Article
Computer Science, Information Systems
Yoones A. Sekhavat, Milad Jafari Sisi, Samad Roohi
Summary: This study evaluates the effect of using emotions in the form of facial expressions as a User Interface in virtual scenarios, proposing a conceptual framework for Affective User Interface Design and Evaluation. The findings show that the Traditional UI is the most usable, while the Full Affective UI has the best sense of fun and user experience. However, the hybrid mode (affective shooting) performs well in terms of user experience compared to other modes.
MULTIMEDIA TOOLS AND APPLICATIONS
(2021)
Article
Psychology, Multidisciplinary
Kuo-Liang Huang, Sheng-Feng Duan, Xi Lyu
Summary: The study focuses on exploring the differences in seven major acoustic features during voice interaction in relation to gender and emotional states of the PAD model. Thirty-one females and thirty-one males were invited to record audio of various emotions, and the extracted parameters were analyzed using statistical software. The results showed variations in gender and emotional states among the acoustic features, providing a theoretical foundation for AI emotional voice interaction.
FRONTIERS IN PSYCHOLOGY
(2021)
Article
Computer Science, Theory & Methods
Michael Braun, Florian Weber, Florian Alt
Summary: Affective technology has the potential to improve road safety by regulating driver emotions, but faces various technological and methodological challenges in practice. The review aims to provide comprehensive knowledge for interested researchers, offer focused guidance for practitioners, and identify opportunities for enhancing emotional interaction in the car for road safety.
ACM COMPUTING SURVEYS
(2021)
Article
Chemistry, Multidisciplinary
Milana Bojanic, Goran Bojanic
Summary: The study proposes a method for personalizing mobile games based on recognized user preferences, adjusting game difficulty levels to cater to players of different ages and skills. By recording players' game completion times and conducting subjective evaluations, the study aims to adapt game difficulty to individual players and offer a user-specific playing environment. The experimental results show a high average recognition rate of player classes, demonstrating the effectiveness of the proposed self-learning mechanism and neural network classification.
APPLIED SCIENCES-BASEL
(2021)
Article
Engineering, Electrical & Electronic
Dongrui Wu, Bao-Liang Lu, Bin Hu, Zhigang Zeng
Summary: A brain-computer interface (BCI) allows direct communication between a user and a computer through the central nervous system. An affective BCI (aBCI) monitors and regulates the emotional state of the brain, which has various applications in human cognition, communication, decision-making, and health. This tutorial provides a comprehensive and up-to-date guide on aBCIs, covering basic concepts, components of a closed-loop aBCI system, representative applications, and challenges and opportunities in aBCI research and applications.
PROCEEDINGS OF THE IEEE
(2023)
Article
Physics, Multidisciplinary
Shufeng Xiong, Xiaobo Fan, Vishwash Batra, Yiming Zeng, Guipei Zhang, Lei Xi, Hebing Liu, Lei Shi
Summary: This paper presents a new benchmark dataset for Chinese textual affective structure (CTAS) to advance research in affective understanding in artificial intelligence. The dataset is based on Weibo, the most popular Chinese social media platform, and includes comprehensive affective structure labels. The proposed maximum entropy Markov model, incorporating neural network features, outperforms the two baseline models.
Article
Computer Science, Information Systems
Katerina El Raheb, Michele Buccoli, Massimiliano Zanoni, Akrivi Katifori, Aristotelis Kasomoulis, Augusto Sarti, Yannis Ioannidis
Summary: This paper presents a conceptual framework and toolkit for movement annotation. The framework, combined with specific annotation strategies, enhances the collection of reliable ground-truth datasets for training algorithms. The complexity and subjectivity of human movement pose challenges for the annotation task, which is crucial for bridging the gap between machine-measurable and human-perceived aspects of movement. The proposed framework for dance movement manual annotation addresses this issue and is evaluated through the development and deployment of a toolkit.
MULTIMEDIA TOOLS AND APPLICATIONS
(2023)
Article
Computer Science, Information Systems
Dayoung Lee, Younghyun Kim, Minseok Song
Summary: Live-streaming video requires CPU-intensive transcoding to ensure a good quality of experience (QoE). Our algorithm allocates transcoding tasks to edge-servers in a multiple-access edge-computing (MEC) architecture, considering server capacity, wireless network coverage, cost budget, and QoE. By prioritizing the tasks contributing the most cost-effective popularity-weighted video quality (PWQ), our scheme achieves higher PWQ than alternative schemes under the same cost budget, improving it by an average of 25.3%.
IEEE TRANSACTIONS ON SERVICES COMPUTING
(2023)
Article
Engineering, Electrical & Electronic
Utkarsh Tripathi, Saran J. Rittvik, Vinay Chamola, Alireza Jolfaei, Ananthakrishna Chintanpalli
Summary: This paper presents a solution that combines a brain-computer interface system and a humanoid robot for remote teaching. Using Kinect and deep learning algorithms, the system can understand the emotional state of the trainee and enable real-time communication through the humanoid robot.
