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pub:research [2018/11/27 07:45] – [GEM2018] bgcpub:research [2020/11/04 13:53] – papers update kkutt
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 ===== Papers ===== ===== Papers =====
  
-==== CoSECiVi2018 ==== +=== HAIIW2020 ==
-  * //How a mobile platform for emotion identification supports designing affective games//, Grzegorz J. Nalepa, Barbara Giżycka+  * K. Kutt, D. Drążyk, M. Szelążek, S. Bobek, and G. J. 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)]] 
 +  * [[https://arxiv.org/abs/2007.15048|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}} 
 + 
 +=== AfCAI2019 === 
 +  * 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 
 +  * {{http://ceur-ws.org/Vol-2609/AfCAI2019_paper_6.pdf|Full text available online}} 
 + 
 +=== SEMANTiCS2019 === 
 +  * B. GiżyckaK. Kutt, and 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 S. Bobek, "**Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants**," Sensors, vol. 19, no. 11, p. 2509, 2019. 
 +  * 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]] 
 + 
 +=== ICAISC2019a === 
 +  * 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]] 
 +  * DOI: 10.1007/978-3-030-20915-5_49 
 +  * {{ :pub:afcgmz-icaisc2019-watermark.pdf |Full text draft available}} 
 + 
 +=== CoSECiVi2018 === 
 +  * 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]]
-  * Short paper, [[https://sci2s.ugr.es/caepia18/proceedings/docs/CAEPIA2018_paper_280.pdf|available online]]+
  
-==== GEM2018 ==== +=== GEM2018 === 
-  * [[https://ieeexplore.ieee.org/document/8516439|//Emotion in models meets emotion in design: building true affective games//]], Barbara Giżycka, Grzegorz J. Nalepa+  * BGiżycka and GJ. 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]] 
-  * AbstractA 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 levelTo bring together selected models of affect and affect-driven frameworks developed to date, we propose an approach based on affective design patternsWe build on the assumption that player’s emotional reactions to in-game events can be evoked by patterns used early in the design phaseWe provide description of experiments conducted to test our hypothesis so far, along with some tentative observations, and opportunities for further studies+  * DOI10.1109/GEM.2018.8516439 
-==== HAI2018 ==== +  * {{ :pub:gemwatermark.pdf |Full text draft available}} 
-  * //[[https://arxiv.org/pdf/1806.04236.pdf|''AIded with emotions'' – a new design approach towards affective computer systems]]// Barbara Giżycka, Grzegorz J. Nalepa and Paweł Jemioło+ 
 +=== HAI2018 === 
 +  * BGiżycka, GJNalepa, 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]]
-  * AbstractAs 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-likeCurrent demands for this matter include accurate emotion recognition, reliable emotion modeling, and use of unobtrusive, easily accessible and preferably wearable measurement devicesWhile 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]]
  
-==== HSI2018 ==== +=== CCSC2018 === 
-  * //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, IEEE eXplore reachable at [[https://doi.org/10.1109/HSI.2018.8431271]][[http://hsi2018.welcometohsi.org/?page_id=592|see also the conference page]]+  * B. Giżycka, "**Using Affective Loop as Auxilliary Design Tool for Video Games**" 
 +  * Presented at the: 10th Cracow Cognitive Science Conference 
 +  * [[http://ceur-ws.org/Vol-2265/paper8.pdf|Full text available online]] 
 + 
 +=== HSI2018 === 
 +  * 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), 2018, pp42–48.
   * 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]]
-  * AbstractIn the paper we describe a new software solution for mobile devices that allows for data acquisition from wristbandsThe application reads physiological data from wristbands and supports multiple recent hardwareIn our work we focus on the Heart Rate (HR) and Galvanic Skin Response (GSR) readingsThis data is used in the affective computing experiments for human emotion recognition.+  * DOI10.1109/HSI.2018.8431271  
 +  * {{ :pub:hsiwatermark.pdf |Full text draft avaiable}}
  
 +=== FGCS2018b ===
 +  * 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]]
 +  * DOI: 10.1016/j.future.2018.06.013
 +  * [[https://doi.org/10.1016/j.future.2018.06.013|Full text available at ScienceDirect]] 
  
-==== FGCS2018b ==== +=== ICAISC2018 === 
-  * //Affective patterns in serious games//, Jan K. ArgasińskiPaweł Węgrzyn +  * K. Kutt, W. BinekPMisiakGJNalepa, and SBobek"**Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors**," in ICAISC 2018vol. 10842 LNAISpringer2018, pp. 168–178.
-  * Published in [[https://www.sciencedirect.com/journal/future-generation-computer-systems|Future Generation Computer Systems]][[https://doi.org/10.1016/j.future.2018.06.013]] +
-  * Abstract: We discuss affective serious games that combine learninggaming and emotionsWe describe a novel framework for the creation and evaluation of serious affective gamesOur approach is based on merging pertinent design patterns in order to recognize educational claimseducational assessment, best game design practices, as well as models and solutions of affective computingBjörk’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 wayand 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. +
- +
-==== ICAISC2018 ==== +
-  //[[https://link.springer.com/chapter/10.1007/978-3-319-91262-2_16|Towards the Development of Sensor Platform for Processing Physiological Data from Wearable Sensors]]//Krzysztof KuttWojciech BinekPiotr MisiakGrzegorz JNalepa, Szymon Bobek+
   * 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]]
-  * AbstractThe 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}}
  
 +=== AfCAI2018 ===
 +  * 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)]]
 +  * {{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]][[https://doi.org/10.1016/j.future.2018.02.033]] +  * 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]]
  
-==== FedCSIS2017 ==== +=== FedCSIS2017 === 
-  * //[[https://annals-csis.org/Volume_11/pliks/communication.pdf|Affective design patterns in computer games. Scrollrunner 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]]
-  * AbstractThe 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 gamesWe 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 usersWe  also  provide  results  of  practical  experiments  to  verify  our approach+  * DOI10.15439/2017F192 
-===== Software =====+  * [[https://www.researchgate.net/publication/320013418_Affective_Design_Patterns_in_Computer_Games_Scrollrunner_Case_Study|Full text available online]] 
 + 
 +=== AfCAI2016b === 
 +   GJ. Nalepa, J. K. Argasiński, K. Kutt, P. Węgrzyn, S. Bobek, and M. Z. Łępicki, "**Affective Computing Experiments in Virtual Reality with Wearable SensorsMethodological considerations and preliminary results**," in Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2016), 2016, vol1794. 
 +  * 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]] 
 + 
 +=== AfCAI2016a === 
 +  * G. JNalepa, 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), 2016, vol1794. 
 +  * 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]] 
 + 
 +===== 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