashley L. Watts, Yuk Fai Cheong, Joanna M. Berg, and Scott O. Lilienfeld. "Strengths and Weaknesses of Two Empathy Measures: A Comparison of the Measurement Precision, Construct Validity, and Incremental Validity of Two Multidimensional Indices." Assessment 27, no. 2 (2018): 246–60. http://dx.doi.org/10.1177/1073191118777636.

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The quality of empathy research, and clinical assessment, hinges on the validity and proper interpretation of the measures used to assess the construct. This study investigates, in an online sample of 401 adult community participants, the construct validity of the Affective and Cognitive Measure of Empathy (ACME) relative to that of the Interpersonal Reactivity Index (IRI), the most widely used multidimensional empathy research measure. We investigated the factor structures of both measures, as well as their measurement precision across varying trait levels. We also examined them both in relation to convergent and discriminant criteria, including broadband personality dimensions, general emotionality, personality disorder features, and interpersonal malignancy. Our findings suggest that the ACME possesses incremental validity beyond the IRI for most constructs related to interpersonal malignancy. Our results further indicate that the IRI Personal Distress scale is severely deficient in construct validity, raising serious concerns regarding past findings that have included it when computing total empathy scores. Finally, our results indicate that both questionnaires display poor measurement precision at high trait levels, emphasizing the need for future researchers to develop indices that can reliably measure high levels of empathy.
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Baharin, Hanif, Shukor Sanim Mohd Fauzi, Azlina Ahmad, and Fazillah Mohmad Kamal. "Designing an Interactive Game to Encourage Cognitive Empathy as a Bullying Prevention Tool." International Journal of Engineering & Technology 7, no. 4.19 (2018): 144–57. http://dx.doi.org/10.14419/ijet.v7i4.19.22037.

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Bullying can have detrimental consequences to the victims, hence there is a need for bullying prevention programs at school. In this paper, we describe a gameplay model which may be usedto elicit cognitive empathy as a part of anti-bullying program among schoolchildren. We interviewed 79 schoolchildren from four schools in order to find out their understanding of bullying and their play behavior, and we observed their play behaviorduring recess. We found that most schoolchildren in our study instinctively know that bullying is wrong because it hurt others but attributethe consequences to self as imposed by authorities as the reason why hurting others is wrong. We argue that, this shows that they demonstrate affective empathy but would benefit from cognitive empathy training. From our findings we came out with design guidelines and produced a bullying morality conceptual model, which then informed our gameplay model. To validate the gameplay model, we designed and tested an indoor physical computing game prototype that encourages player to collectively exercise their cognitive empathy. The results from our game testing shows that the game mechanics proposed in our gameplay model do encourage players to exercise the empathy. Â
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Zhou, Li, Jianfeng Gao, Di Li, and Heung-Yeung Shum. "The Design and Implementation of XiaoIce, an Empathetic Social Chatbot." Computational Linguistics 46, no. 1 (2020): 53–93. http://dx.doi.org/10.1162/coli_a_00368.

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This article describes the development of Microsoft XiaoIce, the most popular social chatbot in the world. XiaoIce is uniquely designed as an artifical intelligence companion with an emotional connection to satisfy the human need for communication, affection, and social belonging. We take into account both intelligent quotient and emotional quotient in system design, cast human–machine social chat as decision-making over Markov Decision Processes, and optimize XiaoIce for long-term user engagement, measured in expected Conversation-turns Per Session (CPS). We detail the system architecture and key components, including dialogue manager, core chat, skills, and an empathetic computing module. We show how XiaoIce dynamically recognizes human feelings and states, understands user intent, and responds to user needs throughout long conversations. Since the release in 2014, XiaoIce has communicated with over 660 million active users and succeeded in establishing long-term relationships with many of them. Analysis of large-scale online logs shows that XiaoIce has achieved an average CPS of 23, which is significantly higher than that of other chatbots and even human conversations.
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Walczak, Renata, Krzysztof Koszewski, Robert Olszewski, Krzysztof Ejsmont, and Anikó Kálmán. "Acceptance of IoT Edge-Computing-Based Sensors in Smart Cities for Universal Design Purposes." Energies 16, no. 3 (2023): 1024. http://dx.doi.org/10.3390/en16031024.

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Around 20% of the population is disabled. Many people have mobility problems, including the elderly and people with young children. It is crucial to adapt cities to the needs of these people and, at the same time, to the needs of all residents. This is the subject of universal design, which should consider inhabitants’ needs and habits. This information can be collected by Internet of Things (IoT) devices that observe and listen to residents. Residents do not accept constant surveillance, so the public may not accept data collection by IoT sensors. This study aimed to identify and evaluate factors influencing the acceptance of data collection by IoT devices for universal design. For this purpose, an online survey was prepared by the Warsaw University of Technology. The following statistical methods were used to analyze the data: descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis and structural equation modeling. This paper identifies key factors influencing the acceptance of IoT devices for universal design. The statistically significant factors are the perceived usefulness of data collection, trust in city authorities, the perceived security of data collected by IoT devices and empathy for people with disabilities. The original achievement of this study is its indication that empathy for the disabled moderates and increases the positive relationship between the perceived usefulness of IoT devices and their acceptance. It was also found that trust in city authorities mediates the relationship between the perceived usability and acceptance of IoT devices. City authorities can use the results of this analysis in the implementation of IoT devices in smart cities.
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Trindade de Almeida Silva, Alan, Luciano Arruda Teran, Thayssa Águila Rocha, and Marcelle Pereira Mota. "Exploring Design Thinking as a Software Accessibility Awareness Raising Methodology in Computing Courses." Anais do Computer on the Beach 14 (May 3, 2023): 325–32. http://dx.doi.org/10.14210/cotb.v14.p325-332.

