Wyniki wyszukiwania dla: BEHAVIORAL PATTERNS, EMOTION RECOGNITION, USER AUTHENTICATION
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Towards New Mappings between Emotion Representation Models
PublikacjaThere are several models for representing emotions in affect-aware applications, and available emotion recognition solutions provide results using diverse emotion models. As multimodal fusion is beneficial in terms of both accuracy and reliability of emotion recognition, one of the challenges is mapping between the models of affect representation. This paper addresses this issue by: proposing a procedure to elaborate new mappings,...
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Introduction to the special issue on machine learning in acoustics
PublikacjaWhen we started our Call for Papers for a Special Issue on “Machine Learning in Acoustics” in the Journal of the Acoustical Society of America, our ambition was to invite papers in which machine learning was applied to all acoustics areas. They were listed, but not limited to, as follows: • Music and synthesis analysis • Music sentiment analysis • Music perception • Intelligent music recognition • Musical source separation • Singing...
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DevEmo—Software Developers’ Facial Expression Dataset
PublikacjaThe COVID-19 pandemic has increased the relevance of remote activities and digital tools for education, work, and other aspects of daily life. This reality has highlighted the need for emotion recognition technology to better understand the emotions of computer users and provide support in remote environments. Emotion recognition can play a critical role in improving the remote experience and ensuring that individuals are able...
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Validating data acquired with experimental multimodal biometric system installed in bank branches
PublikacjaAn experimental system was engineered and implemented in 100 copies inside a real banking environment comprising: dynamic handwritten signature verification, face recognition, bank client voice recognition and hand vein distribution verification. The main purpose of the presented research was to analyze questionnaire responses reflecting user opinions on: comfort, ergonomics, intuitiveness and other aspects of the biometric enrollment...
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Exploring Stock Traders’ Cognitive Biases: Research Design and Simulator Framework
PublikacjaCognitive bias is a phenomenon that has been extensively studied in stock trading and many other fields. This paper presents a framework for a Mobile Stock Trading Simulator (MSTS) that facilitates automatic investment in stocks with minimal human influence, by investigating the behavioral patterns and cognitive errors of stock market investors. The paper aims to determine whether investors’ investment strategies can be improved...
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Emotion monitoring system for drivers
PublikacjaThis article describes a new approach to the issue of building a driver monitoring system. Actual systems focus, for example, on tracking eyelid and eyebrow movements that result from fatigue. We propose a different approach based on monitoring the state of emotions. Such a system assumes that by using the emotion model based on our own concept, referred to as the reverse Plutchik’s paraboloid of emotions, the recognition of emotions...
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Affect aware video games
PublikacjaIn this chapter a problem of affect aware video games is described, including such issue as: emotional model of the player, design, development and UX testing of affect-aware video games, multimodal emotion recognition and a featured review of affect-aware video games.
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Detection of Face Position and Orientation Using Depth Data
PublikacjaIn this paper an original approach is presented for real-time detection of user's face position and orientation based only on depth channel from a Microsoft Kinect sensor which can be used in facial analysis on scenes with poor lighting conditions where traditional algorithms based on optical channel may have failed. Thus the proposed approach can support, or even replace, algorithms based on optical channel or based on skeleton...
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Remote Estimation of Video-Based Vital Signs in Emotion Invocation Studies
PublikacjaAbstract— The goal of this study is to examine the influence of various imitated and video invoked emotions on the vital signs (respiratory and pulse rates). We also perform an analysis of the possibility to extract signals from sequences acquired with cost-effective cameras. The preliminary results show that the respiratory rate allows for better separation of some emotions than the pulse rate, yet this relation highly depends...
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Robot Eye Perspective in Perceiving Facial Expressions in Interaction with Children with Autism
PublikacjaThe paper concerns automatic facial expression analysis applied in a study of natural “in the wild” interaction between children with autism and a social robot. The paper reports a study that analyzed the recordings captured via a camera located in the eye of a robot. Children with autism exhibit a diverse level of deficits, including ones in social interaction and emotional expression. The aim of the study was to explore the possibility...