IEEE SENSORS JOURNAL
(2022)
Article
Chemistry, Analytical
Malte Ollenschlaeger, Arne Kuderle, Wolfgang Mehringer, Ann-Kristin Seifer, Juergen Winkler, Heiko Gassner, Felix Kluge, Bjoern M. Eskofier
Summary: This article introduces a generic open-source Python package called MaD GUI that focuses on adaptability, usability, and user experience, which can help developers to quickly create GUIs for specific use cases. The research results show that MaD GUI outperforms state-of-the-art packages in terms of time savings, usability, and user experience.
Article
Computer Science, Artificial Intelligence
Ram Srinivasan, Venki Balasubramanian, Abhishek Vidyasagar
Summary: Basketball is now more focused on data and using machine learning algorithms to help coaches make wiser decisions to identify the star potential of players under the influence of data science and analytics.
Article
Computer Science, Information Systems
Umer Rashid, Khalid Saleem, Adeel Ahmed
Summary: The core issues in multimedia content exploration lie in the limitations of linear interaction mechanisms and the underutilization of various information modalities. This research proposes a nonlinear and multimodal approach for exploring multimedia document results, utilizing result spaces and SUI design. Experimental results show high user satisfaction and utilization of SUI components.
MULTIMEDIA TOOLS AND APPLICATIONS
(2021)
Article
Psychology, Multidisciplinary
Yanqing Wang, Xiaowei Feng, Jiangnan Guo, Shaoying Gong, Yanan Wu, Jing Wang
Summary: The goal of this study is to explore the impact of affective states of a pedagogical agent in an online multimedia lesson on learning processes and outcomes. The study also examines whether the effectiveness of affective agents is influenced by learners' emotion regulation strategies and prior knowledge. The results suggest that learners exposed to a happy agent reported more positive emotions and higher motivation compared to those exposed to a neutral agent. However, the addition of a happy agent did not improve learning performance. Learners' emotion regulation strategies moderated the effectiveness of affective agents on positive emotions, while prior knowledge did not have a moderating effect. Overall, the study supports the cognitive affective theory of learning with media.
FRONTIERS IN PSYCHOLOGY
(2022)
Article
Computer Science, Information Systems
Jinpeng Chen, Pinguang Ying, Xiangling Fu, Xiaopeng Luo, Hao Guan, Kaimin Wei
Summary: Automatic image annotation is a research field focused on extracting the meaning of images, and better annotation performance can be achieved by combining visual and annotated information.
IEEE TRANSACTIONS ON MULTIMEDIA
(2022)
Article
Biotechnology & Applied Microbiology
Matthew R. Lueder, Regina Z. Cer, Miles Patrick, Logan J. Voegtly, Kyle A. Long, Gregory K. Rice, Kimberly A. Bishop-Lilly
Summary: Manual Annotation Studio (MAS) is a software tool designed to improve the efficiency of manual functional annotation for prokaryotic and viral genomes. It allows users to upload, edit, and track annotations, provides structure to projects, and reduces errors. MAS can interface with HPC clusters, support multiple users, and export data in various formats.
Article
Humanities, Multidisciplinary
Paul Tennent, Sarah Martindale, Steve Benford, Dimitrios Darzentas, Pat Brundell, Mat Collishaw
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE
(2020)
Article
Computer Science, Cybernetics
Boriana Koleva, Jocelyn Spence, Steve Benford, Hyosun Kwon, Holger Schnadelbach, Emily Thorn, William Preston, Adrian Hazzard, Chris Greenhalgh, Matt Adams, Ju Row Farr, Nick Tandavanitj, Alice Angus, Giles Lane
ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
(2020)
Review
Computer Science, Cybernetics
Raphael Velt, Steve Benford, Stuart Reeves
ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
(2020)
Article
Health Care Sciences & Services
Yitong Huang, Steve Benford, Dominic Price, Roma Patel, Benqian Li, Alex Ivanov, Holly Blake
JMIR MHEALTH AND UHEALTH
(2020)
Article
Computer Science, Cybernetics
Steve Benford, Richard Ramchurn, Joe Marshall, Max L. Wilson, Matthew Pike, Sarah Martindale, Adrian Hazzard, Chris Greenhalgh, Maria Kallionpaa, Paul Tennent, Brendan Walker
HUMAN-COMPUTER INTERACTION
(2021)
Article
Computer Science, Cybernetics
Karin Ryding, Jocelyn Spence, Anders Sundnes Lovlie, Steve Benford
Summary: This paper reflects on two museum visiting experiences that adopted the strategy of interpersonalization, showing how it can deliver engaging social visits for visitors to make their own interpretations. It highlights the reliance on intimacy between visitors and the museum, as well as the challenge of reintroducing the museum's perspective after making space for interpretation.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
(2021)
Article
Computer Science, Cybernetics
Jocelyn Spence, Dimitrios Darzentas, Harriet Cameron, Yitong Huang, Matt Adams, Ju Row Farr, Nick Tandavanitj, Steve Benford
Summary: This article presents a new theoretical framework exploring the role of time-orientation in the design of museum and gifting experiences. Through analysis of two case studies, it demonstrates the power of orienting users towards both the past and the future to enhance present moment engagement in a performative setting.
