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pub:research [2019/08/02 06:00] – [Sensors2019] gjnpub:research [2020/11/04 13:53] – papers update kkutt
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 ===== Papers ===== ===== Papers =====
  
-==== Sensors2019 ==== +=== HAIIW2020 === 
-  * **//"Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants"//**, Grzegorz JNalepa, Krzysztof Kutt, Barbara GiżyckaPaweł Jemioło and Szymon Bobek  +  * K. Kutt, D. DrążykM. SzelążekSBobek, and GJ. Nalepa"**The BIRAFFE2 Experiment – Study in Bio-Reactions and Faces for Emotion-based Personalization for AI Systems**." Paper was presented at [[https://sites.google.com/view/human-ai-interaction-ecai2020/home|HAII workshop]] during [[https://digital.ecai2020.eu/|ECAI 2020 (online)]] 
-  * Abstract: In this paperwe consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systemsWe 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 devicessuch as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purposeFurthermoreas 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 patternsAs a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptationFinally, 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+  * [[https://arxiv.org/abs/2007.15048|Full text available online]]
-  * DOI10.3390/s19112509+
  
-  * [[https://www.mdpi.com/1424-8220/19/11/2509/|Full text available online]] +=== MRC2020 === 
 +  L. Żuchowska, K. Kutt, K. Geleta, S. Bobek, and G. J. Nalepa, "**Affective Games Provide Controlable Context: Proposal of an Experimental Framework**." Paper was presented at [[http://mrc.kriwi.de/|MRC 2020 workshop]] during [[https://digital.ecai2020.eu/|ECAI 2020 (online)]] 
 +  * {{http://mrc.kriwi.de/2020/download/mrc-2020-proceedings.pdf|Preliminary proceedings}}
  
-==== ICAISC2019b ==== +=== AfCAI2019 === 
-  * **//"Affective Context-Aware SystemsArchitecture of a Dynamic Framework"//**Mateusz ZŁępickiSzymon Bobek +  * K. Kutt, D. Drążyk, P. Jemioło, S. Bobek, B. Giżycka, V. Rodriguez-Fernandez, and G. J. Nalepa, "**BIRAFFE: Bio-Reactions and Faces for Emotion-based Personalization**,in Proceedings of the 3rd Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2019), 2020, vol. 2609 
-  * AbstractAffective computing gained a lot of attention from researchers and business over the last decadeHowevermost of the attempts for building systems that try to predict, or provoke affective state of users were done for specific and narrow domainsThis complicates reusing such systems in othereven similar domainsIn this paper we present such a solutionthat aims at solving such problem by providing a general framework architecture for building affective-aware systemsIt supports designing and development of affective-aware solutionsin a holistic and domain independent way.+  * {{http://ceur-ws.org/Vol-2609/AfCAI2019_paper_6.pdf|Full text available online}} 
 + 
 +=== SEMANTiCS2019 === 
 +  B. GiżyckaKKuttand G. J. Nalepa, "**Knowledge-based Development of Games Using Design Patterns Ontology**," in SEMANTiCS 2019 Posters&Demos, 2019, vol. 2451. 
 +  * {{http://ceur-ws.org/Vol-2451/paper-12.pdf|Full text available online}} 
 + 
 +=== Sensors2019 === 
 +  * G. J. Nalepa, K. Kutt, B. Giżycka, P. Jemioło, and SBobek"**Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants**," Sensors, vol19no11p25092019. 
 +  * DOI: 10.3390/s19112509 
 +  * [[https://www.mdpi.com/1424-8220/19/11/2509/|Full text available online]] 
  
 +=== ICAISC2019b ===
 +  * M. Z. Łępicki and S. Bobek, "**Affective Context-Aware Systems: Architecture of a Dynamic Framework**"
   * [[https://link.springer.com/chapter/10.1007/978-3-030-20915-5_51|Full text available online at SpringerLink]]   * [[https://link.springer.com/chapter/10.1007/978-3-030-20915-5_51|Full text available online at SpringerLink]]
  
