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Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognition disorders --- Cognitive psychology. --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
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Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognitive psychology. --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
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Recent advances in computer technologies and research now enable to simulate realistic social interaction thanks to the use of increasingly complex computer models. Virtual agents reproducing both human appearance and expressive behaviors are now available for supporting affective interactions with users. Two deeply intertwined fields of knowledge already benefit from such innovations concerning virtual agents and affective computing: psychiatry and social neurosciences. Indeed, these techniques offer a good compromise between reproducibility and ecological validity when designing paradigms that address complex issues such as human interaction, intersubjectivity or social behavior. Firstly, the use of virtual reality may boost research in the field of social neurosciences which requires naturalistic, although reproducible, experimental situations of increasing complexity. In the past recent years, many researches shed light on contextual effects that may influence social judgments/interactions and the related disorders. New techniques such as virtual expressive agents and computational models of emotions and social interaction offer new ways to address the issues of the social cues (e.g. facial expressions, bodily expressions, etc.) that are integrated by a person while he/she performs empathetic evaluation, mentalizing (theory of mind or mental state attribution), agency judgments, etc. Although its potential for psychological experimentation is obvious, no consensus on experimental methods in virtual interfaces has been reached yet. The almost infinite degrees of freedom of experimental paradigms make it difficult to rely on traditional designs. Indeed, interactive settings require taking into account the unpredictable and even chaotic dynamics that arise from multiple agent interactions. Secondly, considering the therapeutic use of virtual agents or affective computing technologies, the main asset of these techniques relies on the possibility to reproduce interactive social situations without the threatening or distressing consequences of such situations in the real world. For instance, cognitive rehabilitation is already investigated with schizophrenic and autistic participants within virtual immersive environments. It appears that theoretical insights and experimental data are necessary to address the issues of effectiveness, acceptability, motivation, and to better integrate these innovations within integrated remediation programs. Keeping in mind the very innovative nature of the fields described here, the aim of the present topic is to delineate the added value of expressive virtual agents and affective computing techniques for the experimentation on naturalistic social interactions and/or for the remediation of social cognition disorders.
Social interaction --- Cognition disorders --- Cognition disorders --- Cognitive psychology. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training --- Computer simulation. --- Social aspects. --- Treatment. --- virtual reality --- social cognition --- Mental Disorders --- Schizophrenia --- augmented reality --- Avatar --- autism --- Affective Computing --- cognitive training
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This book includes a series of scientific papers published in the Special Issue on Artificial Intelligence and Ambient Intelligence at the journal Electronics MDPI. The book starts with an opinion paper on “Relations between Electronics, Artificial Intelligence and Information Society through Information Society Rules”, presenting relations between information society, electronics and artificial intelligence mainly through twenty-four IS laws. After that, the book continues with a series of technical papers that present applications of Artificial Intelligence and Ambient Intelligence in a variety of fields including affective computing, privacy and security in smart environments, and robotics. More specifically, the first part presents usage of Artificial Intelligence (AI) methods in combination with wearable devices (e.g., smartphones and wristbands) for recognizing human psychological states (e.g., emotions and cognitive load). The second part presents usage of AI methods in combination with laser sensors or Wi-Fi signals for improving security in smart buildings by identifying and counting the number of visitors. The last part presents usage of AI methods in robotics for improving robots’ ability for object gripping manipulation and perception. The language of the book is rather technical, thus the intended audience are scientists and researchers who have at least some basic knowledge in computer science.
robotic hand --- control --- perception --- tactile sensing --- mechatronics --- grasping --- manipulation --- PUT-Hand --- underactuated --- multi-modal fusion --- machine learning --- robotics --- perception for grasping --- effective computing --- emotion system --- emotional machine --- agent --- human–machine interface --- Wi-Fi --- CSI --- crowd counting --- Doppler spectrum --- information society --- electronics --- artificial intelligence --- ambient intelligence --- one-dimensional depth sensor --- biometrics --- identification --- affective computing --- cognitive load --- psychophysiology --- supervised learning --- n/a --- human-machine interface
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This book includes a series of scientific papers published in the Special Issue on Artificial Intelligence and Ambient Intelligence at the journal Electronics MDPI. The book starts with an opinion paper on “Relations between Electronics, Artificial Intelligence and Information Society through Information Society Rules”, presenting relations between information society, electronics and artificial intelligence mainly through twenty-four IS laws. After that, the book continues with a series of technical papers that present applications of Artificial Intelligence and Ambient Intelligence in a variety of fields including affective computing, privacy and security in smart environments, and robotics. More specifically, the first part presents usage of Artificial Intelligence (AI) methods in combination with wearable devices (e.g., smartphones and wristbands) for recognizing human psychological states (e.g., emotions and cognitive load). The second part presents usage of AI methods in combination with laser sensors or Wi-Fi signals for improving security in smart buildings by identifying and counting the number of visitors. The last part presents usage of AI methods in robotics for improving robots’ ability for object gripping manipulation and perception. The language of the book is rather technical, thus the intended audience are scientists and researchers who have at least some basic knowledge in computer science.
