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pub:research [2020/11/05 12:45] – Abstracts are available again kkuttpub:research [2022/04/29 12:41] kkutt
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 ===== Papers ===== ===== Papers =====
 +
 +=== MRC2021b ===
 +  * L. Żuchowska, K. Kutt, and G. J. Nalepa, "**Bartle Taxonomy-based Game for Affective and Personality Computing Research**," in MRC@IJCAI 2021, 2021, pp. 51–55.
 +  * {{http://ceur-ws.org/Vol-2995/paper7.pdf|Full text available online}}
 +  * ++Abstract | The paper presents the design of a game that will serve as a research environment in the BIRAFFE series experiment planned for autumn 2021, which uses affective and personality computing methods to develop methods for interacting with intelligent assistants. A key aspect is grounding the game design on the taxonomy of player types designed by Bartle. This will allow for an investigation of hypotheses concerning the characteristics of particular types of players or their stability in response to emotionally-charged stimuli occurring during the game.++
 +
 +=== MRC2021a ===
 +  * K. Kutt, L. Żuchowska, S. Bobek, and G. J. Nalepa, "**People in the Context – an Analysis of Game-based Experimental Protocol**," in MRC@IJCAI 2021, 2021, pp. 46–50.
 +  * {{http://ceur-ws.org/Vol-2995/paper6.pdf|Full text available online}}
 +  * ++Abstract | The paper provides insights into two main threads of analysis of the BIRAFFE2 dataset concerning the associations between personality and physiological signals and concerning the game logs' generation and processing. Alongside the presentation of results, we propose the generation of event-marked maps as an important step in the exploratory analysis of game data. The paper concludes with a set of guidelines for using games as a context-rich experimental environment.++
 +
 +=== Sensors2021 ===
 +  * K. Kutt, D. Drążyk, S. Bobek, and G. J. Nalepa, "**Personality-Based Affective Adaptation Methods for Intelligent Systems**," Sensors, vol. 21, no. 1, p. 163, 2021.
 +  * DOI: [[https://doi.org/10.3390/s21010163|10.3390/s21010163]]
 +  * [[https://www.mdpi.com/1424-8220/21/1/163|Full text available online]] 
 +  * ++Abstract | In this article, we propose using personality assessment as a way to adapt affective intelligent systems. This psychologically-grounded mechanism will divide users into groups that differ in their reactions to affective stimuli for which the behaviour of the system can be adjusted. In order to verify the hypotheses, we conducted an experiment on 206 people, which consisted of two proof-of-concept demonstrations: a “classical” stimuli presentation part, and affective games that provide a rich and controllable environment for complex emotional stimuli. Several significant links between personality traits and the psychophysiological signals (electrocardiogram (ECG), galvanic skin response (GSR)), which were gathered while using the BITalino (r)evolution kit platform, as well as between personality traits and reactions to complex stimulus environment, are promising results that indicate the potential of the proposed adaptation mechanism.++
 +
 +=== ICAISC2020 ===
 +  * S. Bobek, M. M. Tragarz, M. Szelążek, and G. J. Nalepa, "**Explaining Machine Learning Models of Emotion Using the BIRAFFE Dataset**," in ICAISC 2020, vol. 12416 LNAI, Springer, 2020, pp. 290–300.
 +  * DOI: [[https://doi.org/10.1007/978-3-030-61534-5_26|10.1007/978-3-030-61534-5_26]]
 +  * [[https://link.springer.com/chapter/10.1007/978-3-030-61534-5_26|Full text available online]] 
 +  * ++Abstract | Development of models for emotion detection is often based on the use of machine learning. However, it poses practical challenges, due to the limited understanding of modeling of emotions, as well as the problems regarding measurements of bodily signals. In this paper we report on our recent work on improving such models, by the use of explainable AI methods. We are using the BIRAFFE data set we created previously during our own experiment in affective computing.++
  
