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Filtered by themeAffective computing24 papersclear ✕
Utilizing emotion recognition technology to enhance user experience in real- timeYuanyuan Xu · 2024In recent years, advancements in human-computer interaction (HCI) have led to the emergence of emotion recognition technology as a crucial tool for enhancing user engagement and satisfaction. This study investigates the application of emotion recognition technology in real-time environments to monitor and respond to users’ emotional states, creating more personalized and intuitive interactions. The research employs convolutional neural networks (CNN) and long short-term memory networks (LSTM) to analyze facial expressions and voice emotions. The experimental design includes an experimental group that uses an emotion recognition system, which dynamically adjusts learning content based on detected emotional states, and a control group that uses a traditional online learning platform. The results show that real-time emotion monitoring and dynamic content adjustments significantly improve user experiences, with the experimental group demonstrating better engagement, learning outcomes, and overall satisfaction. Quantitative results indicate that the emotion recognition system reduced task completion time by 14.3%, lowered error rates by 50%, and increased user satisfaction by 18.4%. These findings highlight the potential of emotion recognition technology to enhance user experiences. However, challenges such as the complexity of multimodal data integration, real-time processing capabilities, and privacy and data security issues remain. Addressing these challenges is crucial for the successful implementation and widespread adoption of this technology. The paper concludes that emotion recognition technology, by providing personalized and adaptive interactions, holds significant promise for improving user experience and offers valuable insights for future research and practical applications.
Emoticontrol : Emotions-based Control of User-Interfaces AdaptationsKARTHIK VAIDHYANATHAN, IIIT Hyderaba · 2023Emotions are integral to human nature, and their existence, duration, and evolution could lead to specific behaviors. If emotions and behaviors are ignored in the design of socio-technical systems, they will fail or cause discomfort. User interfaces (UIs) are elements of interactive systems able to trigger or moderate emotions. UIs are increasingly designed adaptive to users' various characteristics, intending to improve their satisfaction, performance, and decisions. However, previous adaptation supervising approaches are not effectively adopted in real life since they neglect the dynamic behaviors of humans or systems. This paper proposes Emoticontrol, a quality-driven approach to adapting UIs to users' emotions using Model-Free Reinforcement Learning (MFRL). The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users' enhanced quality of experience (QoE). The approach also considers improving the software quality of service (QoS) by designing software architecture alternatives. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in evacuation training. By taking contextual input of the users' basic emotions from face recognition, the application intelligently adapts its UI to quickly lead people to safe areas while keeping them emotionally controlled. We consider software performance a crucial QoS; thus, we adopt and test architectures that facilitate an acceptable level of performance. The evaluation process confirms the efficiency and effectiveness of the MFRL in iterations, as well as compared to other UI adaptation techniques.
User Interface and Architecture Adaption Based onMahyar T. Moghaddam∗, Mina Alipour et al. · 2023This paper shows how emotions and behavior considerations in socio-technical systems lead to high-quality self-adaptations, both at application and architecture levels. In our approach, an interactive control system assesses the reconfigurations that enhance the quality of service (QoS) while considering humans’ quality of experience (QoE). We use a Model-Free Reinforcement Learning (MFRL) approach to self- adapt user interfaces (UIs) to users’ emotions. The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users’ QoE, i.e., task comple- tion and satisfaction. If the control system detects a drop in QoS in emotion-based adaptations or other functions, another level of adaptation reconfigures the architecture towards better quality. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in such potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in emergency training. By taking contextual input of the users’ basic emotions from face recognition and their mobility behavior, the application intelligently adapts its UI to quickly lead people to safe areas while keeping them emotionally stable. In addition to UI adaptation, the system is capable of architecture-level adaptations to decrease response time if required. The evaluation process confirms the efficiency of the MFRL in iterations, as well as compared to other possible UI adaptation techniques. The emerging results also show that architecture-level adaptations positively impact the system performance and users’ emotions and performance. Index Terms—Software Architecture, Emotions, Behaviors, Reinforcement Learning, User Interface, Emergency.