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ABSTRACTDespite many advances in the area of software accessibility, thereare still many problems to be overcome that prevent a greateravailability of accessible software. One of these problems is thataccessibility is usually not included in the curriculum of computingcourses. This educational gap causes software development professionalsto leave college or university without understanding howthe software they develop can be adapted to guarantee its use bypeople with different needs and how to implement these adaptations.This work proposes and evaluates an accessibility teachingmethodology based on Design Thinking with the main objectiveof increasing accessibility awareness among students. The resultsindicate that the proposed methodology was effective and managedto significantly increase students’ accessibility awareness, makingthem more sensitive and empathetic about the topic. The resultsalso showed that the students approved of the methodology andconsidered it interesting and engaging.
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García-Hidalgo, Raúl, Esperanza Johnson, Ramón Hervás, Iván González, Tania Mondéjar, and José Bravo. "MAmIoTie: An Affective and Sensorized Toy to Support Emotion Perception." Proceedings 2, no. 19 (2018): 1209. http://dx.doi.org/10.3390/proceedings2191209.

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Affective Computing aims at developing systems to recognize, process and interpret emotions. This paper presents a sensorized toy with affective functionalities through cognitive services based on IBM Watson technology. The purpose of this research is to improve the quality of life through the assistance oftherapies with children and preadolescents to support emotion perception. This is focused from three points of view: (a) self-perception, (b) empathy and, (c) social-emotional skills. MAmIoTie was evaluated with 10 healthy preadolescent subjects to assess how effectively it analyzes users’ emotional perception. The results were generally positive in terms of analysis, though there were aspects that behaved in a way we did not expect.
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Talla, Radhika, and Dr B. V. Ramana Murthy. "PREDICTION AND ANALYSIS OF HUMAN PERCEPTION AND EMOTIONAL UNDERSTANDING THROUGH TECHNOLOGY – BLUE EYES TECHNOLOGY." International Journal of Interpreting Enigma Engineers 01, no. 01 (2024): 16–24. http://dx.doi.org/10.62674/ijiee.2024.v1i01.003.

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The human computer interaction (HCI) field has seen significant transformations throughout the course of its history, shifting from its early focus on effectiveness and utility to the innovative concept of emotional computing. This article explores these changes. This research investigates the transformational process that led to the development of goods such as Blue Eye technology. It does so by drawing on influential work such as "Affective computing," which focuses on universal representations of emotion. The destination of this journey is Blue Eye Technology, a fictitious concept that is based on true scientific advancements. In order to develop a framework that is both empathetic and responsive, the strategy that has been presented takes use of machine learning algorithms and cutting-edge sensing materials. By encompassing the historical context, significant works, and technological advancements that lay the framework for Blue Eye Technology, this abstract marks a significant step toward a more intuitive and emotionally aware period in human computer interaction. This abstraction is a significant stride. People are able to interact with computers in a manner that is more natural and efficient by utilizing these techniques, which are referred to as "Blue Eye" technology. These techniques include eye tracking and gaze recognition capabilities. Through its various uses, this technology has the potential to be beneficial to a wide range of industries, including computer gaming, virtual and augmented reality, and assistive technology for individuals with disabilities. The current status of Blue Eye technology, its potential benefits and drawbacks, and the several techniques and algorithms that are available for gaze tracking and analysis will be investigated in this paper. This will be accomplished through a review of the relevant literature.
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Yazdanpanah, Roham, Mohammadreza Ghlizadeh, and Vafadar Rashidi. "Investigate the Relationship between Participative Management and Professional Ethics in Social Security Organization in Yasouj." Journal of Management and Accounting Studies 3, no. 04 (2019): 80–88. http://dx.doi.org/10.24200/jmas.vol3iss04pp80-88.

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The aim of this study is to evaluate the impact of participative management on professional ethics of employees in Social Security Organization in Yasouj. Methodology: According to the purpose of study, the present research is applied research. Also according to way of data collection (research project), the present study are descriptive research. The population of the study consisted of all employees of in Social Security Organization in Yasouj which 86 persons were selected as the subjects of the study. For analyzing data is used descriptive and inferential statistics by using the SPSS software. In order to evaluate the validity of the data achieved through instrument (questionnaire) readers, advisors, and experts. The internal reliability of the items was verified by computing the Cronbach’s alpha. Results: Research findings are as follows: There is a significant relationship between participative management and professional ethics in Social Security Organization in Yasouj; Conclusion: also, there is a significant relationship between participative management and responsibility of employees, honesty of employees, justice of employees, loyalty of employees, empathy of employees, superiority of employees, respect for others and expect to social values in Social Security Organization in Yasouj.
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Youn, Jeong-Jin, KyoungEun Kim, MI-Seung Yun, and Jae-jin Jang. "Research on Creativity and Personality Convergence Education to Enhance University Students' Future Competencies." Korean Association of General Education 15, no. 3 (2021): 11–28. http://dx.doi.org/10.46392/kjge.2021.15.3.11.

