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Young and old persons' subjective feelings when facing with a non-human computer-graphics-based agent's emotional responses in consideration of differences in emotion perception 考虑到情绪感知的差异,年轻人和老年人在面对非人类计算机图形代理的情绪反应时的主观感受
Pub Date : 2024-01-31 DOI: 10.3389/fcomp.2024.1321977
Takashi Numata, Yasuhiro Asa, T. Hashimoto, K. Karasawa
Virtual agents (computer-graphics-based agents) have been developed for many purposes such as supporting the social life, mental care, education, and entertainment of both young and old people individuals. Promoting affective communication between young/old users and agents requires clarifying subjective feelings induced by an agent's expressions. However, an emotional response model of agents to induce positive feelings has not been fully understood due to differences in emotion perception between young and old adults. We investigated subjective feelings induced when facing with a non-human computer-graphics-based agent's emotional responses in consideration of differences of emotion perception between young adults and old adults. To emphasize the differences in emotion perception, the agent's expressions were developed by adopting exaggerated human expressions. The differences in their emotion perception of happy, sadness, and angry between young and old participants were then identified through a preliminary experiment. Considering the differences in emotion perception, induced feelings when facing with the agent's expressions were analyzed from the three types of emotion sources of the participant, agent, and other, which was defined as subject and responsibility of induced emotion. The subjective feelings were evaluated using a subjective rating task with 139 young and 211 old participants. The response of the agent that most induced positive feelings was happy when participants felt happy, and that was sad when participants felt sad, regardless emotion sources in both young and old groups. The response that most induced positive feelings was sad when participants felt angry and emotion sources were participant and the agent, and that was angry when the emotion source was other. The emotion types of the response to induce most positive feelings were the same between the young and old participants, and the way to induce most positive feelings was not always to mimic the emotional expressions, which is a typical tendency of human responses. These findings suggest that a common agent response model can be developed for young and old people by combining an emotional mimicry model with a response model to induce positive feelings in users and promote natural and affective communication, considering age characteristics of emotion perception.
虚拟代理(基于计算机图形的代理)的开发有许多目的,如支持年轻人和老年人的社会生活、心理护理、教育和娱乐。要促进青年/老年用户与代理之间的情感交流,就必须明确代理的表情所引起的主观感受。然而,由于年轻人和老年人在情感感知方面的差异,人们还没有完全理解代理人诱发积极情感的情感反应模型。考虑到年轻人和老年人在情绪感知方面的差异,我们研究了在面对非人类计算机图形代理的情绪反应时诱发的主观感受。为了强调情绪感知的差异,我们采用了夸张的人类表情来开发代理的表情。然后,通过初步实验确定了年轻人和老年人在喜怒哀乐情绪感知方面的差异。考虑到情绪感知的差异,我们从参与者、代理人和其他人三种情绪来源分析了面对代理人表情时的诱导情绪,即诱导情绪的主体和责任。139 名年轻人和 211 名老年人参加了主观评分任务,对主观感受进行了评估。无论情绪来源如何,在年轻人组和老年人组中,当参与者感到快乐时,最能诱发积极情绪的反应是快乐,而当参与者感到悲伤时,最能诱发积极情绪的反应是悲伤。当参与者感到愤怒且情绪源为参与者和代理时,最能诱发积极情绪的反应是悲伤;当情绪源为其他情绪源时,最能诱发积极情绪的反应是愤怒。诱发最积极情绪的反应的情绪类型在年轻和年长的参与者之间是相同的,而且诱发最积极情绪的方式并不总是模仿情绪表达,这是人类反应的典型倾向。这些研究结果表明,考虑到情感感知的年龄特征,可以通过将情感模仿模型与反应模型相结合的方式,开发出适用于年轻人和老年人的通用代理反应模型,从而诱发用户的积极情感,促进自然的情感交流。
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引用次数: 0
Facial emotion recognition through artificial intelligence 通过人工智能识别面部情绪
Pub Date : 2024-01-31 DOI: 10.3389/fcomp.2024.1359471
Jesús A. Ballesteros, G. Ramírez V., Fernando Moreira, Andrés Solano, C. Peláez
This paper introduces a study employing artificial intelligence (AI) to utilize computer vision algorithms for detecting human emotions in video content during user interactions with diverse visual stimuli. The research aims to unveil the creation of software capable of emotion detection by leveraging AI algorithms and image processing pipelines to identify users' facial expressions. The process involves assessing users through images and facilitating the implementation of computer vision algorithms aligned with psychological theories defining emotions and their recognizable features. The study demonstrates the feasibility of emotion recognition through convolutional neural networks (CNN) and software development and training based on facial expressions. The results highlight successful emotion identification; however, precision improvement necessitates further training for contexts with more diverse images and additional algorithms to distinguish closely related emotional patterns. The discussion and conclusions emphasize the potential of A.I. and computer vision algorithms in emotion detection, providing insights into software development, ongoing training, and the evolving landscape of emotion recognition technology. Further training is necessary for contexts with more diverse images, alongside additional algorithms that can effectively distinguish between facial expressions depicting closely related emotional patterns, enhancing certainty and accuracy.
