Authors:
Vasco Vinhas
1
;
Eugénio Oliveira
2
and
Luís Paulo Reis
1
Affiliations:
1
FEUP - Faculdade de Engenharia da Universidade do Porto and LIACC - Laboratório de Inteligência Artificial e Ciência de Computadores, Portugal
;
2
FEUP - Faculdade de Engenharia da Universidade do Porto; LIACC - Laboratório de Inteligência Artificial e Ciência de Computadores, Portugal
Keyword(s):
Emotion Assessment, Biometric Channels, Dynamic Interfaces, Multimedia Content.
Related
Ontology
Subjects/Areas/Topics:
Accessibility to Disabled Users
;
Artificial Intelligence
;
Computer-Supported Education
;
Enterprise Information Systems
;
Human-Computer Interaction
;
Informatics in Control, Automation and Robotics
;
Intelligent User Interfaces
;
Machine Perception: Vision, Speech, Other
;
Multimedia Systems
;
Robotics and Automation
;
Ubiquitous Learning
;
Virtual Environment, Virtual and Augmented Reality
;
Virtual Reality and Augmented Reality
Abstract:
BioStories is the outcome of a three and a half years research project focused in uniting affective and ubiquitous computing with context aware multimedia content generation and distribution. Its initial premise was based in the possibility of performing real-time automatic emotion assessment trough online biometric channels monitoring and use this information to design on-the-fly dynamic multimedia storylines emotionally adapted, so that end users would unconsciously be choosing the story flow. The emotion assessment process was based on dynamic fusion of biometric channels such as EEG, GSR, respiration rate and volume, skin temperature and heart rate on top of Russell’s circumplex model of affect. BioStories’ broad scope also allowed for some spin-off projects namely mouse control through EMG that resulted in a patented technology for alternative/inclusive interfaces. Exhaustive experiments showed 87% of success rate for emotion assessment in a dynamic tridimensional virtual enviro
nment with an immersiveness score of 4.2 out of 5. The success of the proposed approach allows the vision of its appliance in several domains such as virtual entertainment, videogames and cinema as well as direct marketing, digital TV and domotic appliances.
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