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Katedra Inteligentnych Systemów Interaktywnych

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Katalog Publikacji

  • A review of emotion recognition methods based on keystroke dynamics and mouse movements
    Publikacja

    - Rok 2013

    The paper describes the approach based on using standard input devices, such as keyboard and mouse, as sources of data for the recognition of users’ emotional states. A number of systems applying this idea have been presented focusing on three categories of research problems, i.e. collecting and labeling training data, extracting features and training classifiers of emotions. Moreover the advantages and examples of combining standard...

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  • Emotion Recognition and Its Applications

    The paper proposes a set of research scenarios to be applied in four domains: software engineering, website customization, education and gaming. The goal of applying the scenarios is to assess the possibility of using emotion recognition methods in these areas. It also points out the problems of defining sets of emotions to be recognized in different applications, representing the defined emotional states, gathering the data and...

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  • Emotion recognition and its application in software engineering

    In this paper a novel application of multimodal emotion recognition algorithms in software engineering is described. Several application scenarios are proposed concerning program usability testing and software process improvement. Also a set of emotional states relevant in that application area is identified. The multimodal emotion recognition method that integrates video and depth channels, physiological signals and input devices...

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  • A Review of Emotion Recognition Methods Based on Data Acquired via Smartphone Sensors
    Publikacja

    In recent years, emotion recognition algorithms have achieved high efficiency, allowing the development of various affective and affect-aware applications. This advancement has taken place mainly in the environment of personal computers offering the appropriate hardware and sufficient power to process complex data from video, audio, and other channels. However, the increase in computing and communication capabilities of smartphones,...

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  • An efficient incremental DFA minimization algorithm
    Publikacja

    - Natural Language Engineering - Rok 2003

    W tym artykule przedstawiamy nowy algorytm minimalizacji deterministycznego automatu skończonego. Algorytm jest przyrostowy - może być zatrzymany w dowolnym momencie, dając częściowo zminimalizowany automat. Wszystkie inne (znane) algorytmy minimalizacji dają wyniki pośrednie nieprzydatne dla częściowej minimalizacji. Ponieważ pierwszy algorytm jest łatwo zrozumiały ale mało wydajny, rozważamy trzy praktyczne, znaczące usprawnienia....

  • Interactions with recognized patients using smart glasses
    Publikacja

    - Rok 2015

    Recently, different smart glasses solutions have been proposed on the market. The rapid development of this wearable technology has led to several research projects related to applications of smart glasses in healthcare. In this paper we propose a general architecture of the system enabling data integration for the recognized person. In the proposed system smart glasses integrates data obtained for the recognized patient from health...

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  • Stereo vision with Equal Baseline Multiple Camera Set (EBMCS) for obtaining depth maps of plants

    This paper presents a method of improving the estimation of distances between an autonomous harvesting robot and plants with ripe fruits by using the vision system based on five cameras. The system is called Equal Baseline Multiple Camera Set (EBMCS). EBMCS has some features of a camera matrix and a camera array. EBMCS is regarded as a set of stereo cameras for estimating distances by obtaining disparity maps and depth maps. This...

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  • Facial emotion recognition using depth data
    Publikacja

    - Rok 2015

    In this paper an original approach is presented for facial expression and emotion recognition based only on depth channel from Microsoft Kinect sensor. The emotional user model contains nine emotions including the neutral one. The proposed recognition algorithm uses local movements detection within the face area in order to recognize actual facial expression. This approach has been validated on Facial Expressions and Emotions Database...

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  • FEEDB: A multimodal database of facial expressions and emotions
    Publikacja

    - Rok 2013

    In this paper a first version of a multimodal FEEDB database of facial expressions and emotions is presented. The database contains labeled RGB-D recordings of people expressing a specific set of expressions that have been recorded using Microsoft Kinect sensor. Such a database can be used for classifier training and testing in face recognition as well as in recognition of facial expressions and human emotions. Also initial experiences...