Information technology industries --- robotic hand --- control --- perception --- tactile sensing --- mechatronics --- grasping --- manipulation --- PUT-Hand --- underactuated --- multi-modal fusion --- machine learning --- robotics --- perception for grasping --- effective computing --- emotion system --- emotional machine --- agent --- human-machine interface --- Wi-Fi --- CSI --- crowd counting --- Doppler spectrum --- information society --- electronics --- artificial intelligence --- ambient intelligence --- one-dimensional depth sensor --- biometrics --- identification --- affective computing --- cognitive load --- psychophysiology --- supervised learning --- robotic hand --- control --- perception --- tactile sensing --- mechatronics --- grasping --- manipulation --- PUT-Hand --- underactuated --- multi-modal fusion --- machine learning --- robotics --- perception for grasping --- effective computing --- emotion system --- emotional machine --- agent --- human-machine interface --- Wi-Fi --- CSI --- crowd counting --- Doppler spectrum --- information society --- electronics --- artificial intelligence --- ambient intelligence --- one-dimensional depth sensor --- biometrics --- identification --- affective computing --- cognitive load --- psychophysiology --- supervised learning
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Long description: The 14th ITG conference on Speech Communication solicits contributions on theory, algorithms, and applications in the following areas of speech, audio, and spoken language processing: ; Speech Enhancement and Separation ; Source Localization and Tracking ; Automatic Speech and Speaker Recognition ; Spoken Dialogue, Diarization, and Spoken Document Retrieval Systems ; Speech Synthesis ; Speech Modeling, Coding, and Transmission ; Speech Production and Perception ; Speech and Audio Quality Assessment ; Speech Intelligibility Assessment ; Paralinguistics, Speech Diagnostics,and Speech-related Biosignals ; Speech in Automotive, Mobile, and Multimodal Applications ; Acoustic Interfaces, Assistive Devices,and Hearing Aids ; Machine Learning for Speech Processing ; Hardware and Software Tools ; Emerging Topics and Applications.
Sprachwahrnehmung --- Sprachsynthese --- Spracherkennung --- Mensch-Maschine-Dialog --- Sprach- und Toncodierung --- Spracherzeugung --- Sprachsignalanalyse --- Sprachsignalverarbeitung --- Sprachverständlichkeit --- Störsignalunterdrückung --- Vokaltraktmodelle --- Störungsunterdrückung --- Störsignalunterdrückung --- Entstörung --- Sprache --- Sprachrezeption --- Sprachverständnis --- Verstehen --- Sprachverarbeitung --- Maschinelle Sprachverarbeitung --- Speech processing --- Automatische Sprachverarbeitung --- Signalverarbeitung --- Automatische Spracherkennung --- Sprachhervorbringung --- Rede --- Sprachgenerierung --- Mensch --- Mensch-Computer-Kommunikation --- Mensch-Computer-Interaktion --- Mensch-Maschine-Interaktion --- Human computer interaction --- HCI --- MCI --- Kommunikation --- Dialogsystem --- Affective Computing --- Spracherfassung --- Sprachliche Wahrnehmung --- Sprachperzeption --- Wahrnehmung --- Sprachverstehen --- Synthese --- Maschine --- Linguistik
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"The Oxford Handbook of Affective Computing is a definitive reference in the burgeoning field of affective computing (AC), a multidisciplinary field encompassing computer science, engineering, psychology, education, neuroscience, and other disciplines. AC research explores how affective factors influence interactions between humans and technology, how affect sensing and affect generation techniques can inform our understanding of human affect, and on the design, implementation, and evaluation of systems involving affect at their core. The volume features 41 chapters and is divided into five sections: history and theory, detection, generation, methodologies, and applications. Section 1 begins with the making of AC and a historical review of the science of emotion. The following chapters discuss the theoretical underpinnings of AC from an interdisciplinary viewpoint. Section 2 examines affect detection or recognition, a commonly investigated area. Section 3 focuses on aspects of affect generation, including the synthesis of emotion and its expression via facial features, speech, postures, and gestures. Cultural issues are also discussed. Section 4 focuses on methodological issues in AC research, including data collection techniques, multimodal affect databases, formats for the representation of emotion, crowdsourcing techniques, machine learning approaches, affect elicitation techniques, useful AC tools, and ethical issues. Finally, Section 5 highlights applications of AC in such domains as formal and informal learning, games, robotics, virtual reality, autism research, health care, cyberpsychology, music, deception, reflective writing, and cyberpsychology. This compendium will prove suitable for use as a textbook and serve as a valuable resource for everyone with an interest in AC."--
Human-computer interaction --- User-centered system design --- Human-computer interaction. --- User-centered system design. --- Cognitive engineering (System design) --- Participatory design (System design) --- UCD (System design) --- Usability engineering (System design) --- User-centered design (System design) --- System design --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User interfaces (Computer systems) --- E-books --- 681.3*J --- Computer applications --- 681.3*J Computer applications --- Interaction homme-machine (Informatique) --- Conception participative (Conception de systèmes) --- Conception participative (Conception de systèmes) --- Affective Computing. --- Mensch-Maschine-Kommunikation. --- Människa-dator-interaktion. --- Användargränssnitt. --- Engineering & Applied Sciences --- Computer Science
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This reprint is dedicated to the study of brain activity related to emotional and attentional involvement as measured by Brain–computer interface (BCI) systems designed for different purposes. A BCI system can translate brain signals (e.g., electric or hemodynamic brain activity indicators) into a command to execute an action in the BCI application (e.g., a wheelchair, the cursor on the screen, a spelling device or a game). These tools have the advantage of having real-time access to the ongoing brain activity of the individual, which can provide insight into the user’s emotional and attentional states by training a classification algorithm to recognize mental states. The success of BCI systems in contemporary neuroscientific research relies on the fact that they allow one to “think outside the lab”. The integration of technological solutions, artificial intelligence and cognitive science allowed and will allow researchers to envision more and more applications for the future. The clinical and everyday uses are described with the aim to invite readers to open their minds to imagine potential further developments.