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This study proposes some of the elements of competencies that university students must have for coping with life in a society of the future. Furthermore, it proposes a particular teaching method to effectively strengthen these future competencies. In order to carry out this research, a review of previous studies, as well as an analysis of pertinent literature, were conducted in order to ascertain the competencies in question. In addition, three Delphi surveys were conducted by 10 experts in each major field involved. The results showed that future university students would require the following competencies: creativity and personality competency (problem solving ability, curiosity, a challenging spirit, cognitive flexibility, responsibility, leadership, etc.), a common good competency (common good sensitivity, inclusiveness, empathy and communication ability, etc.), and convergence competency (humanities literacy, engineering literacy, aesthetic literacy, etc.), and digital technology application competency (digital literacy, big data utilization, computing thinking, etc.). The results of this study can be used to develop a plan for the advancement of university education-one that meets the various needs of students living in any given future society. Moreover, it can also provide some ideas for the development of educational content by applying certain future competencies and future teaching methods.
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Costantini, Simone, Mattia Chiappini, Giorgia Malerba, et al. "Wrist-Worn Sensor Validation for Heart Rate Variability and Electrodermal Activity Detection in a Stressful Driving Environment." Sensors 23, no. 20 (2023): 8423. http://dx.doi.org/10.3390/s23208423.

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Wearable sensors are widely used to gather psychophysiological data in the laboratory and real-world applications. However, the accuracy of these devices should be carefully assessed. The study focused on testing the accuracy of the Empatica 4 (E4) wristband for the detection of heart rate variability (HRV) and electrodermal activity (EDA) metrics in stress-inducing conditions and growing-risk driving scenarios. Fourteen healthy subjects were recruited for the experimental campaign, where HRV and EDA were recorded over six experimental conditions (Baseline, Video Clip, Scream, No-Risk Driving, Low-Risk Driving, and High-Risk Driving) and by means of two measurement systems: the E4 device and a gold standard system. The overall quality of the E4 data was investigated; agreement and reliability were assessed by performing a Bland–Altman analysis and by computing the Spearman’s correlation coefficient. HRV time-domain parameters reported high reliability levels in Baseline (r > 0.72), Video Clip (r > 0.71), and No-Risk Driving (r > 0.67), while HRV frequency domain parameters were sufficient in Baseline (r > 0.58), Video Clip (r > 0.59), No-Risk (r > 0.51), and Low-Risk Driving (r > 0.52). As for the EDA parameters, no correlation was found. Further studies could enhance the HRV and EDA quality through further optimizations of the acquisition protocol and improvement of the processing algorithms.
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Vittayaphorn, Nantanit, Gawin Lohaburananont, Jinnipha Bhumtakwong, et al. "Design and Development of a User-Centered Mobile Application for Intermodal Public Transit in Bangkok: A Design Thinking Approach." Infocommunications journal 15, Special Issue (2023): 41–52. http://dx.doi.org/10.36244/icj.2023.si-iodcr.7.

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With the constant increase in public transit coverage in Bangkok Metropolitan Area in Thailand, many people are still hesitant to switch from using private to public transit, with one potential cause being the unavailability and difficulty in accessing accurate and timely information about their itineraries, while they are commuting. To assess and tackle such issues, the researchers adopted the user-centric Design Thinking methodology to empathize with target users' pain points in this study. They proposed a solution in a user-centric manner by assessing the usability flaws of existing mobile navigation applications, such as Google Maps and ViaBus. By developing a holistic mobile application called 'Disgovery' that covers all modes of public transit in the Bangkok Metropolitan Area and provides relevant information about their trips, the researchers aim to help commuters in Bangkok easily access it in a timely fashion. Through the user-friendly interface, commuters can eliminate the difficulty of finding routes and prices suitable to their needs. By making public transit more accessible with the help of ubiquitous mobile computing, commuters are also encouraged to switch from using private vehicles to public transit, which also can reduce accidents and carbon emissions. The findings from the usability testing in this study suggest that 'Disgovery' is an effective and user-friendly application for daily commuters in Bangkok that can help them achieve their goals without difficulties. The findings also indicate the importance of user interface and user experience guidelines in designing such applications.
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Celedón-Pattichis, Sylvia, Gulnara Kussainova, Carlos A. LópezLeiva, and Marios S. Pattichis. "“Fake It Until You Make It”: Participation and Positioning of a Bilingual Latina Student in Mathematics and Computing." Teachers College Record: The Voice of Scholarship in Education 124, no. 5 (2022): 186–205. http://dx.doi.org/10.1177/01614681221104106.