 === HAIIW2020 === === HAIIW2020 ===
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 === MRC2020 === === MRC2020 ===
-  * L. Żuchowska, K. Kutt, K. Geleta, S. Bobek, and G. J. Nalepa, "**Affective Games Provide Controlable ContextProposal of an Experimental Framework**.Paper was presented at [[http://mrc.kriwi.de/|MRC 2020 workshop]] during [[https://digital.ecai2020.eu/|ECAI 2020 (online)]] +  * L. Żuchowska, K. Kutt, K. Geleta, S. Bobek, and G. J. Nalepa, "**Affective Games Provide Controlable ContextProposal of an Experimental Framework**,in MRC@ECAI, 2020, vol2787, pp. 45–50
-  * {{http://mrc.kriwi.de/2020/download/mrc-2020-proceedings.pdf|Preliminary proceedings}}+  * {{http://ceur-ws.org/Vol-2787/paper7.pdf|Full text available online}}
   * ++Abstract | We propose an experimental framework for Affective Computing based of video games. We developed a set of specially designed mini-games, based of carefully selected game mechanics, to evoke emotions of participants of a larger experiment. We believe, that games provide a controllable yet overall ecological environment for studying emotions. We discuss how we used our mini-games as an important counterpart of classical visual and auditory stimuli. Furthermore, we present a software tool supporting the execution and evaluation of experiments of this kind.++   * ++Abstract | We propose an experimental framework for Affective Computing based of video games. We developed a set of specially designed mini-games, based of carefully selected game mechanics, to evoke emotions of participants of a larger experiment. We believe, that games provide a controllable yet overall ecological environment for studying emotions. We discuss how we used our mini-games as an important counterpart of classical visual and auditory stimuli. Furthermore, we present a software tool supporting the execution and evaluation of experiments of this kind.++
  
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   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]
   * {{http://ceur-ws.org/Vol-1794/afcai16-paper4.pdf|Full text available online}}   * {{http://ceur-ws.org/Vol-1794/afcai16-paper4.pdf|Full text available online}}
 +  * ++Abstract | In this paper we discuss selected important challenges in designing experiments that lead to data and information collection on affective states of participants. We aim at acquiring data that would be basis to formulate and evaluate computer methods for detection, identification and interpretation of such affective states, and ultimately human emotions.++
  
 === AfCAI2016a === === AfCAI2016a ===
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   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]   * Presented at [[pub:afcai2016workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)]]
   * {{http://ceur-ws.org/Vol-1794/afcai16-paper1.pdf|Full text available online}}   * {{http://ceur-ws.org/Vol-1794/afcai16-paper1.pdf|Full text available online}}
 +  * ++Abstract | We are aiming at developing a technology to detect, identify and interpret human emotional states. We believe, that it can be provided based on the integration of context-aware systems and affective computing paradigms. We are planning to identify and characterize affective context data, and provide knowledge-based models to identify and interpret affects based on this data. A working name for this technology is simply AfCAI: Affective Computing with Context Awareness for Ambient Intelligence.++
 +
 +===== Projects =====
 +
 +  * **Personality, Affective Context and the Brain (PANBA)** (01.2021-05.2022; research minigrant in the [[https://id.uj.edu.pl/en_GB/digiworld|DigiWorld Priority Research Area UJ]], project no. U1U/P06/NO/02.02; leader: [[pub:kkt|Krzysztof Kutt]]) aims to continue the efforts made in [[pub:biraffe|BIRAFFE1 and BIRAFFE2 oriented towards developing methods for affective personalization of intelligent systems]]. The project is aimed at analyzing data from the BIRAFFE2 experiment and preparing a new research procedure (BIRAFFE3) that includes the use of EEG. For more details, see [[https://geist.re/pub:projects:panba:start|the dedicated page in GEIST.re wiki]].
  
 ===== Tools and Datasets ===== ===== Tools and Datasets =====
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 ==== Prototypes of Affective Games ==== ==== Prototypes of Affective Games ====
  
 +  * [[pub:prototypes#room_of_the_ghosts_jump_labyrinth|Room of the Ghosts / Jump! / Labyrinth]] (three small levels)
   * [[pub:prototypes#freud_me_out|Freud me out]]   * [[pub:prototypes#freud_me_out|Freud me out]]
   * [[pub:prototypes#space_shooter|Affective SpaceShooter]]   * [[pub:prototypes#space_shooter|Affective SpaceShooter]]
-  * [[pub:londonbridge|London Bridge]] (scrollrunner game)+  * [[pub:prototypes#london_bridge|London Bridge]] (scrollrunner game)
  
 ==== Datasets ==== ==== Datasets ====
  • pub/research.txt
  • Last modified: 2024/01/25 12:26
  • by kkutt