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pub:research [2020/11/19 13:01] – [Prototypes of Affective Games] kkuttpub:research [2024/01/25 12:26] (current) kkutt
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 ===== Papers ===== ===== Papers =====
 +
 +=== DSAA2023 ===
 +  * K. Kutt, Ł. Ściga, and G. J. Nalepa, "**Emotion-based Dynamic Difficulty Adjustment in Video Games**," in DSAA 2023, pp. 1–5.
 +  * DOI: [[https://doi.org/10.1109/DSAA60987.2023.10302578|10.1109/DSAA60987.2023.10302578]]
 +  * ++Abstract | Current review papers in the area of Affective Computing and Affective Gaming point to a number of issues with using their methods in out-of-the-lab scenarios, making them virtually impossible to be deployed. On the contrary, we present a game that serves as a proof-of-concept designed to demonstrate that—being aware of all the limitations and addressing them accordingly—it is possible to create a product that works in-the-wild. A key contribution is the development of a dynamic game adaptation algorithm based on the real-time analysis of emotions from facial expressions. The obtained results are promising, indicating the success in delivering a good game experience.++
 +
 +=== InfFusion2023 ===
 +  * J. M. Górriz //et al.//, "**Computational approaches to Explainable Artificial Intelligence: Advances in theory, applications and trends**," Inf. Fusion, vol. 100, p. 101945, 2023.
 +  * DOI: [[https://doi.org/10.1016/j.inffus.2023.101945|10.1016/j.inffus.2023.101945]]
 +  * [[https://doi.org/10.1016/j.inffus.2023.101945|Full text available online]] 
 +  * ++Abstract | Deep Learning (DL), a groundbreaking branch of Machine Learning (ML), has emerged as a driving force in both theoretical and applied Artificial Intelligence (AI). DL algorithms, rooted in complex and non-linear artificial neural systems, excel at extracting high-level features from data. DL has demonstrated human-level performance in real-world tasks, including clinical diagnostics, and has unlocked solutions to previously intractable problems in virtual agent design, robotics, genomics, neuroimaging, computer vision, and industrial automation. In this paper, the most relevant advances from the last few years in Artificial Intelligence (AI) and several applications to neuroscience, neuroimaging, computer vision, and robotics are presented, reviewed and discussed. In this way, we summarize the state-of-the-art in AI methods, models and applications within a collection of works presented at the 9th International Conference on the Interplay between Natural and Artificial Computation (IWINAC). The works presented in this paper are excellent examples of new scientific discoveries made in laboratories that have successfully transitioned to real-life applications.++
 +
 +=== SciData2022 ===
 +  * K. Kutt, D. Drążyk, L. Żuchowska, M. Szelążek, S. Bobek, and G. J. Nalepa, "**BIRAFFE2, a multimodal dataset for emotion-based personalization in rich affective game environments**," Sci. Data, vol. 9, no. 1, p. 274, 2022
 +  * DOI: [[https://doi.org/10.1038/s41597-022-01402-6|10.1038/s41597-022-01402-6]]
 +  * [[https://doi.org/10.1038/s41597-022-01402-6|Full text available online]] 
 +  * ++Abstract | Generic emotion prediction models based on physiological data developed in the field of affective computing apparently are not robust enough. To improve their effectiveness, one needs to personalize them to specific individuals and incorporate broader contextual information. To address the lack of relevant datasets, we propose the 2nd Study in Bio-Reactions and Faces for Emotion-based Personalization for AI Systems (BIRAFFE2) dataset. In addition to the classical procedure in the stimulus-appraisal paradigm, it also contains data from an affective gaming session in which a range of contextual data was collected from the game environment. This is complemented by accelerometer, ECG and EDA signals, participants’ facial expression data, together with personality and game engagement questionnaires. The dataset was collected on 102 participants. Its potential usefulness is presented by validating the correctness of the contextual data and indicating the relationships between personality and participants’ emotions and between personality and physiological signals.++
 +
 +=== AfCAI2022 ===
 +  * K. Kutt, P. Sobczyk, and G. J. Nalepa, "**Evaluation of Selected APIs for Emotion Recognition from Facial Expressions**," in Bio-inspired Systems and Applications: from Robotics to Ambient Intelligence. IWINAC 2022 Proceedings, Part II, 2022, pp. 65–74.
 +  * {{ :pub:kkt2022afcai.pdf |Full text draft available}}
 +  * ++Abstract | Facial expressions convey the vast majority of the emotional information contained in social utterances. From the point of view of affective intelligent systems, it is therefore important to develop appropriate emotion recognition models based on facial images. As a result of the high interest of the research and industrial community in this problem, many ready-to-use tools are being developed, which can be used via suitable web APIs. In this paper, two of the most popular APIs were tested: Microsoft Face API and Kairos Emotion Analysis API. The evaluation was performed on images representing 8 emotions—anger, contempt, disgust, fear, joy, sadness, surprise and neutral—distributed in 4 benchmark datasets: Cohn-Kanade (CK), Extended Cohn-Kanade (CK+), Amsterdam Dynamic Facial Expression Set (ADFES) and Radboud Faces Database (RaFD). The results indicated a significant advantage of the Microsoft API in the accuracy of emotion recognition both in photos taken en face and at a 45∘ angle. Microsoft’s API also has an advantage in the larger number of recognised emotions: contempt and neutral are also included.++
 +
 +=== 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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