-==== ICAISC2019a ==== +=== ICAISC2019a === 
-  * **//"Prototypes of Arcade Games Enabling Affective Interaction"//**, Paweł Jemioło, Barbara Giżycka i Grzegorz J. Nalepa+  * P. Jemioło, B. Giżycka, and G. J. Nalepa, "**Prototypes of Arcade Games Enabling Affective Interaction**"
   * Presented at [[http://icaisc.eu/|18th International Conference on Artificial Intelligence and Soft Computing]]   * Presented at [[http://icaisc.eu/|18th International Conference on Artificial Intelligence and Soft Computing]]
-  * 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   * DOI: 10.1007/978-3-030-20915-5_49
- 
   * {{ :pub:afcgmz-icaisc2019-watermark.pdf |Full text draft available}}   * {{ :pub:afcgmz-icaisc2019-watermark.pdf |Full text draft available}}
  
-==== CoSECiVi2018 ==== +=== CoSECiVi2018 === 
-  * **//"How a mobile platform for emotion identification supports designing affective games"//**, Grzegorz J. Nalepa, Barbara Giżycka+  * G. J. Nalepa and B. Giżycka, "**How a mobile platform for emotion identification supports designing affective games**"
   * Presented at the [[https://sci2s.ugr.es/caepia18/cosecivi.html|V Congress of the Spanish Society for Video Game Science]]   * Presented at the [[https://sci2s.ugr.es/caepia18/cosecivi.html|V Congress of the Spanish Society for Video Game Science]]
-  * 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 
   * [[https://sci2s.ugr.es/caepia18/proceedings/docs/CAEPIA2018_paper_280.pdf|Full text available online]]   * [[https://sci2s.ugr.es/caepia18/proceedings/docs/CAEPIA2018_paper_280.pdf|Full text available online]]
  
-==== GEM2018 ==== +=== GEM2018 === 
-  * **//"Emotion in models meets emotion in design: building true affective games"//**, Barbara Giżycka, Grzegorz J. Nalepa+  * B. Giżycka and G. J. Nalepa, "**Emotion in models meets emotion in design: building true affective games**"
   * Presented at the [[http://sites.ieee.org/ieeegem/|IEEE Games Media Entertainment (GEM 2018) conference]]    * Presented at the [[http://sites.ieee.org/ieeegem/|IEEE Games Media Entertainment (GEM 2018) conference]] 
-  * 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   * DOI: 10.1109/GEM.2018.8516439
- 
   * {{ :pub:gemwatermark.pdf |Full text draft available}}   * {{ :pub:gemwatermark.pdf |Full text draft available}}
  
-==== HAI2018 ==== +=== HAI2018 === 
-  * **//"AIded with emotions – a new design approach towards affective computer systems"//** Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło+  * B. Giżycka, G. J. Nalepa, and P. Jemioło, "**AIded with emotions – a new design approach towards affective computer systems**"
   * Presented at the [[https://www.humanizing-ai.com/|Humanizing AI workshop at IJCAI2019]]   * Presented at the [[https://www.humanizing-ai.com/|Humanizing AI workshop at IJCAI2019]]
-  * 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. 
- 
   * [[https://arxiv.org/pdf/1806.04236.pdf|Full text available online]]   * [[https://arxiv.org/pdf/1806.04236.pdf|Full text available online]]
  
-==== CCSC2018 ==== +=== CCSC2018 === 
-  * //**"Using Affective Loop as Auxilliary Design Tool for Video Games"**// Barbara Giżycka+  * B. Giżycka, "**Using Affective Loop as Auxilliary Design Tool for Video Games**"
   * Presented at the: 10th Cracow Cognitive Science Conference   * 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. 
- 
   * [[http://ceur-ws.org/Vol-2265/paper8.pdf|Full text available online]]   * [[http://ceur-ws.org/Vol-2265/paper8.pdf|Full text available online]]
  