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The project IDENT: Multimodal biometric system for bank client identity verification
PublikacjaBiometric identity verification methods are implemented inside a real banking environment comprising: dynamic handwritten signature verification, face recognition, bank cli-ent voice recognition and hand vein distribution verification. A secure communication system based on an intra-bank client-server architecture was designed for this purpose. Hitherto achieved progress within the project is reported in this paper with a focus...
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Primary role identification in e-mail networks using pattern subgraphs and sequence diagrams
PublikacjaSocial networks often forms very complex structures that additionally change over time. Description of actors' roles in such structures requires to take into account this dynamics reflecting behavioral characteristics of the actors. A role can be defined as a sequence of different types of activities. Various types of activities are modeled by pattern subgraphs, whereas sequences of these activities are modeled by sequence diagrams....
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Using Different Information Channels for Affect-Aware Video Games - A Case Study
PublikacjaThis paper presents the problem of creating affect-aware video games that use different information channels, such as image, video, physiological signals, input devices, and player’s behaviour, for emotion recognition. Presented case studies of three affect-aware games show certain conditions and limitations for using specific signals to recognize emotions and lead to interesting conclusions.
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EMBOA - affective loop in Socially Assistive Robotics as an intervention tool for children with autism
Kursy OnlineThe aim of the training course "Intensive programmes for higher education learner" within the EMBOA project is to familiarise participants with the use of social robots as an intervention tool for children with autism, emotion recognition and the combination of both methods. Students will be informed about the guidelines and results of the project.
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Impact of information systems (IS) infusion on Open Government Data (OGD) adoption
PublikacjaPurpose – This study aims to underline the possible influence of the moderator, information systems (IS) infusion, on Open Government Data (OGD) adoption and usage. Design/methodology/approach – Using the partial least squares-structural equation modeling methodological approach, the adapted unified theory of acceptance and use of technology (UTAUT) model has been used for understanding the role of themoderating variable, namely,...
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WYKORZYSTANIE SIECI NEURONOWYCH DO SYNTEZY MOWY WYRAŻAJĄCEJ EMOCJE
PublikacjaW niniejszym artykule przedstawiono analizę rozwiązań do rozpoznawania emocji opartych na mowie i możliwości ich wykorzystania w syntezie mowy z emocjami, wykorzystując do tego celu sieci neuronowe. Przedstawiono aktualne rozwiązania dotyczące rozpoznawania emocji w mowie i metod syntezy mowy za pomocą sieci neuronowych. Obecnie obserwuje się znaczny wzrost zainteresowania i wykorzystania uczenia głębokiego w aplikacjach związanych...
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Sensors integration in the smart home environment - a proposal to solve the problem with user identification
PublikacjaIn this preliminary study we, investigate the possibility of user recognition techniques suitable on smart home devices like chairs, beds, aiming for low–power, high accuracy and quick response time. We propose the two well know technique: voice speaker recognition and accelerometer signal from device mounted on the chair, and the third one optical system basing on IR LED transmitter/receiver circuit. The preliminary results proved...
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Affective reactions to playing digital games
PublikacjaThe paper presents a study of emotional states during a gameplay. An experiment of two-player Tetris game is reported, followed by the analysis of the results - self-reported emotional states as well as physiological signals measurements interpretation. The study reveals the diversity of emotional reactions and concludes, that a representative player's emotional model is hard to define. Instead, an adaptive approach to emotion...
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Human-Computer Interface Based on Visual Lip Movement and Gesture Recognition
PublikacjaThe multimodal human-computer interface (HCI) called LipMouse is presented, allowing a user to work on a computer using movements and gestures made with his/her mouth only. Algorithms for lip movement tracking and lip gesture recognition are presented in details. User face images are captured with a standard webcam. Face detection is based on a cascade of boosted classifiers using Haar-like features. A mouth region is located in...
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Rough Sets Applied to Mood of Music Recognition
PublikacjaWith the growth of accessible digital music libraries over the past decade, there is a need for research into automated systems for searching, organizing and recommending music. Mood of music is considered as one of the most intuitive criteria for listeners, thus this work is focused on the emotional content of music and its automatic recognition. The research study presented in this work contains an attempt to music emotion recognition...
