• Title/Summary/Keyword: Affective Computing

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Analytical Research on Knowledge Production, Knowledge Structure, and Networking in Affective Computing (Affective Computing 분야의 지식생산, 지식구조와 네트워킹에 관한 분석 연구)

  • Oh, Jee-Sun;Back, Dan-Bee;Lee, Duk-Hee
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.61-72
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    • 2020
  • Social problems, such as economic instability, aging population, heightened competition, and changes in personal values, might become more serious in the near future. Affective computing has received much attention in the scholarly community as a possible solution to potential social problems. Accordingly, we examined domestic and global knowledge structure, major keywords, current research status, international research collaboration, and network for each major keyword, focusing on keywords related to affective computing. We searched for articles on a specialized academic database (Scopus) using major keywords and carried out bibliometric and network analyses. We found that China and the United States (U.S.) have been active in producing knowledge on affective computing, whereas South Korea lags well behind at around 10%. Major keywords surrounding affective computing include computing, processing, affective analysis, research, user modeling categorizing recognitions, and psychological analysis. In terms of international research collaboration structure, China and the U.S. form the largest cluster, whereas other countries like the United Kingdom, Germany, Switzerland, Spain, and Canada have been strong collaborators as well. Contrastingly, South Korea's research has not been diverse and has not been very successful in producing research outcomes. For the advancement of affective computing research in South Korea, the present study suggests strengthening international collaboration with major countries, including the U.S. and China and diversifying its research partners.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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Fuzzy Emotion Model for Affective Computing Agents (감성 에이전트를 위한 퍼지 정서 모델)

  • Yoon, Hyun Joong;Chung, Seong Youb
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.37 no.4
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    • pp.1-11
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    • 2014
  • This paper addresses the emotion computing model for software affective agents. In this paper, emotion is represented in valence-arousal-dominance dimensions instead of discrete categorical representation approach. Firstly, a novel emotion model architecture for affective agents is proposed based on Scherer's componential theories of human emotion, which is one of the well-known emotion models in psychological area. Then a fuzzy logic is applied to determine emotional statuses in the emotion model architecture, i.e., the first valence and arousal, the second valence and arousal, and dominance. The proposed methods are implemented and tested by applying them in a virtual training system for children's neurobehavioral disorders.

Posture features and emotion predictive models for affective postures recognition (감정 자세 인식을 위한 자세특징과 감정예측 모델)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.83-94
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    • 2011
  • Main researching issue in affective computing is to give a machine the ability to recognize the emotion of a person and to react it properly. Efforts in that direction have mainly focused on facial and oral cues to get emotions. Postures have been recently considered as well. This paper aims to discriminate emotions posture by identifying and measuring the saliency of posture features that play a role in affective expression. To do so, affective postures from human subjects are first collected using a motion capture system, then emotional features in posture are described with spatial ones. Through standard statistical techniques, we verified that there is a statistically significant correlation between the emotion intended by the acting subjects, and the emotion perceived by the observers. Discriminant Analysis are used to build affective posture predictive models and to measure the saliency of the proposed set of posture features in discriminating between 6 basic emotional states. The evaluation of proposed features and models are performed using a correlation between actor-observer's postures set. Quantitative experimental results show that proposed set of features discriminates well between emotions, and also that built predictive models perform well.

Affective Computing Among Individuals in Deep Learning

  • Kim, Seong-Kyu (Steve)
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.115-124
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    • 2020
  • This paper is a study of deep learning among artificial intelligence technology which has been developing many technologies recently. Especially, I am talking about emotional computing that has been mentioned a lot recently during deep learning. Emotional computing, in other words, is a passive concept that is dominated by people who scientifically analyze human sensibilities and reflect them in product development or system design, and a more active concept that studies how devices and systems understand humans and communicate with people in different modes. This emotional signal extraction, sensitivity, and psychology recognition technology is defined as a technology to process, analyze, and recognize psycho-sensitivity based on micro-small, hyper-sensor technology, and sensitive signals and information that can be sensed by the active movement of the autonomic nervous system caused by human emotional changes in everyday life. Chapter 1 talks about overview and Chapter 2 shows related research. Chapter 3 shows the problems and models of real emotional computing and Chapter 4 shows this paper as a conclusion.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.

Use of Word Clustering to Improve Emotion Recognition from Short Text

  • Yuan, Shuai;Huang, Huan;Wu, Linjing
    • Journal of Computing Science and Engineering
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    • v.10 no.4
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    • pp.103-110
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    • 2016
  • Emotion recognition is an important component of affective computing, and is significant in the implementation of natural and friendly human-computer interaction. An effective approach to recognizing emotion from text is based on a machine learning technique, which deals with emotion recognition as a classification problem. However, in emotion recognition, the texts involved are usually very short, leaving a very large, sparse feature space, which decreases the performance of emotion classification. This paper proposes to resolve the problem of feature sparseness, and largely improve the emotion recognition performance from short texts by doing the following: representing short texts with word cluster features, offering a novel word clustering algorithm, and using a new feature weighting scheme. Emotion classification experiments were performed with different features and weighting schemes on a publicly available dataset. The experimental results suggest that the word cluster features and the proposed weighting scheme can partly resolve problems with feature sparseness and emotion recognition performance.

Stylized Image Generation based on Music-image Synesthesia Emotional Style Transfer using CNN Network

  • Xing, Baixi;Dou, Jian;Huang, Qing;Si, Huahao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.4
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    • pp.1464-1485
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    • 2021
  • Emotional style of multimedia art works are abstract content information. This study aims to explore emotional style transfer method and find the possible way of matching music with appropriate images in respect to emotional style. DCNNs (Deep Convolutional Neural Networks) can capture style and provide emotional style transfer iterative solution for affective image generation. Here, we learn the image emotion features via DCNNs and map the affective style on the other images. We set image emotion feature as the style target in this style transfer problem, and held experiments to handle affective image generation of eight emotion categories, including dignified, dreaming, sad, vigorous, soothing, exciting, joyous, and graceful. A user study was conducted to test the synesthesia emotional image style transfer result with ground truth user perception triggered by the music-image pairs' stimuli. The transferred affective image result for music-image emotional synesthesia perception was proved effective according to user study result.