Tytuł Data publikacji Autor
In this paper initial experiences are presented on implementing specific methodology of affective intervention design (AFFINT) for development of affect-aware educational video games. In the described experiment, 10 student teams are to develop affect-aware educational video games using AFFINT to formalize the whole process. Although all projects are still in progress, first observations and conclusions may already be presented.
2016
Mariusz Szwoch
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.), describes methods of “immersing” a human in a virtual environment (city, building etc.) and discusses future possibilities for development (directions of research and limitations of today's hardware and software).
2016
Jacek Lebiedź,
Mariusz Szwoch
Let me introduce you to an affective intervention design process (AFFINT) that combines analysis of the designed application with knowledge of affective phenomena and affective tools in order to formulate an affective intervention model for an application. The proposed AFFINT process facilitates the designing of an affective intervention model for every intelligent system.
2016
Agnieszka Landowska,
Mariusz Szwoch,
Wioleta Szwoch
This 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 of the system and available input channels for emotion recognition. The proposed method is supported with three examples of intelligent systems that have used the process to design or to describe affective intervention. Two of them are case studies of affective video games that were designed with the proposed approach and evaluated against the non-affective versions. Another example described in the article is the affective tutoring system Gerda ,which exemplifies a more complex and sophisticated intervention model
2016
Agnieszka Landowska,
Mariusz Szwoch,
Wioleta Szwoch
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 accuracies differ for photo and video input data and therefore solutions should be matched to the specificity of the application domain.
2016
Grzegorz Brodny,
Agata Kołakowska,
Agnieszka Landowska,
Mariusz Szwoch,
Wioleta Szwoch,
Michał Wróbel
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