-==== HSI2018 ==== +=== HSI2018 === 
-  * **//"BandReader – A Mobile Application for Data Acquisition from Wearable Devices in Affective Computing Experiments"//**, Krzysztof KuttGrzegorz J. NalepaBarbara Giżycka, Paweł Jemioło, Marcin Adamczyk+  * K. Kutt, G. J. Nalepa, B. Giżycka, P. Jemioło, and M. Adamczyk, "**BandReader – A Mobile Application for Data Acquisition from Wearable Devices in Affective Computing Experiments**," in 2018 11th International Conference on Human System Interaction (HSI)2018pp. 42–48.
   * Presented at [[http://hsi2018.welcometohsi.org|IEEE Human System Interaction (HSI 2018) conference]]   * Presented at [[http://hsi2018.welcometohsi.org|IEEE Human System Interaction (HSI 2018) conference]]
-  * 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    * DOI: 10.1109/HSI.2018.8431271 
- 
   * {{ :pub:hsiwatermark.pdf |Full text draft avaiable}}   * {{ :pub:hsiwatermark.pdf |Full text draft avaiable}}
  
-==== FGCS2018b ==== +=== FGCS2018b === 
-  * **//"Affective patterns in serious games"//**, Jan K. Argasiński, Paweł Węgrzyn+  * J. K. Argasiński and P. Węgrzyn, "**Affective patterns in serious games**"
   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]
-  * 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. 
   * DOI: 10.1016/j.future.2018.06.013   * DOI: 10.1016/j.future.2018.06.013
- 
   * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]]    * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]] 
-==== ICAISC2018 ==== + 
-  * **//"Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors"//**, Krzysztof KuttWojciech BinekPiotr MisiakGrzegorz JNalepa, Szymon Bobek+=== ICAISC2018 === 
 +  * K. Kutt, W. Binek, P. Misiak, G. J. Nalepa, and S. Bobek, "**Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors**," in ICAISC 2018vol. 10842 LNAISpringer2018, pp. 168–178.
   * Presented at [[http://icaisc2018.icaisc.eu/|17th International Conference on Artificial Intelligence and Soft Computing]]   * Presented at [[http://icaisc2018.icaisc.eu/|17th International Conference on Artificial Intelligence and Soft Computing]]
-  * 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 (r)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. 
   * {{ :pub:icaisc2018watermark.pdf |Full text draft available}}   * {{ :pub:icaisc2018watermark.pdf |Full text draft available}}
  
-==== AfCAI2018 ==== +=== AfCAI2018 === 
-  * **//"Development of Mobile Platform for Affect Interpretation. Current Progress"//**, Grzegorz J. NalepaKrzysztof Kutt, Szymon Bobek, Barbara Giżycka+  * G. J. Nalepa, K. Kutt, S. Bobek, and B. Giżycka, "**Development of Mobile Platform for Affect Interpretation. Current Progress**," in Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018)2018.
   * Presented at [[https://www.affcai.eu/doku.php?id=pub:workshops#the_afcai_2018_workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018)]]   * Presented at [[https://www.affcai.eu/doku.php?id=pub:workshops#the_afcai_2018_workshop|Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018)]]
-  * 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. +  * {{http://ceur-ws.org/Vol-2166/afcai18-paper12.pdf|Full text available online}}
-  * [[http://ceur-ws.org/Vol-2166/afcai18-paper12.pdf|Full text available online]]+
  
-==== FGCS2018a ==== +=== FGCS2018a === 
-  * **//"Mobile platform for affective context-aware systems"//**, Grzegorz JNalepaKrzysztof KuttSzymon Bobek+  *  G. J. Nalepa, K. Kutt, and S. Bobek, "**Mobile platform for affective context-aware systems**," Futur. Gener. Comput. Syst., vol. 92pp. 490–503Mar. 2019.
   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]   * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]]
-  * 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. 
   * [[https://doi.org/10.1016/j.future.2018.02.033|Full text available at ScienceDirect]]   * [[https://doi.org/10.1016/j.future.2018.02.033|Full text available at ScienceDirect]]
  