Toward Changing Users behavior with Emotion-based Adaptive SystemsMina Alipour · 2023Interactive computer systems’ designers emphasize the importance of considering humans, their emotions, and behaviors as first-class entities. Emotions are integral parts of human nature, and ignor- ing that can lead the interactive systems to failure, low quality, or discomfort. User interfaces (UIs) are increasingly becoming adap- tive to users’ various characteristics, intending to improve users’ satisfaction, performance, and decisions. However, the previous approaches proposed for supervising such adaptations are not effec- tively adopted in real-life problems. This paper proposes the novel approach to adapting UIs to users’ emotions using Model-Free Re- inforcement Learning (MFRL). The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users’ task completion and satisfaction. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in emergency training. By taking contextual input of the users’ basic emotions from face recognition, the application intelligently adapts its UI to quickly lead people to safe areas while arousing target emotions. The research includes lit- erature analysis, surveys, and further adopting an iterative process in implementation and experimentation. The evaluation process confirms the efficiency and effectiveness of the MFRL in iterations, as well as compared to other possible UI adaptation techniques, i.e., rule-based and sequential adaptation.
Affective modelling of users in HCI using EEGJyotish Kumara, Jyoti kumar · 2016Emotions have potential to play a role in HCI which is primarily dominated by cognitive measures. Human physiological communication channels are dominated by emotions. Emotion affects several human activities like communication, learning, decision making, cognition, perception etc. Further, as emotions are difficult to interpret and hard to measure, technologists and designers have been struggling to incorporate them in design and technology. On the other hand, advancement of technology has both necessitated and enabled us to understand emotions and put them to use in contexts like human computer interaction. This study reports an attempt to model emotions by means of electroencephalography (EEG). Video stimuli of four representative basic emotions based on Navarasa theory of Ancient Indian treatise called Natya Shastra were shown to participants and EEG data was collected. Power spectrum analysis of EEG signals associated with emotions was done. Further, the EEG analysis findings were compared with the subject’s self-reports about their emotional states during the experiment. EEG results have shown significantly consistent frequency patterns across the brain lobes for a given emotion. This study suggests that human emotions can be modeled for use in HCI either as an affect assessment tool or for affect based intelligent interactions. © 2015 The Authors. Published by Elsevier B.V. Peer-review under responsibility of the Scientific Committee of IHCI 2015.
Developing Emotion-Aware, Advanced Learning Technologies: A Taxonomy of Approaches and FeaturesClaude Frasson, Nathan C. Hall · 2016A growing body of work on intelligent tutoring systems, affective computing, and artificial intelligence in education is exploring creative, technology-driven ap- proaches to enhance learners’ experience of adaptive, positively-valenced emotions while interacting with advanced learning technologies. Despite this, there has been no published work to date that captures this topic’s breadth. We took up this grand challenge by integrating related empirical studies and existing conceptual work and proposing a theoretically-guided taxonomy for the development and improvement of emotion-aware systems. In particular, multiple strategies system developers may use to help learners experience positive emotions are mapped out, including those that require different amounts and types of information about the user, as well as when this information is required. Examples from the literature are provided to illustrate how different emotion- aware system approaches can be combined to take advantage of different types of data, both prior to and during the learner-system interaction. High-level system features that emotion-aware systems can tailor to learners in order to elicit positive emotions are also described and exemplified. Theoretically, the taxonomy is primarily informed by the control-value theory of achievement emotions (Pekrun 2006, 2011) and its assumptions about the relationship between distal and proximal antecedents and the elicitation and Int J Artif Intell Educ (2017) 27:268–297 DOI 10.1007/s40593-016-0126-8 Note. This manuscript is based on an extended version of: Harley, J. M., Lajoie, S. P., Frasson, C., & Hall, N.C. (2015a). An integrated emotion-aware framework for intelligent tutoring systems. In C. Conati & N. Heffernan (Eds.), Lectures Notes in Artificial Intelligence: Vol. 9112. Artificial Intelligence in Education (pp. 620-624). Switzerland: Springer. * Jason M. Harley jharley1@ualberta.ca 1 Educational Psychology, University of Alberta, 6-102 Education North, Edmonton, AB T6G 2G5, Canada 2 Educational and Counselling Psychology, McGill University, 3700 McTavish Street 614, Montréal, QC H3A 1Y2, Canada 3 Computer Science and Operations Research, Université de Montréal, 2920 Chemin de la Tour, Pavillon André-Aisenstadt 2194, Montréal, QC H3C 3J7, Canada regulation of emotion. The taxonomy expands upon a dichotomy of emotion-aware systems proposed by D’Mello and Graesser (2015) and is intended to guide the design of emotion-aware systems that can fos