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Uwierzytelnienie i autoryzacja w systemie STRADAR
PublikacjaPrzedstawiono rozwiązanie serwera uwierzytelnienia i autoryzacji (AA) w rozproszonym systemie STRADAR, udostępniającym funkcjonalności dla prowadzenia działań operacyjnych Morskiego Oddziału Straży Granicznej. System umożliwia prezentację na stanowisku wizualizacji zdarzeń (SWZ) bieżącej i archiwalnej sytuacji na mapie (AIS, radary), obrazu z kamer, zdjęć, notatek, rozmów telefonicznych oraz plików i wiadomości tekstowych (SMS)...
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Interactions with recognized objects
PublikacjaImplicit interaction combined with object recognition techniques opens a new possibility for gathering data and analyzing user behavior for activity and context recognition. The electronic eyewear platform, eGlasses, is being developed, as an integrated and autonomous system to provide interactions with smart environment. In this paper we present a method for the interactions with the recognized objects that can be used for electronic...
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MACHINE LEARNING APPLICATIONS IN RECOGNIZING HUMAN EMOTIONS BASED ON THE EEG
PublikacjaThis study examined the machine learning-based approach allowing the recognition of human emotional states with the use of EEG signals. After a short introduction to the fundamentals of electroencephalography and neural oscillations, the two-dimensional valence-arousal Russell’s model of emotion was described. Next, we present the assumptions of the performed EEG experiment. Detail aspects of the data sanitization including preprocessing,...
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Performance Analysis of Interaction between Smart Glasses and Smart Objects Using Image-Based Object Identification
PublikacjaWe propose the use of smart glasses to collaborate with smart objects in the Internet of Things environment. Particularly we are focusing on new interaction methods and the analysis of acceptable reaction times in the process of object recognition using smart glasses. We evaluated the proposed method using user studies and experiments with three different smart glasses: Google Glass, Epson Moverio, and the developed eGlasses platform....
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Identification of Emotional States Using Phantom Miro M310 Camera
PublikacjaThe purpose of this paper is to present the possibilities associated with the use of remote sensing methods in identifying human emotional states, and to present the results of the research conducted by the authors in this field. The studies presented involved the use of advanced image analysis to identify areas on the human face that change their activity along with emotional expression. Most of the research carried out in laboratories...
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Recognizing emotions on the basis of keystroke dynamics
PublikacjaThe article describes a research on recognizing emotional states on the basis of keystroke dynamics. An overview of various studies and applications of emotion recognition based on data coming from keyboard is presented. Then, the idea of an experiment is presented, i.e. the way of collecting and labeling training data, extracting features and finally training classifiers. Different classification approaches are proposed to be...
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Recognition of Emotions in Speech Using Convolutional Neural Networks on Different Datasets
PublikacjaArtificial Neural Network (ANN) models, specifically Convolutional Neural Networks (CNN), were applied to extract emotions based on spectrograms and mel-spectrograms. This study uses spectrograms and mel-spectrograms to investigate which feature extraction method better represents emotions and how big the differences in efficiency are in this context. The conducted studies demonstrated that mel-spectrograms are a better-suited...
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Voice command recognition using hybrid genetic algorithm
PublikacjaAbstract: Speech recognition is a process of converting the acoustic signal into a set of words, whereas voice command recognition consists in the correct identification of voice commands, usually single words. Voice command recognition systems are widely used in the military, control systems, electronic devices, such as cellular phones, or by people with disabilities (e.g., for controlling a wheelchair or operating a computer...
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Enhancing environmental literacy through urban technology-based learning. The PULA app case
PublikacjaThis study addresses the need to enhance environmental literacy, focusing on urban adults through mobile applications, based on the example of PULA app that engages early adopters in gamified pro- environmental activities, offering insights into informal learning. Grounded in 'urban pedagogy,' the study combines semi-structured interviews with 17 application testers and quantitative data analysis, unveiling motivations, user feedback,...
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Agnieszka Landowska dr hab. inż.
