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JAKE® Multimodal Data Capture System: Insights from an Observational Study of Autism Spectrum Disorder
Objective: To test usability and optimize the Janssen Autism Knowledge Engine (JAKE®) system’s components, biosensors, and procedures used for objective measurement of core and associated symptoms of autism spectrum disorder (ASD) in clinical trials. Methods: A prospective, observational study of 29 children and adolescents with ASD using the JAKE system was conducted at three sites in the […] -
Game Experience and Brain Based Assessment of Motivational Goal Orientations in Video Games
Abstract: The current study aims to measure the goal orientations motivation in different scenes of a video-game. The evaluation of player experience was done with both subjective measures through questionnaire and objective measures through brain wave activity (electroencephalography – EEG). We used GameFlow questionnaire to characterize the player’s mastery goal in playing video game (Master […] -
Emotional Domotics: Inhabitable Space Variable Control for the Emotions Modulation
Abstract: Throughout this document the details and progress of the research in emotional domotics, whose ultimate goal is the development of a controlled algorithm for living spaces based on the emotional state of the user, will be illustrated and detailed. The first section details the motivations and objectives of the project. The second section gives […] -
Thin-Slice Measurement of Wisdom
Abstract: Objective Measurement of Wisdom within a short period of time is vital for both the public interest (e.g., understanding a presidential election) and research (e.g., testing factors that facilitate wisdom development). A measurement of emotion associated with wisdom would be especially informative; therefore, a novel Thin-Slice measurement of wisdom was developed based on the […] -
In Harm’s Way: On Preferential Response to Threatening Stimuli
Abstract:Â Given the evolutionary significance of survival, the mind might be particularly sensitive (in terms of strength and speed of reaction) to stimuli that pose an immediate threat to physical harm. To rectify limitations in past research, we pilot-tested stimuli to obtain images that are threatening, nonthreatening-negative, positive, or neutral. Three studies revealed that participants (a) […] -
Enhancing Student Models in Game-based Learning with Facial Expression Recognition
Abstract:Â Recent years have seen a growing recognition of the role that affect plays in learning. Because game-based learning environments elicit a wide range of student affective states, affect-enhanced student modeling for game-based learning holds considerable promise. This paper introduces an affect-enhanced student modeling framework that leverages facial expression tracking for game-based learning. The affect-enhanced […] -
Music Recommendation System for Human Attention Modulation by Facial Recognition on a Driving Task: A Proof of Concept
Abstract: The role of music on driving process had been discussed in the context of driver assistance as an element of security and comfort. Throughout this document, we present the development of an audio recommender system for the use by drivers, based on facial expression analysis. This recommendation system has the objective of increasing the […] -
Towards More Robust Automatic Facial Expression Recognition in Smart Environments
Abstract: In this paper, we provide insights towards achieving more robust automatic facial expression recognition in smart environments based on our benchmark with three labeled facial expression databases. These databases are selected to test for desktop, 3D and smart environment application scenarios. This work is meant to provide a neutral comparison and guidelines for developers […] -
Facial Expressions to Evaluate Advertising: A Laboratory versus Living Room Study
Abstract: In recent years researchers have shown growing interest in the impact of emotions in television commercials and in advertising in general (Park and Thorson, 1990). Emotions also influence the attitude towards the brand and to the ad (Batney and Ray, 1986; Edell and Burke, 1987; Derbaix, 1995), increase the attention of the advertisement (Olney, […] -
Inhabitable space control for the creation of healthy interactive spaces through emotional domotics
Abstract: In recent years, Mexico’s level of different physiological and mental negative states, such as stress have increased. This has among its consequences, low work production and social problems including the alarming numbers that nearly 43% of adults report high levels of stress. The increase of stress incidence in people aged 15–29 years, and the lack […]
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