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  • Towards detecting programmers’ stress on the basis of keystroke dynamics

    The article describes the idea of detecting stress among programmers on the basis of keystroke dynamics. An experiment with a group of students of artificial intelligence classes was performed. Two samples of keystroke data were recorded for each case, the first while programming without stress, the second under time pressure. A number of timing and frequency parameters were calculated for each sample. Then statistical analysis...

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  • Recognizing emotions on the basis of keystroke dynamics
    Publikacja

    - Rok 2015

    The 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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  • Comparison of selected off-the-shelf solutions for emotion recognition based on facial expressions

    The paper concerns accuracy of emotion recognition from facial expressions. As there are a couple of ready off-the-shelf solutions available in the market today, this study aims at practical evaluation of selected solutions in order to provide some insight into what potential buyers might expect. Two solutions were compared: FaceReader by Noldus and Xpress Engine by QuantumLab. The performed evaluation revealed that the recognition...

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  • Automatic recognition of therapy progress among children with autism
    Publikacja

    - Scientific Reports - Rok 2017

    The article presents a research study on recognizing therapy progress among children with autism spectrum disorder. The progress is recognized on the basis of behavioural data gathered via five specially designed tablet games. Over 180 distinct parameters are calculated on the basis of raw data delivered via the game flow and tablet sensors - i.e. touch screen, accelerometer and gyroscope. The results obtained confirm the possibility...

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  • Usefulness of Keystroke Dynamics Features in User Authentication and Emotion Recognition

    The study presented in the article focuses on keystroke dynamics analysis applied to recognize emotional states and to authenticate users. An overview of some studies and applications in these areas is presented. Then, an experiment is described, i.e. the way of collecting data, extracting features, training classifiers and finding out the most appropriate feature subsets. The results show that it is difficult to indicate a universal...

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  • Emotion Recognition for Affect Aware Video Games

    In this paper the idea of affect aware video games is presented. A brief review of automatic multimodal affect recognition of facial expressions and emotions is given. The first result of emotions recognition using depth data as well as prototype affect aware video game are presented

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  • Image projection in Immersive 3D Visualization Laboratory

    In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment...

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  • Improving depth maps of plants by using a set of five cameras

    Obtaining high-quality depth maps and disparity maps with the use of a stereo camera is a challenging task for some kinds of objects. The quality of these maps can be improved by taking advantage of a larger number of cameras. The research on the usage of a set of five cameras to obtain disparity maps is presented. The set consists of a central camera and four side cameras. An algorithm for making disparity maps called multiple...

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  • Virtual Sightseeing in Immersive 3D Visualization Lab

    The paper describes the modern Immersive 3D Visualization Lab (I3DVL) established at the Faculty of Electronics, Telecommunications and Informatics of the Gdańsk University of Technology (GUT) and its potential to prepare virtual tours and architectural visualizations on the example of the application allowing a virtual walk through the Coal Market in Gdańsk. The paper presents devices of this laboratory (CAVE, walk simulator etc.),...

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  • Eigenfaces, Fisherfaces, Laplacianfaces, Marginfaces – How to Face the Face Verification Task
    Publikacja

    - Rok 2013

    This paper describes the exhaustive tests of four known methods of linear transformations (Eigenfaces, Fisherfaces, Laplacianfaces and Marginfaces) in the context of face verification task. Additionally, we introduce a new variant of the transformation (Laplacianface + LDA), and the specific interval-based decision rule. Both of them improve the performance of face verification, in general, however, our experiments show that the...

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  • Multiuser Stereoscopic Projection Techniques for CAVE-Type Virtual Reality Systems

    Despite the development of increasingly popular head mounted displays, CAVE-type systems may still be considered one of the most immersive virtual reality systems with many advantages. However, a serious limitation of most CAVE-type systems is the generation of a three-dimensional (3-D) image from the perspective of only one person. This problem is significant because in some applications, the participants must cooperate with each...

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