OsobyUkończyła studia na dwóch kierunkach: Finanse i bankowość na Uniwersytecie Gdańskim oraz Informatyka na WETI Politechniki Gdańskiej. Od 2000 roku jest związana z Politechniką Gdańską. W 2006 roku uzyskała stopień doktora w dziedzinie nauk technicznych, a w roku 2019 stopień doktora habilitowanego. Aktualnie jej praca naukowa dotyczy zagadnień interakcji człowiek-komputer oraz informatyki afektywnej (ang. affective computing), która...
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Hand gesture recognition supported by fuzzy rules and Kalman filters
PublikacjaThe paper presents a system based on camera and multimediaprojector enabling a user to control computer applications by dynamic hand gestures. Gesture recognition methodology based on representing hand movement trajectory by motion vectors analysed using fuzzy rule-based inference is first given. For effective hand position tracking Kalman filters are employed. The system engineered is developed using J2SE and C++/OpenCV technology....
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Exploring the Prevalence of Anti-patterns in the Application of Scrum in Software Development Organizations
PublikacjaThe paper presents a survey-based study that aimed to determine the prevalence of anti-patterns in the Scrum software development methodology. A total of 35 anti-patterns were selected from the literature review, and 42 respondents indicated whether they had encountered each anti-pattern in their organizations. The study found that``Unfinished Tasks'' was the most prevalent anti-pattern, highlighting the importance of proper planning...
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Self Organizing Maps for Visualization of Categories
PublikacjaVisualization of Wikipedia categories using Self Organizing Mapsshows an overview of categories and their relations, helping to narrow down search domains. Selecting particular neurons this approach enables retrieval of conceptually similar categories. Evaluation of neural activations indicates that they form coherent patterns that may be useful for building user interfaces for navigation over category structures.
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Introducing agile practices into development processes of safety critical software
PublikacjaIn this paper we present AgileSafe - a method which supports introduction of agile practices into safety-critical software development processes. To represent safety assurance constraints resulting from the regulatory context, AgileSafe uses assurance case patterns. The knowledge base of AgileSafe helps the user to select the agile practices relevant for the considered software development project. The corresponding assurance case...
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Discovering Rule-Based Learning Systems for the Purpose of Music Analysis
PublikacjaMusic analysis and processing aims at understanding information retrieved from music (Music Information Retrieval). For the purpose of music data mining, machine learning (ML) methods or statistical approach are employed. Their primary task is recognition of musical instrument sounds, music genre or emotion contained in music, identification of audio, assessment of audio content, etc. In terms of computational approach, music databases...
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Generalized access control in hierarchical computer network
PublikacjaThe paper presents the design of the security layer for a distributed system located in the multizone hierarchical computer network. Depending on the zone from which a client’s request comes to the system and the type of the request, it will be either authorized or rejected. There is one common layer for the access to all the business services and interactions between them. Unlike the commonly used RBAC model, this system enforces...
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AN ALGORITHM FOR PORTAL HYPERTENSIVE GASTROPATHY RECOGNITION ON THE ENDOSCOPIC RECORDINGS
PublikacjaSymptoms recognition of portal hypertensive gastropathy (PHG) can be done by analysing endoscopic recordings, but manual analysis done by physician may take a long time. This increases probability of missing some symptoms and automated methods may be applied to prevent that. In this paper a novel hybrid algorithm for recognition of early stage of portal hypertensive gastropathy is proposed. First image preprocessing is described....
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Designing effective educational games - a case study of a project management game
PublikacjaThis paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...
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Music Mood Visualization Using Self-Organizing Maps
PublikacjaDue to an increasing amount of music being made available in digital form in the Internet, an automatic organization of music is sought. The paper presents an approach to graphical representation of mood of songs based on Self-Organizing Maps. Parameters describing mood of music are proposed and calculated and then analyzed employing correlation with mood dimensions based on the Multidimensional Scaling. A map is created in which...
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Affect-awareness framework for intelligent tutoring systems
PublikacjaThe paper proposes a framework for construction of Intelligent Tutoring Systems (ITS), that take into consideration student emotional states and make affective interventions. The paper provides definitions of `affect-aware systems' and `affective interventions' and describes the concept of the affect-awareness framework. The proposed framework separates emotion recognition from its definition, processing and making decisions on...