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Background/Context: After-school programs that focus on integrating computer programming and mathematics in authentic environments are seldomly accessible to students from culturally and linguistically diverse backgrounds, particularly bilingual Latina students in rural contexts. Providing a context that broadens Latina students’ participation in mathematics and computer programming requires educators to carefully examine how verbal and nonverbal language is used to interact and to position students as they learn new concepts in middle school. This is also an important stage for adolescents because they are likely to make decisions about their future careers in STEM. Having access to discourse and teaching practices that invite students to participate in mathematics and computer programming affords them opportunities to engage with these fields. Purpose/Focus of Study: This case study analyzes how small-group interactions mediated the positionings of Cindy, a bilingual Latina, as she learned binary numbers in an after-school program that integrated computer programming and mathematics (CPM). Setting: The Advancing Out-of-School Learning in Mathematics and Engineering (AOLME) program was held in a rural bilingual (Spanish and English) middle school in the Southwest. The after-school program was designed to provide experiences for primarily Latinx students to learn how to integrate mathematics with computer programming using Raspberry Pi and Python as a platform. Our case study explores how Cindy was positioned as she interacted with two undergraduate engineering students who served as facilitators while learning binary numbers with a group of three middle school students. Research Design: This single intrinsic case focused on exploring how small-group interactions among four students mediated Cindy’s positionings as she learned binary numbers through her participation in AOLME. Data sources included twelve 90-minute video sessions and Cindy’s journal and curriculum binder. Video logs were created, and transcripts were coded to describe verbal and nonverbal interactions among the facilitators and Cindy. Analysis of select episodes was conducted using systemic functional linguistics (SFL), specifically language modality, to identify how positioning took place. These episodes and positioning analysis describe how Cindy, with others, navigated the process of learning binary numbers under the stereotype that female students are not as good at mathematics as male students. Findings: From our analysis, three themes that emerged from the data portray Cindy’s experiences learning binary numbers. The major themes are: (1) Cindy’s struggle to reveal her understanding of binary numbers in a competitive context, (2) Cindy’s use of “fake it until you make it” to hide her cognitive dissonance, and (3) the use of Spanish and peers’ support to resolve Cindy’s understanding of binary numbers. The positioning patterns observed help us learn how, when Cindy’s bilingualism was viewed and promoted as an asset, this social context worked as a generative axis that addressed the challenges of learning binary numbers. The contrasting episodes highlight the facilitators’ productive teaching strategies and relations that nurtured Cindy’s social and intellectual participation in CPM. Conclusions/Recommendations: Cindy’s case demonstrates how the facilitator’s teaching, and participants’ interactions and discourse practices contributed to her qualitatively different positionings while she learned binary numbers, and how she persevered in this process. Analysis of communication acts supported our understanding of how Cindy’s positionings underpinned the discourse; how the facilitators’ and students’ discourse formed, shaped, or shifted Cindy’s positioning; and how discourse was larger than gender storylines that went beyond classroom interactions. Cindy’s case reveals the danger of placing students in “struggle” instead of a “productive struggle.” The findings illustrated that when Cindy was placed in struggle when confronting responding moves by the facilitator, her “safe” reaction was hiding and avoiding. In contrast, we also learned about the importance of empathetic, nurturing supporting responses that encourage students’ productive struggle to do better. We invite instructors to notice students’ hiding or avoiding and consider Cindy’s case. Furthermore, we recommend that teachers notice their choice of language because this is important in terms of positioning students. We also highlight Cindy’s agency as she chose to take up her friend’s suggestion to “fake it” rather than give up.
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Engel, Kristen, Shruti Phadke, and Tanushree Mitra. "Learning from the Ex-Believers: Individuals' Journeys In and Out of Conspiracy Theories Online." Proceedings of the ACM on Human-Computer Interaction 7, CSCW2 (2023): 1–37. http://dx.doi.org/10.1145/3610076.

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Conspiracy theories in online spaces, such as anti-vaccination or QAnon, present a unique amalgamation of misinformation, disinformation, and propaganda disguised in entertaining, attention-grabbing content that may appeal to peoples' cultural, moral, or social identities. Studies aiming to understand how people may engage with conspiracy theory content online, or how they may lose belief in conspiracy theories often approach research from a purely theoretical or empirical point of view. In this work, through in-depth interviews with former believers of more than 12 conspiracy theories, with experiences across almost two decades and numerous online platforms, we aim to contribute an understanding of how various online and offline factors synergize to shape a user's engagement, tenure, and disengagement in online conspiracy theorizing. We further investigate how some users recover from conspiracy theorizing with the help of online recovery communities. We find how pre-existing biases and predispositions towards conspiracy theorizing often carry over in online spaces where a user's conspiracy theory worldviews further evolve through content recommendations, interactions in online communities, and socially-primed self-reflections. We also find reasons, such as exposure to inconsistencies in theories or toxicity and anti-social attitudes in online spaces, through which users get disillusioned from conspiracy theories. Our work has implications in bringing forward often unobserved impacts of internet-mediated conspiracy theorizing on the believers---the resulting mental health issues such as depression, distrust and anxiety, and social isolation---which is comparable to the indoctrination trauma. Moreover, our interviews reveal an important role played by online communities in helping users recover from conspiracy theory beliefs by finding empathy and solidarity in fellow former believers. We conclude by providing a path forward for how social computing researchers can contribute online community designs that aid existing issues surrounding safety, inclusivity, and lack of resources in existing online conspiracy theory recovery communities.
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Surya, R., K. Akila, and K. M. Senthilkumar. "Virtual Laboratory in Mixed Reality with 3D Modelling for Sustainable Design." Applied Mechanics and Materials 920 (March 5, 2024): 149–54. http://dx.doi.org/10.4028/p-cuybj4.

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Immersive experiences through Mixed Reality (MR) are revolutionizing the way people connect and interact with each other and things around them. MR is the umbrella term that binds all spatial computing technologies which blends real and virtual environments. It holds the potential to provide things beyond imagination while simultaneously making deeper and more meaningful engagement possible. A new engineer to be equipped with the know-how of an OP (Operational Procedure) of machinery, this virtual laboratory helps to know the intricate details of the machinery and tools. The virtual laboratory combines the use of MR technologies, such as augmented reality (AR) and virtual reality (VR), with advanced 3D modeling tools. This virtual laboratory has the potential to revolutionize the sustainable design process by providing an immersive and flexible platform for experimentation, analysis, and collaboration. This project focuses on helping the user to visualize the machine (i.e., Single Drum Piston) and its functionalities through an immersive experience and understand the visual empathy of it. Through 3D Modelling technology, Plane detection and algorithms written with C# script we built this solution with the incorporation of Autodesk Maya and Unity Game Engine. The built solution can be experienced immersive by viewing it through a mobile placed in a headset (Aryzon Headset). This MR experience provides realistic virtual presentations which eases learning of complex modules while analytics ensure understanding of outcomes. It can empower designers and researchers to explore innovative design solutions, optimize resource utilization, and ultimately contribute to the development of more sustainable built environments. This can be incorporated in various other fields like automobile manufacturing, machine industries, construction tool manufacturing, real estate buildings & landscapes, home appliances and furniture, interior design, medical institution, and educational institutions.
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Taraban, Roman, and Abusal Khaleel. "Analyzing Topic Differences, Writing Quality, and Rhetorical Context in College Students’ Essays Using Linguistic Inquiry and Word Count." East European Journal of Psycholinguistics 6, no. 2 (2019): 107–18. http://dx.doi.org/10.29038/eejpl.2019.6.2.tar.

