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Affective computing (1997)

by R W Picard
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Statistical pattern recognition: A review

by Anil K. Jain, Robert P. W. Duin, Jianchang Mao - IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE , 2000
"... The primary goal of pattern recognition is supervised or unsupervised classification. Among the various frameworks in which pattern recognition has been traditionally formulated, the statistical approach has been most intensively studied and used in practice. More recently, neural network techniques ..."
Abstract - Cited by 1035 (30 self) - Add to MetaCart
The primary goal of pattern recognition is supervised or unsupervised classification. Among the various frameworks in which pattern recognition has been traditionally formulated, the statistical approach has been most intensively studied and used in practice. More recently, neural network techniques and methods imported from statistical learning theory have bean receiving increasing attention. The design of a recognition system requires careful attention to the following issues: definition of pattern classes, sensing environment, pattern representation, feature extraction and selection, cluster analysis, classifier design and learning, selection of training and test samples, and performance evaluation. In spite of almost 50 years of research and development in this field, the general problem of recognizing complex patterns with arbitrary orientation, location, and scale remains unsolved. New and emerging applications, such as data mining, web searching, retrieval of multimedia data, face recognition, and cursive handwriting recognition, require robust and efficient pattern recognition techniques. The objective of this review paper is to summarize and compare some of the well-known methods used in various stages of a pattern recognition system and identify research topics and applications which are at the forefront of this exciting and challenging field.

Charting Past, Present and Future Research in Ubiquitous Computing

by Gregory D. Abowd, Elizabeth D. Mynatt - ACM Transactions on Computer-Human Interaction , 2000
"... . The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ..."
Abstract - Cited by 438 (6 self) - Add to MetaCart
. The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ubicomp has pushed three interaction themes: natural interfaces, context-aware applications, and automated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitous computing implicitly requires addressing some notion of scale; whether in the number and type of devices, the physical space of distributed computing or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availability of computing away from the traditional desktop fun...

A Survey of Affect Recognition Methods: Audio, Visual, and Spontaneous Expressions

by Zhihong Zeng, Maja Pantic, Glenn I. Roisman, Thomas S. Huang , 2009
"... Automated analysis of human affective behavior has attracted increasing attention from researchers in psychology, computer science, linguistics, neuroscience, and related disciplines. However, the existing methods typically handle only deliberately displayed and exaggerated expressions of prototypi ..."
Abstract - Cited by 374 (51 self) - Add to MetaCart
Automated analysis of human affective behavior has attracted increasing attention from researchers in psychology, computer science, linguistics, neuroscience, and related disciplines. However, the existing methods typically handle only deliberately displayed and exaggerated expressions of prototypical emotions, despite the fact that deliberate behavior differs in visual appearance, audio profile, and timing from spontaneously occurring behavior. To address this problem, efforts to develop algorithms that can process naturally occurring human affective behavior have recently emerged. Moreover, an increasing number of efforts are reported toward multimodal fusion for human affect analysis, including audiovisual fusion, linguistic and paralinguistic fusion, and multicue visual fusion based on facial expressions, head movements, and body gestures. This paper introduces and surveys these recent advances. We first discuss human emotion perception from a psychological perspective. Next, we examine available approaches for solving the problem of machine understanding of human affective behavior and discuss important issues like the collection and availability of training and test data. We finally outline some of the scientific and engineering challenges to advancing human affect sensing technology.

Mobile Augmented Reality

by Tobias H. Höllerer, Steven K. Feiner , 2004
"... ..."
Abstract - Cited by 370 (27 self) - Add to MetaCart
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Animated Pedagogical Agents: Face-to-Face Interaction in Interactive Learning Environments

by W. Lewis Johnson, Jeff W. Rickel, James C. Lester - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION , 2000
"... Recent years have witnessed the birth of a new paradigm for learning environments: animated pedagogical agents. These lifelike autonomous characters cohabit learning environments with students to create rich, face-to-face learning interactions. This opens up exciting new possibilities; for example, ..."
Abstract - Cited by 367 (37 self) - Add to MetaCart
Recent years have witnessed the birth of a new paradigm for learning environments: animated pedagogical agents. These lifelike autonomous characters cohabit learning environments with students to create rich, face-to-face learning interactions. This opens up exciting new possibilities; for example, agents can demonstrate complex tasks, employ locomotion and gesture to focus students'attention on the most salient aspect of the task at hand, and convey emotional responses to the tutorial situation. Animated pedagogical agents offer great promise for broadening the bandwidth of tutorial communication and increasing learning environments' ability to engage and motivate students. This article sets forth the motivations behind animated pedagogical agents, describes the key capabilities they offer, and discusses the technical issues they raise. The discussion is illustrated with descriptions of a number of animated agents that represent the current state of the art.

Toward Machine Emotional Intelligence: Analysis of Affective Physiological State

by Rosalind W. Picard, Elias Vyzas, Jennifer Healey - IEEE TRANSACTIONS PATTERN ANALYSIS AND MACHINE INTELLIGENCE , 200
"... ..."
Abstract - Cited by 334 (9 self) - Add to MetaCart
Abstract not found

Content-based multimedia information retrieval: State of the art and challenges

by Michael S. Lew - ACM Trans. Multimedia Comput. Commun. Appl , 2006
"... Extending beyond the boundaries of science, art, and culture, content-based multimedia information retrieval provides new paradigms and methods for searching through the myriad variety of media all over the world. This survey reviews 100+ recent articles on content-based multimedia information retri ..."
Abstract - Cited by 311 (12 self) - Add to MetaCart
Extending beyond the boundaries of science, art, and culture, content-based multimedia information retrieval provides new paradigms and methods for searching through the myriad variety of media all over the world. This survey reviews 100+ recent articles on content-based multimedia information retrieval and discusses their role in current research directions which include browsing and search paradigms, user studies, affective computing, learning, semantic queries, new features and media types, high performance indexing, and evaluation techniques. Based on the current state of the art, we discuss the major challenges for the future.