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Fuzzy rule-based dynamic gesture recognition employing camera & multimedia projector
PublikacjaIn the paper the system based on camera and multimedia projector enabling a user to control computer applications by dynamic hand gestures is presented. The main objective is to present the gesture recognition methodology which bases on representing hand movement trajectory by motion vectors analyzed using fuzzy rule-based inference. The approach was engineered in the system developed with J2SE and C++ / OpenCV technology. OpenCV...
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Examining Classifiers Applied to Static Hand Gesture Recognition in Novel Sound Mixing System
PublikacjaThe main objective of the chapter is to present the methodology and results of examining various classifiers (Nearest Neighbor-like algorithm with non-nested generalization (NNge), Naive Bayes, C4.5 (J48), Random Tree, Random Forests, Artificial Neural Networks (Multilayer Perceptron), Support Vector Machine (SVM) used for static gesture recognition. A problem of effective gesture recognition is outlined in the context of the system...
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Accelerometer-based Human Activity Recognition and the Impact of the Sample Size
PublikacjaThe presented study focused on the recognition of eight user activities (e.g. walking, lying, climbing stairs) basing on the measurements from an accelerometer embedded in a mobile device. It is assumed that the device is carried in a specific location of the user’s clothing. Three types of classifiers were tested on different sizes of the samples. The influence of the time window (the duration of a single trial) on selected activities...
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Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions
PublikacjaThis paper presents a proposition of a method for adjusting game difficulty to the current level of player's skills in one-on-one games. The method is based on recognition of human player's actions and recording of those actions in the form of behavioral trees. Such trees are later used to drive behaviors of computer-controlled opponents so that human player has beat hit own strategy and improve on it, to win subsequent games....
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Video Semantic Analysis Framework based on Run-time Production Rules - Towards Cognitive Vision
PublikacjaThis paper proposes a service-oriented architecture for video analysis which separates object detection from event recognition. Our aim is to introduce new tools to be considered in the pathway towards Cognitive Vision as a support for classical Computer Vision techniques that have been broadly used by the scientific community. In the article, we particularly focus in solving some of the reported scalability issues found in current...
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Discovery of Stylistic Patterns in Business Process Textual Descriptions: IT Ticket Case
PublikacjaGrowing IT complexity and related problems, which are reflected in IT tickets,create a need for new qualitative approaches. The goal isto automate the extraction of main topics described in tickets in order to provide high quality support for the IT process workers and enablea smooth service delivery to the end user. Present paper proposes a method of knowledge extraction in a form of stylistic patterns in business...
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Gesture-based computer control system applied to the interactive whiteboard
PublikacjaIn the paper the gesture-based computer control system coupled with the dedicated touchless interactive whiteboard is presented. The system engineered enables a user to control any top-most computer application by using one or both hands gestures. First, a review of gesture recognition applications with a focus on methods and algorithms applied is given. Hardware and software solution of the system consisting of a PC, camera, multimedia...
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Gesture-based computer control system applied to the interactive whiteboard
PublikacjaIn the paper the gesture-based computer control system coupled with the dedicated touchless interactive whiteboard is presented. The system engineered enables a user to control any top-most computer application by using one or both hands gestures. First, a review of gesture recognition applications with a focus on methods and algorithms applied is given. Hardware and software solution of the system consisting of a PC, camera, multimedia...
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Methodology of Affective Intervention Design for Intelligent Systems
PublikacjaThis paper concerns how intelligent systems should be designed to make adequate, valuable and natural affective interventions. The article proposes a process for choosing an affective intervention model for an intelligent system. The process consists of 10 activities that allow for step-by-step design of an affective feedback loop and takes into account the following factors: expected and desired emotional states, characteristics...
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The dynamic signature verification using population-based vertical partitioning
PublikacjaThe dynamic signature is an attribute used in behavioral biometrics for verifying the identity of an individual. This attribute, apart from the shape of the signature, also contains information about the dynamics of the signing process described by the signals which tend to change over time. It is possible to process those signals in order to obtain descriptors of the signature characteristic of an individual user. One of the methods...