本文介绍了一项采用人工智能(AI)的研究,该研究利用计算机视觉算法,在用户与各种视觉刺激进行交互的过程中,检测视频内容中的人类情绪。该研究旨在通过利用人工智能算法和图像处理管道来识别用户的面部表情,从而揭示能够进行情绪检测的软件的创建过程。这一过程包括通过图像对用户进行评估,并根据定义情绪及其可识别特征的心理学理论促进计算机视觉算法的实施。研究证明了通过卷积神经网络(CNN)和基于面部表情的软件开发和培训进行情绪识别的可行性。研究结果表明,情绪识别是成功的;但是,要提高识别的精确度,还需要对更多不同的图像进行进一步的训练,并采用更多的算法来区分密切相关的情绪模式。讨论和结论强调了人工智能和计算机视觉算法在情绪检测方面的潜力,为软件开发、持续培训和不断发展的情绪识别技术提供了见解。在使用更多不同图像的情况下,有必要进行进一步的培训,同时采用更多能够有效区分描述密切相关情绪模式的面部表情的算法,以提高确定性和准确性。
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引用次数: 0
Development of embodied listening studies with multimodal and wearable haptic interfaces for hearing accessibility in music 利用多模态和可穿戴触觉界面开展体现式聆听研究,促进音乐中的听觉无障碍化
Pub Date : 2024-01-10 DOI: 10.3389/fcomp.2023.1162758
Doga Cavdir
The intersection of hearing accessibility and music research offers limited representations of the Deaf and Hard of Hearing (DHH) individuals, specifically as artists. This article presents inclusive design practices for hearing accessibility through wearable and multimodal haptic interfaces with participants with diverse hearing backgrounds.We develop a movement-based sound design practice and audio-tactile compositional vocabulary, co-created with a Deaf co-designer, to offer a more inclusive and embodied listening experience. This listening experience is evaluated with a focus group whose participants have background in music, dance, design, or accessibility in arts. By involving multiple stakeholders, we survey the participants' qualitative experiences in relation to Deaf co-designer's experience.Results show that multimodal haptic feedback enhanced the participants' listening experience while on-skin vibrations provided more nuanced understanding of the music for Deaf participants. Hearing participants reported interest in understanding the Deaf individuals' musical experience, preferences, and compositions.We conclude by presenting design practices when working with movement-based musical interaction and multimodal haptics. We lastly discuss the challenges and limitations of access barrier in hearing accessibility and music.
在听力无障碍和音乐研究的交叉领域中,对聋人和重听人(DHH),特别是艺术家的描述十分有限。本文介绍了通过可穿戴和多模态触觉界面实现听力无障碍的包容性设计实践,参与者具有不同的听力背景。我们开发了一种基于动作的声音设计实践和音频触觉作曲语汇,并与一位聋人联合设计师共同创作,以提供更具包容性和体现性的聆听体验。我们通过一个焦点小组对这种聆听体验进行评估,该小组的参与者具有音乐、舞蹈、设计或艺术无障碍背景。结果显示,多模态触觉反馈增强了参与者的聆听体验,而皮肤振动则让聋人参与者对音乐有了更细致入微的理解。最后,我们介绍了基于动作的音乐互动和多模态触觉的设计实践。最后,我们讨论了无障碍听力和音乐方面的挑战和限制。
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引用次数: 0
Causality and tractable probabilistic models 因果关系和可操作的概率模型
Pub Date : 2024-01-08 DOI: 10.3389/fcomp.2023.1263386
David Cruz, Jorge Batista
Causal assertions stem from an asymmetric relation between some variable's causes and effects, i.e., they imply the existence of a function decomposition of a model where the effects are a function of the causes without implying that the causes are functions of the effects. In structural causal models, information is encoded in the compositions of functions that define variables because that information is used to constraint how an intervention that changes the definition of a variable influences the rest of the variables. Current probabilistic models with tractable marginalization also imply a function decomposition but with the purpose of allowing easy marginalization of variables. In this article, structural causal models are extended so that the information implicitly stored in their structure is made explicit in an input–output mapping in higher dimensional representation where we get to define the cause–effect relationships as constraints over a function space. Using the cause–effect relationships as constraints over a space of functions, the existing methodologies for handling causality with tractable probabilistic models are unified under a single framework and generalized.
