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Research Activities

  • “Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants”, Grzegorz J. Nalepa, Krzysztof Kutt, Barbara Giżycka, Paweł Jemioło and Szymon Bobek
  • Abstract: In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.
  • DOI: 10.3390/s19112509
  • “Affective Context-Aware Systems: Architecture of a Dynamic Framework”, Mateusz Z. Łępicki, Szymon Bobek
  • Abstract: Affective computing gained a lot of attention from researchers and business over the last decade. However, most of the attempts for building systems that try to predict, or provoke affective state of users were done for specific and narrow domains. This complicates reusing such systems in other, even similar domains. In this paper we present such a solution, that aims at solving such problem by providing a general framework architecture for building affective-aware systems. It supports designing and development of affective-aware solutions, in a holistic and domain independent way.
  • “Prototypes of Arcade Games Enabling Affective Interaction”, Paweł Jemioło, Barbara Giżycka i Grzegorz J. Nalepa
  • Abstract: The use of emotions in the process of creating video games is still a challenge for the developers from the fields of Human-Computer Interaction and Affective Computing. In our work, we aim at demonstrating architectures of two operating game prototypes, implemented with the use of affective design patterns. We ground our account in biological signals, i.e. heart rate, galvanic skin response and muscle electrical activity. Using these modalities and the game context, we reason about emotional states of the player. For this purpose, we focus on defining rules with linguistic terms. What is more, we address the need for explainablity of biological mechanics and individual differences in terms of reactions to different stimuli. We provide a benchmark, in the form of a survey, to verify our approach.
  • DOI: 10.1007/978-3-030-20915-5_49
  • “How a mobile platform for emotion identification supports designing affective games”, Grzegorz J. Nalepa, Barbara Giżycka
  • Abstract: Afective computing is a multidisciplinary area of research regarding modeling, identification, and synthesis of emotions using computer-based methods. Affective gaming is dedicated specifically to developing games that use the information regarding player’s emotional condition. Such games focus on the emotional dimension of gaming experience, to provide greater player engagement. In this short paper we give an overview of our recent works aimed at developing a mobile software platform for emotion identification using wearable devices. Furthermore, we have been working on the integration of this approach with the design and development of affective games
  • “Emotion in models meets emotion in design: building true affective games”, Barbara Giżycka, Grzegorz J. Nalepa
  • Abstract: A relatively new field of research on affective gaming suggests applying affective computing solutions to develop games that can interact with the player on the emotional level. To bring together selected models of affect and affect-driven frameworks developed to date, we propose an approach based on affective design patterns. We build on the assumption that player’s emotional reactions to in-game events can be evoked by patterns used early in the design phase. We provide description of experiments conducted to test our hypothesis so far, along with some tentative observations, and opportunities for further studies.
  • DOI: 10.1109/GEM.2018.8516439
  • “AIded with emotions – a new design approach towards affective computer systems” Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło
  • Abstract: As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition, reliable emotion modeling, and use of unobtrusive, easily accessible and preferably wearable measurement devices. While AI methods provide many possibilities for better affective information processing, it is not a common scenario for both emotion recognition and modeling to be integrated in the design phase. To address this concern, we propose a new approach based on affective design patterns in the context of video games, together with summary of experiments conducted to test the preliminary hypotheses.
  • Using Affective Loop as Auxilliary Design Tool for Video Games Barbara Giżycka
  • Presented at the: 10th Cracow Cognitive Science Conference
  • Abstract: As modern technologies become more apparent and persis-tent, human-computer interaction becomes an important research topic.With birth of affective computing, which aims at developing systems ca-pable of detecting and processing emotionally significant data from theenvironment, new possibilities for applications unfold, and video gamescan benefit from them as well. Bringing innovative solutions to this areainvolves new modes of affective data collection and affect modelling ofvarious aspects of the game experience. My research, focusing on affectivegame design patterns, is located on the intersection of modelling playeraffect and affective game design framework. In this paper, an outline ofhow affective computing ideas (especially affective loop) are introducedto video game design is presented. A new approach to designing videogames in the form of affective game design patterns is proposed, togetherwith research method description and summary of studies conducted sofar.