HUMAN-COMPUTER INTERACTION
(2022)
Article
Humanities, Multidisciplinary
Anders Sundnes Lovlie, Karin Ryding, Jocelyn Spence, Paulina Rajkowska, Annika Waern, Tim Wray, Steve Benford, William Preston, Emily Clare-Thorn
Summary: This article discusses the challenges of combining critical play and hybrid design in museum experiences, and presents challenges based on the design process and user feedback: challenging visitor behavior norms, challenging the role of artifacts, and challenging curatorial authority.
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE
(2021)
Article
Computer Science, Cybernetics
Kristina Hook, Steve Benford, Paul Tennent, Vasiliki Tsaknaki, Miquel Alfaras, Juan Martinez Avila, Christine Li, Joseph Marshall, Claudia Dauden Roquet, Pedro Sanches, Anna Stahl, Muhammad Umair, Charles Windlin, Feng Zhou
Summary: This article discusses a somaesthetic design workshop and subsequent analytical work that aims to understand the non-dualistic design stance on embodied interaction and the importance of first-person engagement. Through a detailed account of the process, it is shown that first-person engagements are closely intertwined with second- and third-person perspectives, sometimes overlapping. The analysis reveals strategies for bridging the body-mind divide and challenging dualisms in the field of HCI.
ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
(2021)
Article
Computer Science, Artificial Intelligence
Dimitrios Darzentas, Harriet Cameron, Hanne Wagner, Peter Craigon, Edgar Bodiaj, Jocelyn Spence, Paul Tennent, Steve Benford
Summary: The capture and analysis of diverse data are crucial for designing new products and services in the digital economy. This paper focuses on the co-design of visitor experiences in museums as a unique case to explore the opportunities and challenges of using personal data. It presents a portfolio of data-inspired visiting experiences and discusses how data can inspire design through ambiguity, visualization, and inter-personalization, as well as how data can facilitate co-design through co-ideation, co-creation, and co-interpretation. The paper also addresses the challenges of privacy, ownership, and transparency in using personal data.
AI EDAM-ARTIFICIAL INTELLIGENCE FOR ENGINEERING DESIGN ANALYSIS AND MANUFACTURING
(2022)
Article
Computer Science, Software Engineering
Liming Xu, Dave Towey, Andrew P. French, Steve Benford, Zhi Quan Zhou, Tsong Yueh Chen
Summary: Metamorphic Testing (MT) is a software testing approach that addresses the oracle problem by examining relations among multiple executions of test cases; this paper explores the application of MT to verify and enhance image classifiers, and evaluates the impact of metamorphic relations on image classification.
JOURNAL OF SYSTEMS AND SOFTWARE
(2021)
Proceedings Paper
Computer Science, Information Systems
Steve Benford, Anders Sundnes Lovlie, Karin Ryding, Paulina Rajkowska, Edgar Bodiaj, Dimitrios Paris Darzentas, Harriet R. Cameron, Jocelyn Spence, Joy Egede, Bogdan Spanjevic
Summary: Museums are interested in designing emotional visitor experiences, while HCI explores the relationship between Affective Computing and Affective Interaction. The creation of "Sensitive Pictures" with the Munch art museum allows visitors to choose emotions, view associated paintings, and estimate emotional responses through facial expressions.
PROCEEDINGS OF THE 2022 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI' 22)
(2022)
Proceedings Paper
Computer Science, Interdisciplinary Applications
Liming Xu, Dave Towey, Andrew P. French, Steve Benford
Summary: This paper addresses the problem of connecting physical objects with their virtual counterparts through visual markers. It proposes a unified recognition framework for accessing the metaverse and demonstrates its use through experimental studies. The findings are valuable for researchers in the fields of interaction design or augmented reality, providing techniques and guidelines for unobtrusively augmenting physical objects.
2022 IEEE 46TH ANNUAL COMPUTERS, SOFTWARE, AND APPLICATIONS CONFERENCE (COMPSAC 2022)
(2022)
Proceedings Paper
Computer Science, Interdisciplinary Applications
Steve Benford, Paul Mansfield, Jocelyn Spence
Summary: Two traditional folk clubs transitioned to online experiences using different approaches, one adapting their existing format to video conferencing and the other evolving a community-produced pre-recorded show. Despite network constraints, participants were unable to sing in chorus, leading to the need to rethink the positioning of online liveness in HCI.
CHI '21: PROCEEDINGS OF THE 2021 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS
(2021)
Article
Computer Science, Artificial Intelligence
Hai Huang, Kher Hui Ng, Benjamin Bedwell, Steve Benford
Summary: The study introduces a card game solution to aid in rapid idea generation for IoT serious games in museums. The game facilitates designers in creating engaging games for visitors and was evaluated through user workshops, proving to be useful for concept ideation in Human Computer Interaction design.
JOURNAL OF AMBIENT INTELLIGENCE AND HUMANIZED COMPUTING
(2021)