因果断言源于某些变量的因和果之间的不对称关系,即它们意味着模型中存在一种函数分解,在这种分解中,果是因的函数,而不意味着因是果的函数。在结构因果模型中,定义变量的函数组成中包含了信息,因为这些信息被用来约束改变变量定义的干预措施对其他变量的影响。目前的概率模型具有可操作性的边际化,也意味着函数分解,但其目的是便于变量的边际化。本文对结构因果模型进行了扩展,使其结构中隐含的信息在输入-输出映射中以更高的维度表示出来,我们可以把因果关系定义为函数空间上的约束条件。利用函数空间上的因果关系作为约束条件,将现有的利用可控概率模型处理因果关系的方法统一到一个框架下并加以推广。
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引用次数: 0
A scoping review of auto-generating transformation between software development artifacts 软件开发工件间自动生成转换的范围审查
Pub Date : 2024-01-08 DOI: 10.3389/fcomp.2023.1306064
Daniel Siahaan, Reza Fauzan, Arya Widyadhana, Dony Bahtera Firmawan, Rahmi Rizkiana Putri, Y. Desnelita, Gustientiedina, Ramalia Noratama Putrian
Every process within software development refers to a specific set of input and output artifacts. Each artifact models specific design information of a system, yet they complement each other and make an improved system description. The requirements phase is an early stage of software development that drives the rest of the development process. Throughout the software development life cycle, checking that every artifact produced in every development stage should comply with the given requirements is necessary. Moreover, there should be relatedness between elements within artifacts of different development stages. This study provides an overview of the conformity between artifacts and the possibility of artifact transformation. This study also describes the methods and tools used in previous studies for ensuring the conformity of artifacts with requirements in the transformation process between artifacts. It also provides their applications in the real world. The review identified three applications, seven methods and approaches, and five challenges in ensuring the conformity of artifacts with requirements. We identified the artifacts as class diagrams, aspect-oriented software architecture, architectural models, entity relationship diagrams, and sequence diagrams. The applications for ensuring the conformity of artifacts with requirements are maintaining traceability, software verification and validation, and software reuse. The methods include information retrieval, natural language processing, model transformations, text mining, graph-based, ontology-based, and optimization algorithms. The benefits of adopting methods and tools for ensuring the conformity of artifacts with requirements can motivate and assist practitioners in designing and creating artifacts.
软件开发中的每个过程都涉及一组特定的输入和输出工件。每个工件都是系统特定设计信息的模型,但它们又能相互补充,完善系统描述。需求阶段是软件开发的早期阶段,它推动着开发过程的其余部分。在整个软件开发生命周期中,有必要检查每个开发阶段产生的每个工件是否符合给定的需求。此外,不同开发阶段的工件内部元素之间也应存在关联性。本研究概述了工件之间的一致性和工件转换的可能性。本研究还介绍了以往研究中使用的方法和工具,这些方法和工具可在工件之间的转换过程中确保工件符合要求。本研究还提供了这些方法和工具在现实世界中的应用。综述确定了确保工件符合需求的三种应用、七种方法和途径以及五项挑战。我们确定的工件包括类图、面向方面的软件架构、架构模型、实体关系图和序列图。确保工件符合需求的应用包括保持可追溯性、软件验证和确认以及软件重用。方法包括信息检索、自然语言处理、模型转换、文本挖掘、基于图、基于本体和优化算法。采用确保人工制品符合需求的方法和工具的益处可以激励和帮助从业人员设计和创建人工制品。
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引用次数: 0
BeeLife: a mobile application to foster environmental awareness in classroom settings 蜜蜂生活:在课堂环境中培养环保意识的移动应用程序
Pub Date : 2024-01-03 DOI: 10.3389/fcomp.2023.1298888
Adrian Stock, Oliver Stock, Julia Mönch, Markus Suren, Nadine Nicole Koch, Günter Daniel Rey, M. Wirzberger
Significant threats to our environment tremendously affect biodiversity and related gains. Particularly wild bees actively contribute by pollinating plants and trees. Their increasing extinction comes with devastating consequences for nutrition and stability of our ecosystem. However, most people lack awareness about those species and their living conditions, preventing them to take on responsibility.We introduce an intervention consisting of a mobile app and related project workshops that foster responsibility already at an early stage in life. Drawing on principles from multimedia learning and child-centered design, six gamified levels and accompanying nature-based activities sensitize for the importance of wild bees and their role for a stable and diverse ecosystem. A pilot evaluation across three schools, involving 44 children aged between 9 and 12, included a pre-, post-, and delayed post-test to inspect app usability and learning gains.Most children perceived the app as intuitive, engaging, and visually appealing, and sustainably benefited from our intervention in terms of retention performance. Teacher interviews following the intervention support the fit with the envisioned target group and the classroom setting.Taken together, the obtained evidence emphasizes the benefits of our intervention, even though our sample size was limited due to dropouts. Future extensions might include adaptive instructional design elements to increase observable learning gains.