  • “BandReader – A Mobile Application for Data Acquisition from Wearable Devices in Affective Computing Experiments”, Krzysztof Kutt, Grzegorz J. Nalepa, Barbara Giżycka, Paweł Jemioło, Marcin Adamczyk
  • Abstract: In the paper we describe a new software solution for mobile devices that allows for data acquisition from wristbands. The application reads physiological data from wristbands and supports multiple recent hardware. In our work we focus on the Heart Rate (HR) and Galvanic Skin Response (GSR) readings. This data is used in the affective computing experiments for human emotion recognition.
  • DOI: 10.1109/HSI.2018.8431271
  • “Affective patterns in serious games”, Jan K. Argasiński, Paweł Węgrzyn
  • Abstract: We discuss affective serious games that combine learning, gaming and emotions. We describe a novel framework for the creation and evaluation of serious affective games. Our approach is based on merging pertinent design patterns in order to recognize educational claims, educational assessment, best game design practices, as well as models and solutions of affective computing. Björk’s and Holopainen’s game design patterns have been enhanced by Evidence Centered Design components and affective components. A serious game has been designed and created to demonstrate how to outline a complex game system in a communicative way, and show methods to trace how theoretically-driven design decisions influence learning outcomes and impacts. We emphasize the importance of patterns in game design. Design patterns are an advantageous and convenient way of outlining complex game systems. Design patterns also provide favorable language of communication between multidisciplinary teams working on serious games.
  • “Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors”, Krzysztof Kutt, Wojciech Binek, Piotr Misiak, Grzegorz J. Nalepa, Szymon Bobek
  • Abstract: The paper outlines a mobile sensor platform aimed at processing physiological data from wearable sensors. We discuss the requirements related to the use of low-cost portable devices in this scenario. Experimental analysis of four such devices, namely Microsoft Band 2, Empatica E4, eHealth Sensor Platform and BITalino ®evolution is provided. Critical comparison of quality of HR and GSR signals leads to the conclusion that future works should focus on the BITalino, possibly combined with the MS Band 2 in some cases. This work is a foundation for possible applications in affective computing and telemedicine.
  • “Development of Mobile Platform for Affect Interpretation. Current Progress”, Grzegorz J. Nalepa, Krzysztof Kutt, Szymon Bobek, Barbara Giżycka
  • Abstract: In this overview paper we focus on our recent progress in the work on the mobile platform for AfC. We provide the main assumptions about the platform, as well as describe affective data acquisition and interpretation. We discuss our most recent experiments and provide an outlook of our future works.
  • “Mobile platform for affective context-aware systems”, Grzegorz J. Nalepa, Krzysztof Kutt, Szymon Bobek,
  • Abstract: In our work, we focus on detection of affective states, their proper identification and interpretation with use of wearable and mobile devices. We propose a data acquisition layer based on wearable devices able to gather physiological data, and we integrate it with mobile context-aware framework. Furthermore, we formulate a method for personalization of emotion detection. This solution offers a non-intrusive measurement thanks to the use of wearable devices, such as wristbands. As means of validation of our concepts we describe a series of experiments that we conducted.
  • “Affective design patterns in computer games. Scrollrunner case study”, Grzegorz J. Nalepa, Barbara Giżycka, Krzysztof Kutt, Jan K. Argasiński
  • Abstract: The emotional state of the user is a new dimension in human-computer interaction, that can be used to improve the user experience. This is the domain of affective computing. In our work we focus on the applications of affective techniques in the design of video games. We assume that a change in the affective condition of a player can be detected based on the monitoring of physiological signals following the James-Lange theory of emotions. We propose the use of game design patterns introduced by Björk and Holopainen to build games. We identify a set of patterns that can be considered affective. Then we demonstrate how these patterns can be used in a design of a scroll-runner game. We address the problem of the calibration of measurements in order to reflect responses of individual users. We also provide results of practical experiments to verify our approach.
  • DOI: 10.15439/2017F192

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  • Last modified: 2019/07/18 09:36
  • by bgc