-==== FedCSIS2017 ==== +=== FedCSIS2017 === 
-  * **//"Affective design patterns in computer gamesScrollrunner case study"//**,  Grzegorz J. Nalepa, Barbara Giżycka, Krzysztof Kutt, Jan K. Argasiński+  * G. J. Nalepa, B. Giżycka, K. Kutt, and J. K. Argasiński, "**Affective Design Patterns in Computer Games. Scrollrunner Case Study**," in Communication Papers of the 2017 Federated Conference on Computer Science and Information Systems, 2017, vol. 13, pp. 345–352.
   * Presented at [[https://fedcsis.org/2017/|Federated Conference on Computer Science and Information Systems 2017]]   * Presented at [[https://fedcsis.org/2017/|Federated Conference on Computer Science and Information Systems 2017]]
-  * 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   * DOI: 10.15439/2017F192
- 
   * [[https://www.researchgate.net/publication/320013418_Affective_Design_Patterns_in_Computer_Games_Scrollrunner_Case_Study|Full text available online]]   * [[https://www.researchgate.net/publication/320013418_Affective_Design_Patterns_in_Computer_Games_Scrollrunner_Case_Study|Full text available online]]
  
-==== AfCAI2016b ==== +=== AfCAI2016b === 
-  *  **//"Affective Computing Experiments in Virtual Reality with Wearable SensorsMethodological considerations and preliminary results"//**, Grzegorz J. Nalepa, Jan K. Argasiński, Krzysztof Kutt, Paweł Węgrzyn, Szymon Bobek, Mateusz Z. Łępicki+  *  G. J. Nalepa, J. K. Argasiński, K. Kutt, P. Węgrzyn, S. Bobek, and M. Z. Łępicki, "**Affective Computing Experiments in Virtual Reality with Wearable Sensors. Methodological considerations and preliminary results**," in Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016), 2016, vol. 1794.
   * 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]]
  
-==== AfCAI2016a ==== +=== AfCAI2016a === 
-  * **//"AfCAI systems: Affective Computing with Context Awareness for Ambient Intelligence. Research proposal"//**, Grzegorz J. NalepaKrzysztof Kutt, Szymon BobekMateusz ZŁępicki+  * G. J. Nalepa, K. Kutt, S. Bobek, and M. Z. Łępicki, "**AfCAI systems: Affective Computing with Context Awareness for Ambient Intelligence. Research proposal**," in Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016)2016vol. 1794.
   * 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]]
-===== Software =====+ 
 +===== Tools and Datasets =====
 ==== Bandreader ==== ==== Bandreader ====
  
-See the [[https://geist.re/pub:software:BandReader]] page on the +See the [[https://geist.re/pub:software:BandReader|BandReader]] page on the 
 [[https://geist.re/|GEIST]] webpage [[https://geist.re/|GEIST]] webpage
 +
 +==== Game Design Patterns Ontology ====
 +
 +See the [[pub:ontology|Ontology]] page.
 +
 +==== Prototypes of Affective Games ====
 +
 +  * [[pub:prototypes#freud_me_out|Freud me out]]
 +  * [[pub:prototypes#space_shooter|Affective SpaceShooter]]
 +  * [[pub:londonbridge|London Bridge]] (scrollrunner game)
 +
 +==== Datasets ====
 +
 +  * [[pub:biraffe#biraffe2_dataset|2nd Study in Bio-Reactions and Faces for Emotion-based Personalization for AI Systems (BIRAFFE2)]]
 +  * [[pub:biraffe#biraffe1_dataset|BIRAFFE: Bio-Reactions and Faces for Emotion-based Personalization]]
  
 ===== Workshops ===== ===== Workshops =====
  • pub/research.txt
  • Last modified: 2024/01/25 12:26
  • by kkutt