环境面临的重大威胁极大地影响了生物多样性和相关收益。尤其是野生蜜蜂,它们为花草树木授粉,做出了积极贡献。它们的日益灭绝给我们生态系统的营养和稳定带来了毁灭性的后果。然而,大多数人缺乏对这些物种及其生存条件的认识,因此无法承担起责任。我们介绍了一种由手机应用程序和相关项目研讨会组成的干预措施,在生命的早期阶段就培养责任感。借鉴多媒体学习和以儿童为中心的设计原则,六个游戏化关卡和相应的自然活动让人们认识到野生蜜蜂的重要性及其对稳定和多样化生态系统的作用。在三所学校进行的试点评估涉及 44 名 9 至 12 岁的儿童,包括前期、后期和延迟后期测试,以检查应用程序的可用性和学习收获。干预结束后对教师的访谈证明,我们的干预符合预期的目标群体和课堂环境。总之,尽管由于辍学的原因,我们的样本数量有限,但所获得的证据强调了我们干预的益处。未来的扩展可能包括适应性教学设计元素,以提高可观察到的学习收益。
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引用次数: 0
Development and validation of an art-inspired multimodal interactive technology system for a multi-component intervention for older people: a pilot study 开发和验证受艺术启发的多模态互动技术系统,对老年人进行多成分干预:试点研究
Pub Date : 2024-01-03 DOI: 10.3389/fcomp.2023.1290589
Antonio Camurri, Emanuele Seminerio, Wanda Morganti, C. Canepa, Nicola Ferrari, Simone Ghisio, Andrea Cera, P. Coletta, Marina Barbagelata, Gianluca Puleo, Ilaria Nolasco, Claudio Costantini, B. Senesi, Alberto Pilotto
The World Health Organization (WHO) acknowledges the presence of a significant body of research on the positive effects of the arts on health, considering a variety of factors including physical well-being, quality of life, and social and community impact. The model that underlies cultural welfare puts the performing arts, visual arts, and cultural heritage at the service of people personal and societal well-being. The potential connections between movements of the body and artistic content have been extensively studied over time, considering movement as a non-verbal language with a universal character.This pilot study presents the results of the validation of an innovative multimodal system, the DanzArTe-Emotional Wellbeing Technology, designed to support active and participative experience of older people providing physical and cognitive activation through a full-body physical interaction with a traditional visual work of art of religious subject. DanzArTe supports a replicable treatment protocol for multidimensional frailty, administered through a low cost and scalable technological platform capable of generating real-time visual and auditory feedback (interactive sonification) from the automated analysis of individual as well as joint movement expressive qualities. The study involved 45 participants, 23 of whom participated in the DanzArTe program and 22 who were included in the control group.The two groups were similar in terms of age (p = 0.465) and gender (p = 0.683). The results showed that the DanzArTe program had a positive impact on participants' self-perceived psychological health and well-being (Mean Psychological General Well-Being Index—Short T1 = 19.6 ± 4.3 Vs. T2 = 20.8 ± 4.9; p = 0.029). The same trend was not observed in the control group (p = 0.389).The findings suggest that such programs may have a significant impact particularly on the mental and social well-being of older adults and could be a valuable tool for promoting healthy aging and improving quality of life.
世界卫生组织(WHO)承认,关于艺术对健康的积极影响有大量的研究,考虑到了包括 身体健康、生活质量以及社会和社区影响在内的各种因素。文化福利的基本模式是让表演艺术、视觉艺术和文化遗产为人们的个人和社会福祉服务。这项试点研究展示了创新的多模态系统 DanzArTe-Emotional Wellbeing Technology 的验证结果,该系统旨在支持老年人积极主动地参与体验,通过全身肢体与传统宗教题材视觉艺术作品的互动,激活老年人的身体和认知能力。DanzArTe 支持针对多维度虚弱的可复制治疗方案,通过一个低成本、可扩展的技术平台进行管理,该平台能够通过对个体和联合动作表现力的自动分析,生成实时的视觉和听觉反馈(互动声化)。研究涉及 45 名参与者,其中 23 人参加了 DanzArTe 计划,22 人被纳入对照组。两组在年龄(p = 0.465)和性别(p = 0.683)方面相似。结果显示,DanzArTe 项目对参与者自我感觉的心理健康和幸福感产生了积极影响(平均心理综合幸福指数--短期 T1 = 19.6 ± 4.3 Vs. T2 = 20.8 ± 4.9; p = 0.029)。研究结果表明,此类项目可能会对老年人的心理和社会福祉产生重大影响,是促进健康老龄化和提高生活质量的重要工具。
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Frontiers in Computer Science
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