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Machine methods for automatically analyzing text have been investigated for decades. Yet the availability and usability of these methods for classifying and scoring specialized essays in small samples–as is typical for ordinary coursework–remains unclear. In this paper we analyzed 156 essays submitted by students in a first-year college rhetoric course. Using cognitive and affective measures within Linguistic Inquiry and Word Count (LIWC), we tested whether machine analyses could i) distinguish among essay topics, ii) distinguish between high and low writing quality, and iii) identify differences due to changes in rhetorical context across writing assignments. The results showed positive results for all three tests. We consider ways that LIWC may benefit college instructors in assessing student compositions and in monitoring the effectiveness of the course curriculum. We also consider extensions of machine assessments for instructional applications.
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Amin, Adam Aliathun, and Eva Imania Eliasa. "Parenting Skills as The Closest Teacher to Early Childhood at Home." JPUD - Jurnal Pendidikan Usia Dini 17, no. 2 (2023): 312–30. http://dx.doi.org/10.21009/jpud.172.09.

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Parents play an important role in the development of their children. This research reflects the role of parents in developing children. Through four stages of identification, screening, eligibility, and acceptable results, this method uses a systematic literature review using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-analyses) method. The findings from the fourteen articles examined show that parenting skills play an important role in a child's growth and development from birth to death. The determining factor in the development of physical, motoric, moral, language, social-emotional, and life skills aspects is the role of both parents as important teachers for children from birth to adulthood. Parents can also use a variety of parenting strategies and skills, many of which they have learned throughout their lives and passed on to their children, to help their children grow.
 Keywords: Role of Parents, Child Development, first education for children
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Paudel, Prabesh, Hyung-Jeong Yang, Anjitha Divakaran, Seung-won Kim, JI-eun Shin, and Soo Hyung Kim. "A Survey on Identifying Empathic Expression in Remote Collaboration from Empathic Computing." IEEE Access, 2024, 1. http://dx.doi.org/10.1109/access.2024.3430951.

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"Design and Implementation of Sequential Circuit Based on Reversible Gate in Emerging Technologies for HCI." International Journal of Recent Technology and Engineering 8, no. 5 (2020): 762–65. http://dx.doi.org/10.35940/ijrte.e5080.018520.

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Affective computing is a growing research area used to develop the system in such a way to recognize, interpret, process and simulate the human emotions in a systematic manner. The main application of Affective computing is the human computer interaction, in which the communication between the human and the machine enhances by giving an appropriate response to the user in an effective and empathic manner. This paper mainly concentrates on the systems which can extract the previous, past and present information based on sequential circuit. Design sequential circuit (SC) with the help of reversible gate (RG) because RG is an emerging technology and consume low power and area. The SC is implemented Xilinx software and calculates parameters.
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"EEG Based Headband for Emotion Detection." International Journal of Engineering and Advanced Technology 9, no. 2 (2019): 3287–90. http://dx.doi.org/10.35940/ijeat.b3421.129219.

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EEG is the term used for recording the brain electrical activity. In Electroencephalography, the encephalon means brain. EEG measures electrical activity generated by thousands of neurons that exists in human brain. The brain electrical activity is measured in voltages. This paper is focused on recognizing emotion from human activity, measured by EEG signals. Making the computer more empathic to the user is one of the aspects of affective computing. With EEG-based emotion detection, the computer can actually take a look inside user’s head to observe their mental state. A low power, low noise and high sensitive analog signal from brain decoded into filtered digital output. The decoder picks a low amplitude and a microvolt signal from brain and decodes it into a filtered and amplified output. As of thelatestattentiongiving fromexaminationteam in creatingsensitivecommunicationamong human beings and peripheral device, the proof of identity of emotive state of the previousdeveloped a necessity. Electro-encephalography establishedimportantconsideration from scientists, becausethey establish modest, inexpensive, transportable, and easily solving theidentification of mind states in this paper.[2] In this paper, it provide a comprehensive overviewfrompresent works in emotion detection using EEG signals
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McStay, Andrew. "Replika in the Metaverse: the moral problem with empathy in ‘It from Bit’." AI and Ethics, December 22, 2022. http://dx.doi.org/10.1007/s43681-022-00252-7.

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AbstractThis paper assesses claims of computational empathy in relation to existing social open-ended chatbots and intention that these chatbots will feature in emergent mixed reality contexts, recently given prominence due to interest in the Metaverse. Against the background of increasing loneliness within society and use of chatbots as a potential remedy for this, the paper considers two leading current social chatbots, Replika and Microsoft’s Xiaoice, their technical underpinnings, empathetic claims and properties that have scope to scale into the Metaverse (if it coheres). Finding scope for human benefit from social chatbots, the paper highlights problematic reliance on self-disclosure to sustain the existence of chatbots. The paper progresses to situate Microsoft’s empathetic computing framework in relation to philosophical ideas that inform Metaverse speculation and construction, including Wheeler’s ‘It from Bit’ thesis that all aspects of existence may be computed, Chalmers’ philosophical championing that virtual realities are genuine realities, Bostrom’s proposal and provocation that we might already be living in a simulation, and longtermist belief that future complex simulations need to be protected from decisions made today. Given claims for current and nascent social chatbots, belief in bit-based possible and projected futures, and industrial buy-in to these philosophies, this paper answers whether computational empathy is real or not. The paper finds when diverse accounts of empathy are accounted for, whilst something is irrevocably lost in an ‘It from Bit’ account of empathy, the missing components are not accuracy or even human commonality of experience, but the moral dimension of empathy.
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Woods, Michael, Giselle Appel, Aidana Daulbayeva, et al. "Integrating Technology into Undergraduate Medical Education: Can Affective Computing Help Teach Empathy?" Academic Psychiatry, November 13, 2023. http://dx.doi.org/10.1007/s40596-023-01900-8.