1 Fear, Emotion, and ScienceComputers are beginning to acquire the ability to ex- press and recognize affect, and may soon be given the ability to “have emotions.” The essential role of emotion in both human cognition and perception, as demonstrated by recent neurological studies, indi- cates that affective computers should not only pro- vide better performance in assisting humans, but also might enhance computers’ abilities to make de- cisions. This paper presents and discusses key issues in “affective computing,” computing that relates to, arises from, or influences emotions. Models are sug- gested for computer recognition of human emotion, and new applications are presented for computer- assisted learning, perceptual information retrieval, arts and entertainment, and human health and inter- action. Affective computing, coupled with new wear- able computers, will also provide the ability to gather new data necessary for advances in emotion and cog- nition theory. 1 Fear, Emotion, and Science Nothing in life is to be feared. It is only to be under- stood. – Marie Curie Emotions have a stigma in science; they are believed to be inherently non-scientific. Scientific principles are derived from rational thought, logical arguments, testable hypotheses, and repeatable experiments. There is room alongside science for “non-interfering” emotions such as those involved in curiosity, frustration, and the pleasure of discovery. In fact, much scien- tific research has been prompted by fear. Nonetheless, the role of emotions is marginalized at best. Why bring “emotion” or “affect” into any of the deliberate tools of science? Moreover, shouldn’t it be completely avoided when considering properties to design into computers? After all, computers control significant parts of our lives – the phone system, the stock market, nuclear power plants, jet landings, and more. Who wants a computer to be able to “feel angry” at them? To feel contempt for any living thing? In this essay I will submit for discussion a set of ideas on what I call “affective computing,” computing that relates to, arises from, or influences emotions. This will need some further clari- fication which I shall attempt below. I should say up front that I am not proposing the pursuit of computerized cingulotomies1 or even into the business of building “emotional computers”. 1The making of small wounds in the ridge of the limbic sys- tem known as the cingulate gyrus, a surgical procedure to aid severely depressed patients. Nor will I propose answers
Making Sense of Emotion-Sensing: Workshop on Quantifying Human EmotionsBenjamin Tag · 2021The global pandemic and the uncertainty if and when life will return to normality have motivated a series of studies on human mental health. This research has elicited evidence for increasing numbers of anxiety, depression, and overall impaired mental well-being. But, the global COVID-19 pandemic has also created new opportunities for research into quantifying human emotions: remotely, contact- less, in everyday life. The ubiquitous computing community has long been at the forefront of developing, testing, and building user- facing systems that aim at quantifying human emotion. However, rather than aiming at more accurate sensing algorithms, it is time to critically evaluate whether it is actually possible and in what ways it could be beneficial for technologies to be able to detect user emotions. In this workshop, we bring together experts from the fields of Ubiquitous Computing, Human-Computer Interaction, and Psychology to - long-overdue - merge their expertise and ask the fundamental questions: how do we make sense of emotion-sensing, can and should we quantify human emotions? CCS CONCEPTS • Human-centered computing →Human computer interac- tion (HCI); Ubiquitous and mobile computing; • Applied com- puting →Psychology. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. UbiComp-ISWC ’21 Adjunct, September 21–26, 2021, Virtual, USA © 2021 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-8461-2/21/09...$15.00 https://doi.org/10.1145/3460418.3479272
Emotion in Human–Computer InteractionScott Brave · 2002Emotion is a fundamental component of being human. Joy, hate, anger, and pride, among the plethora of other emotions, motivate action and add meaning and richness to virtually all human experience. Traditionally, human–computer interaction (HCI) has been viewed as the "ultimate" exception; users must discard their emotional selves to work efficiently and rationality with computers, the quintessentially unemotional artifact. Emotion seemed at best marginally relevant to HCI and at worst oxymoronic. Recent research in psychology and technology suggests a different view of the relationship between humans, computers, and emotion. After a long period of dormancy and confusion, there has been an explosion of research on the psychology of emotion (Gross, 1999). Emotion is no longer seen as limited to the occasional outburst of fury when a computer crashes inexplicably, excitement when a video game character leaps past an obstacle, or frustration at an incomprehensible error message. It is now understood that a wide range of emotions plays a critical role in every computer-related, goal-directed activity, from developing a three-dimensional (3D) CAD model and running calculations on a spreadsheet, to searching the Web and sending an e-mail, to making an online purchase and playing solitaire. Indeed, many psychologists now argue that it is impossible for a person to have a thought or perform an action without engaging, at least unconsciously, his or her emotional systems (Picard, 1997b).
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