Medicine --- Neurosciences --- consumer behavior --- electroencephalogram (EEG) biosensor --- attention and meditation --- brain computer interface --- Brain-Computer Interface (BCI) --- Steady-State Visual Evoked Potential (SSVEP) --- artefact removal --- Individual Alpha Peak --- movement artefact --- Electroencephalography (EEG) --- classification --- emotion --- facial nerve paralysis --- LASSO --- MEG --- passive brain–computer interface (pBCI) --- EEG headsets --- daily life applications --- In-ear EEG --- echo state network (ESN) --- attention monitoring --- vigilance task --- brain-computer interface (BCI) --- electroencephalography (EEG) --- emotion recognition --- independent component analysis (ICA) --- regression --- stroke --- electroencephalogram (EEG) --- bispectrum --- multimodal fusion --- brain–computer interface (BCI) --- affective computing --- EEG-based emotion detection --- spiking neural network --- NeuCube
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The great advances in information technology (IT) have implications for many sectors, such as bioinformatics, and has considerably increased their possibilities. This book presents a collection of 11 original research papers, all of them related to the application of IT-related techniques within the bioinformatics sector: from new applications created from the adaptation and application of existing techniques to the creation of new methodologies to solve existing problems.
Technology: general issues --- machine learning --- metagenomics --- bioinformatics --- CTX-M --- data mining --- cluster --- clinical implications --- diabetes --- epidemiology --- forecast --- PART --- Decision table --- Weka --- real-life patients --- regression --- ear detection --- computer vision --- convolutional neural network --- image recognition --- video analysis --- gene clustering --- swarm intelligence --- biological functions detection --- informative genes --- fuel cell --- hydrogen energy --- intelligent systems --- hybrid systems --- Artificial Neural Networks --- power management --- Machine Learning --- personality assessment --- gradient boosting --- Affective Computing --- transposable elements --- metrics --- deep learning --- detection --- classification --- mitochondrial protein --- bi-directional LSTM --- plasmodium falciparum --- Particle Swarm Optimization --- Harmony Search --- parameter estimation --- Arabidopsis thaliana --- clinical data --- feature selection --- genetic programming --- evolutionary computation --- dynamic models --- evolutionary computing --- derivative-free optimization --- metabolism --- glycolysis --- yeast
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The great advances in information technology (IT) have implications for many sectors, such as bioinformatics, and has considerably increased their possibilities. This book presents a collection of 11 original research papers, all of them related to the application of IT-related techniques within the bioinformatics sector: from new applications created from the adaptation and application of existing techniques to the creation of new methodologies to solve existing problems.
machine learning --- metagenomics --- bioinformatics --- CTX-M --- data mining --- cluster --- clinical implications --- diabetes --- epidemiology --- forecast --- PART --- Decision table --- Weka --- real-life patients --- regression --- ear detection --- computer vision --- convolutional neural network --- image recognition --- video analysis --- gene clustering --- swarm intelligence --- biological functions detection --- informative genes --- fuel cell --- hydrogen energy --- intelligent systems --- hybrid systems --- Artificial Neural Networks --- power management --- Machine Learning --- personality assessment --- gradient boosting --- Affective Computing --- transposable elements --- metrics --- deep learning --- detection --- classification --- mitochondrial protein --- bi-directional LSTM --- plasmodium falciparum --- Particle Swarm Optimization --- Harmony Search --- parameter estimation --- Arabidopsis thaliana --- clinical data --- feature selection --- genetic programming --- evolutionary computation --- dynamic models --- evolutionary computing --- derivative-free optimization --- metabolism --- glycolysis --- yeast
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