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Ghandi, Mona, Marcus Blaisdell, and Mohamed Ismail. "Embodied empathy: Using affective computing to incarnate human emotion and cognition in architecture." International Journal of Architectural Computing, August 28, 2021, 147807712110395. http://dx.doi.org/10.1177/14780771211039507.

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This research aims to develop a cyber-physical adaptive architectural space capable of real-time responses to people’s emotions, based on biological and neurological data. To achieve this goal, we integrated artificial intelligence (AI), wearable technology, sensory environments, and adaptive architecture to create an emotional bond between a space and its occupants and encourage affective emotional interactions between the two. The project’s objectives were to (1) measure and analyze biological and neurological data to detect emotions, (2) map and illustrate that emotional data, and (3) link occupants’ emotions and cognition to a built environment through a real-time emotive feedback loop. Using an interactive installation as a case study, this work examines the cognition-emotion-space interaction through changes in volume, color, and light as a means of emotional expression. It contributes to the current theory and practice of cyber-physical design and the role AI plays, as well as the interaction of technology and empathy.
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Feng, Hui, Yi Zeng, and Enmeng Lu. "Brain-Inspired Affective Empathy Computational Model and Its Application on Altruistic Rescue Task." Frontiers in Computational Neuroscience 16 (July 18, 2022). http://dx.doi.org/10.3389/fncom.2022.784967.

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Affective empathy is an indispensable ability for humans and other species' harmonious social lives, motivating altruistic behavior, such as consolation and aid-giving. How to build an affective empathy computational model has attracted extensive attention in recent years. Most affective empathy models focus on the recognition and simulation of facial expressions or emotional speech of humans, namely Affective Computing. However, these studies lack the guidance of neural mechanisms of affective empathy. From a neuroscience perspective, affective empathy is formed gradually during the individual development process: experiencing own emotion—forming the corresponding Mirror Neuron System (MNS)—understanding the emotions of others through the mirror mechanism. Inspired by this neural mechanism, we constructed a brain-inspired affective empathy computational model, this model contains two submodels: (1) We designed an Artificial Pain Model inspired by the Free Energy Principle (FEP) to the simulate pain generation process in living organisms. (2) We build an affective empathy spiking neural network (AE-SNN) that simulates the mirror mechanism of MNS and has self-other differentiation ability. We apply the brain-inspired affective empathy computational model to the pain empathy and altruistic rescue task to achieve the rescue of companions by intelligent agents. To the best of our knowledge, our study is the first one to reproduce the emergence process of mirror neurons and anti-mirror neurons in the SNN field. Compared with traditional affective empathy computational models, our model is more biologically plausible, and it provides a new perspective for achieving artificial affective empathy, which has special potential for the social robots field in the future.
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Wang, Z., Y. Wang, S. Zhang, and Z. Xiong. "AED: a novel visual representation based on AR and empathy computing in manual assembly." Revista Internacional de Métodos Numéricos para Cálculo y Diseño en Ingeniería 37, no. 1 (2021). http://dx.doi.org/10.23967/j.rimni.2021.01.005.

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Adding personal perceptions to manufacturing engineering can be very challenging, especially when engineering-based methods are used to make artisans understand the designer's ideas. Unfortunately, the two-dimensional engineering definition can be extremely time-consuming for individuals who lack creativity or imagination, and model-based definition would be incapable of breaking the separation between the virtual space and the real world, which makes the interaction between natural persons exist spatial perception error. The emergence of Augmented Reality (AR), which allows individuals to perceive the intentions and strategies of the designer with visual cues that are attached to actual objects, fills this gap. In this paper, augmented engineering definition (AED) is proposed to enhance the information exchange between natural persons in a succinct, accurate and acceptable form of visual impression. Motivated by visual representation in remote collaboration, the specific empathy scenario bases on the AED design, which leads to the establishment of a mapping relationship between the visual cues and the augmented information. An inquiry had been conducted by involving participants who were paired up for the parts’ inspection, interacting via 2D visualization data only, interaction with 3D projection data, interaction with 3D visualization data, AED-based communication. The experimental results showed that participants with AED exhibited higher situational appeal and information understanding than using three other interactions. Besides, we discussed the feasibility of using AED in a collaborative manufacturing environment and the impact on AED users.
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Wang, Z., Y. Wang, S. Zhang, and Z. Xiong. "AED: a novel visual representation based on AR and empathy computing in manual assembly." Revista Internacional de Métodos Numéricos para Cálculo y Diseño en Ingeniería 36, no. 4 (2020). http://dx.doi.org/10.23967/j.rimni.2021.01.005.