Aura: an architectural framework for user mobility in ubiquitous computing environments

by João Pedro Sousa, David Garlan, Key Words - In Proceedings of the 3rd Working IEEE/IFIP Conference on Software Architecture , 2002
"... Ubiquitous computing poses a number of challenges for software architecture. One of the most important is the ability to design software systems that accommodate dynamically-changing resources. Resource variability arises naturally in a ubiquitous computing setting through user mobility (a user move ..."
Abstract - Cited by 248 (3 self) - Add to MetaCart
Ubiquitous computing poses a number of challenges for software architecture. One of the most important is the ability to design software systems that accommodate dynamically-changing resources. Resource variability arises naturally in a ubiquitous computing setting through user mobility (a user moves from one computing environment to another), and through the need to exploit time-varying resources in a given environment (such as wireless bandwidth). Traditional approaches to handling resource variability in applications attempt to address the problem by imposing uniformity on the environment. We argue that those approaches are inadequate, and describe an alternative architectural framework that is better matched to the needs of ubiquitous computing. A key feature of the architecture is that user tasks become first class entities. User proxies, or Auras, use models of user tasks to set up, monitor and adapt computing environments proactively. The architectural framework has been implemented and is currently being used as a central component of Project Aura, a campus-wide ubiquitous computing effort. Ubiquitous computing, mobility, architectural framework, architectural style. 1.
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...ed models of tasks and for enacting them is the integration of physical context observation: the user location, what activities are competing for a user’s attention, who else is in the vicinity, etc. =-=[5,10,18,32]-=-. If the user has to specify every detail of a task, then no one will use Aura. On the other hand, systems are notoriously poor at capturing user intent automatically. Hence, Aura must strike a balanc...

Establishing and Maintaining Long-Term Human-Computer Relationships

by Timothy W. Bickmore, Rosalind W. Picard - ACM TRANSACTIONS ON COMPUTER HUMAN INTERACTION , 2005
"... This research investigates the meaning of ‘human-computer relationship’ and presents techniques for constructing, maintaining, and evaluating such relationships, based on research in social psychology, sociolinguistics, communication and other social sciences. Contexts in which relationships are par ..."
Abstract - Cited by 232 (44 self) - Add to MetaCart
This research investigates the meaning of ‘human-computer relationship’ and presents techniques for constructing, maintaining, and evaluating such relationships, based on research in social psychology, sociolinguistics, communication and other social sciences. Contexts in which relationships are particularly important are described, together with specific benefits (like trust) and task outcomes (like improved learning) known to be associated with relationship quality. We especially consider the problem of designing for longterm interaction, and define relational agents as computational artifacts designed to establish and maintain long-term social-emotional relationships with their users. We construct the first such agent, and evaluate it in a controlled experiment with 101 users who were asked to interact daily with an exercise adoption system for a month. Compared to an equivalent task-oriented agent without any deliberate social-emotional or relationshipbuilding skills, the relational agent was respected more, liked more, and trusted more, even after four weeks of interaction. Additionally, users expressed a significantly greater desire to continue working with the relational agent after the termination of the study. We conclude by discussing future directions for this research together with ethical and other ramifications of this work for HCI designers.

Machines and mindlessness: Social responses to computers

by Clifford Nass, Youngme Moon - Journal of Social Issues , 2000
"... Following Langer (1992), this article reviews a series of experimental studies that demonstrate that individuals mindlessly apply social rules and expectations to computers. The first set of studies illustrates how individuals overuse human social categories, applying gender stereotypes to computers ..."
Abstract - Cited by 231 (7 self) - Add to MetaCart
Following Langer (1992), this article reviews a series of experimental studies that demonstrate that individuals mindlessly apply social rules and expectations to computers. The first set of studies illustrates how individuals overuse human social categories, applying gender stereotypes to computers and ethnically identifying with computer agents. The second set demonstrates that people exhibit overlearned social behaviors such as politeness and reciprocity toward computers. In the third set of studies, premature cognitive commitments are demonstrated: A specialist television set is perceived as providing better content than a generalist television set. A final series of studies demonstrates the depth of social responses with respect to computer “personality. ” Alternative explanations for these findings, such as anthropomorphism and intentional social responses, cannot explain the results. We conclude with an agenda for future research. Computer users approach the personal computer in many different ways. Experienced word processors move smoothly from keyboard to mouse to menu, mixing prose and commands to the computer automatically; the distinction between the hand and the tool blurs (Heidegger, 1977; Winograd & Flores, 1987). Novices cautiously strike each key, fearing that one false move will initiate an uncontrollable series of unwanted events. Game players view computers as *Correspondence concerning this article should be addressed to Clifford Nass, Department of
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...ike character (Kiesler, Sproull, & Waters, 1996). Other researchers have speculated that false expressions of emotion may backfire, since they remind users of the nonsocial nature of the interaction (=-=Picard, 1997-=-; although people do have a bias toward acceptance of virtually all information; see, e.g., Gilbert, 1991). Clearly, more work is needed in this area. A related set of issues involves aggregations and...

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