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Adding personal perceptions to manufacturing engineering can be very challenging, especially when engineering-based methods are used to make artisans understand the designer's ideas. Unfortunately, the two-dimensional engineering definition can be extremely time-consuming for individuals who lack creativity or imagination, and model-based definition would be incapable of breaking the separation between the virtual space and the real world, which makes the interaction between natural persons exist spatial perception error. The emergence of Augmented Reality (AR), which allows individuals to perceive the intentions and strategies of the designer with visual cues that are attached to actual objects, fills this gap. In this paper, augmented engineering definition (AED) is proposed to enhance the information exchange between natural persons in a succinct, accurate and acceptable form of visual impression. Motivated by visual representation in remote collaboration, the specific empathy scenario bases on the AED design, which leads to the establishment of a mapping relationship between the visual cues and the augmented information. An inquiry had been conducted by involving participants who were paired up for the parts’ inspection, interacting via 2D visualization data only, interaction with 3D projection data, interaction with 3D visualization data, AED-based communication. The experimental results showed that participants with AED exhibited higher situational appeal and information understanding than using three other interactions. Besides, we discussed the feasibility of using AED in a collaborative manufacturing environment and the impact on AED users.
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Sakthidevi, I., and G. Fathima. "Improving Access Trust in Healthcare Through Multimodal Deep Learning for Affective Computing." Human-Centric Intelligent Systems, August 29, 2024. http://dx.doi.org/10.1007/s44230-024-00080-4.

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AbstractIn healthcare domain, access trust is of prime importance paramount to ensure effective delivery of medical services. It also fosters positive patient-provider relationships. With the advancement of technology, affective computing has emerged as a promising approach to enhance access trust. It enables systems to understand and respond to human emotions. The research work investigates the application of multimodal deep learning techniques in affective computing to improve access trust in healthcare environment. A novel algorithm, "Belief-Emo-Fusion," is proposed, aiming to enhance the understanding and interpretation of emotions in healthcare. The research conducts a comprehensive simulation analysis, comparing the performance of Belief-Emo-Fusion with existing algorithms using simulation metrics: modal accuracy, ınference time, and F1-score. The study emphasizes the importance of emotion recognition and understanding in healthcare settings. The work highlights the role of deep learning models in facilitating empathetic and emotionally intelligent technologies. By addressing the challenges associated with affective computing, the proposed approach contributes to the development of more effective and reliable healthcare systems. The findings offer valuable insights for researchers and practitioners seeking to leverage deep learning techniques for enhancing trust and communication in healthcare environments.
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McDonald, Nora, Adegboyega Akinsiku, Jonathan Hunter-Cevera, et al. "Responsible Computing: A Longitudinal Study of A Peer-led Ethics Learning Framework." ACM Transactions on Computing Education, April 28, 2022. http://dx.doi.org/10.1145/3469130.

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We studied the impact of introducing first-year computer science (CS) students to ethical thinking about the social justice impacts of data collection, tracking, bias, internet privacy, and competitive “real world” system design and critique activities. While basic content was consistent for all, one group was involved throughout the course in peer discussions designed to foster greater engagement, with the anticipation that this would enable students to reach new levels of sensitivity through peer-to-peer interaction. This paper reports on our observation of this design, interview, and project data collected throughout the course as well interviews conducted 8 months later to learn about how students were retaining and applying what they learned. We found that students are sensitive to the technology-related risks and vulnerabilities encountered by individuals based on race, gender, and, to some extent, age, but they struggle to assess who is responsible for these risks, what to do about bias in technology design, and how to mitigate harms for individuals whom they perceive to be vulnerable, furthering the argument for an integrated ethics curriculum. We explore the value of formal peer-led discussion to evolve social justice thinking with a focus on identity, though note that opportunities for any group discussion are meaningful to students’ thinking about social justice. Over the longer-term, students tend to recall and apply ethics that is closely related to their identity, suggesting that empathy has limits.
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45

Heinisch, Judith S., Jérôme Kirchhoff, Philip Busch, Janine Wendt, Oskar von Stryk, and Klaus David. "Physiological data for affective computing in HRI with anthropomorphic service robots: the AFFECT-HRI data set." Scientific Data 11, no. 1 (2024). http://dx.doi.org/10.1038/s41597-024-03128-z.

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AbstractIn human-human and human-robot interaction, the counterpart influences the human’s affective state. Contrary to humans, robots inherently cannot respond empathically, meaning non-beneficial affective reactions cannot be mitigated. Thus, to create a responsible and empathetic human-robot interaction (HRI), involving anthropomorphic service robots, the effect of robot behavior on human affect in HRI must be understood. To contribute to this understanding, we provide the new comprehensive data set AFFECT-HRI, including, for the first time, physiological data labeled with human affect (i.e., emotions and mood) gathered from a conducted HRI study. Within the study, 146 participants interacted with an anthropomorphic service robot in a realistic and complex retail scenario. The participants’ questionnaire ratings regarding affect, demographics, and socio-technical ratings are provided in the data set. Five different conditions (i.e., neutral, transparency, liability, moral, and immoral) were considered during the study, eliciting different affective reactions and allowing interdisciplinary investigations (e.g., computer science, law, and psychology). Each condition includes three scenes: a consultation regarding products, a request for sensitive personal information, and a handover.
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46

Tong, Fangziyun, Reeva Lederman, Simon D'Alfonso, Katherine Berry, and Sandra Bucci. "Digital Therapeutic Alliance With Fully Automated Mental Health Smartphone Apps: A Narrative Review." Frontiers in Psychiatry 13 (June 22, 2022). http://dx.doi.org/10.3389/fpsyt.2022.819623.

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Fully automated mental health smartphone apps show strong promise in increasing access to psychological support. Therefore, it is crucial to understand how to make these apps effective. The therapeutic alliance (TA), or the relationship between healthcare professionals and clients, is considered fundamental to successful treatment outcomes in face-to-face therapy. Thus, understanding the TA in the context of fully automated apps would bring us insights into building effective smartphone apps which engage users. However, the concept of a digital therapeutic alliance (DTA) in the context of fully automated mental health smartphone apps is nascent and under-researched, and only a handful of studies have been published in this area. In particular, no published review paper examined the DTA in the context of fully automated apps. The objective of this review was to integrate the extant literature to identify research gaps and future directions in the investigation of DTA in relation to fully automated mental health smartphone apps. Our findings suggest that the DTA in relation to fully automated smartphone apps needs to be conceptualized differently to traditional face-to-face TA. First, the role of bond in the context of fully automated apps is unclear. Second, human components of face-to-face TA, such as empathy, are hard to achieve in the digital context. Third, some users may perceive apps as more non-judgmental and flexible, which may further influence DTA formation. Subdisciplines of computer science, such as affective computing and positive computing, and some human-computer interaction (HCI) theories, such as those of persuasive technology and human-app attachment, can potentially help to foster a sense of empathy, build tasks and goals and develop bond or an attachment between users and apps, which may further contribute to DTA formation in fully automated smartphone apps. Whilst the review produced a relatively limited quantity of literature, this reflects the novelty of the topic and the need for further research.
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47

Siregar, Roy Sari Milda, Petri Yusrina, and Rica Yunita. "Analisis Tingkat Kepuasan Mutu Pelayanan Badan Penyelenggara Jaminan Sosial (BPJS) di RSUD Kota Madya Langsa dengan Model Service Quality (SERVQUAL)." Jurnal Optimalisasi 2, no. 3 (2018). http://dx.doi.org/10.35308/jopt.v2i3.208.

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Analysis of the work program of BPJS can be utilized to determine the applicability of the program to fulfil the needs of the patients as the direct beneficiary of the program. This study is intended to be the basis for management of BPJS, hospital and government to improve the quality of services. The research is a descriptive-qualitative field study and using SERVQUAL method that considers BPJS beneficiary satisfaction in terms of principle, Confidence, Reliability, Tangibility, Empathy and Responsiveness. A total of 30 questionnaires were distributed to the patients of BPJS from diverse educational background, occupation, age and gender. Based on the analysis, patient satisfaction with services obtained by BPJS are as follows: low satisfaction (10%), medium (66,7%) and high (23,3%).Keywords: End-user computing satisfaction, user satisfaction, evaluation of information systems.
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48

Zhao, Jian, Mengqing Wu, Liyun Zhou, Xuezhu Wang, and Jian Jia. "Cognitive psychology-based artificial intelligence review." Frontiers in Neuroscience 16 (October 6, 2022). http://dx.doi.org/10.3389/fnins.2022.1024316.

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Most of the current development of artificial intelligence is based on brain cognition, however, this replication of biology cannot simulate the subjective emotional and mental state changes of human beings. Due to the imperfections of existing artificial intelligence, this manuscript summarizes and clarifies that artificial intelligence system combined with cognitive psychology is the research direction of artificial intelligence. It aims to promote the development of artificial intelligence and give computers human advanced cognitive abilities, so that computers can recognize emotions, understand human feelings, and eventually achieve dialog and empathy with humans and other artificial intelligence. This paper emphasizes the development potential and importance of artificial intelligence to understand, possess and discriminate human mental states, and argues its application value with three typical application examples of human–computer interaction: face attraction, affective computing, and music emotion, which is conducive to the further and higher level of artificial intelligence research.
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"Metaverse-based Industrial Services, Ambient Intelligence and Simulation Modeling Tools, and Brain-inspired Cognitive and Empathetic Computing Systems across 3D Digital Twin Factories." Journal of Self-Governance and Management Economics 10, no. 4 (2022): 9. http://dx.doi.org/10.22381/jsme10420221.

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50

Shah, Astha, Laura Dempster, Sonica Singhal, and Carlos Quiñonez. "Dentistry’s social contract and dental students’ moral inclusiveness." BMC Oral Health 23, no. 1 (2023). http://dx.doi.org/10.1186/s12903-023-02994-0.

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Abstract Background Under dentistry’s social contract with the public, dental professionals have a social responsibility to address the oral health needs of the population at large. However, dental education places little emphasis on such moral commitments. By ascertaining dental students’ stance regarding these notions, we may be able to inform changes in dental education. This paper thus explores dental students’ comprehension of dentistry’s social contract using the concepts of moral inclusion, moral community and empathy. Methods A cross-sectional online survey collected information from undergraduate dental students at the Faculty of Dentistry, University of Toronto (N = 430). Moral inclusion was assessed through the breadth of students’ moral community by computing a “moral inclusion score” (MIS) from Likert scale responses to statements that asked students about their duty of care for different population groups, wherein a higher MIS indicated a broader moral community and in turn greater moral inclusiveness. Empathy was assessed using Likert scale responses to statements that gauged the extent to which students understood the effect of social determinants on people’s health. Association of the MIS with environmental, institutional and student-related factors was also investigated using non-parametric tests and linear regression. Results The survey yielded a response rate of 51.4% (n = 221). Overall, students in this sample were morally inclusive and displayed empathy. Regression results showed that the MIS was most strongly associated with choosing a small town/rural area as a future practice location (β = 4.76, 95% CI: 0.52, 9.01) and viewing patients as consumers (β = -3.71, 95%CI: -7.13, -0.29). Conclusion Students in this sample made morally inclusive choices, which implied that they had a basic understanding of the obligations under dentistry’s social contract. Improving knowledge and experience with regards to addressing the social and economic determinants of oral health and access to oral health care may positively influence students’ perceptions of their professional duties under the social contract.
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