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P. R. Patil college of Management, Amravati.




                AFFECTIVE COMPUTING


                       1. INTRODUCTION

Affective computing gets its name from the field of Psychology, in
which "affect" is, basically, a synonym for "emotion."

              Affective computing is human computer interaction in
which a device has the ability to detect and appropriately respond to
its user's emotions and other stimuli. This type of computing device
could gather clues from user emotion from a variety of sources.
Facial expressions, posture, gestures, speech, the force or rhythm of
key strokes and the temperature changes of the hand on a mouse can
all signify changes in the user's emotional state, and these can all be
detected and interpreted by a computer .The Affective Computing
aims to bridge the gap between human emotions and computational
technology. This type of computing could offer benefits in an almost
limitless range of applications. The machine should interpret the
emotional state of humans and adapt its behavior to them, giving an
appropriate response for those emotions. Affective Computing
research combines engineering and computer science with
psychology, cognitive science, neuroscience, sociology, education,
psychophysiology, value-centered design, ethics, and more. We bring


Affective Computing                                                           1
P. R. Patil college of Management, Amravati.



together individuals with a diversity of technical, artistic, and human
abilities in a collaborative spirit to push the boundaries of what can
be achieved to improve human affective experience with technology

             2.NEEDS OF AFFECTIVE COMPUTING

(1) Designing new ways for people to communicate affective-
cognitive states, especially through creation of novel wearable
sensors and new machine learning algorithms that jointly analyze
multimodal channels of information.

(2) Creating new techniques to assess frustration, stress, and mood
indirectly, through natural interaction and conversation.

(3) Showing how computers can be more emotionally intelligent,
especially responding to a person's frustration in a way that reduces
negative feelings.

(4) Inventing personal technologies for improving self-awareness of
affective state and its selective communication to others.

(5) Increasing understanding of how affect influences personal
health. and

(6) Pioneering studies examining ethical issues in affective
computing.


Affective Computing                                                           2
P. R. Patil college of Management, Amravati.



         3. APPLICATION OF AFFECTIVE COMPUTING

3.1 Human-Computer interaction

Human–computer Interaction (HCI) involves the study, planning,
and design of the interaction between people and computers. It is
often regarded as the intersection of computer science, behavioral
science, design and several other fields of study. Interaction between
users and computers occurs at the user interface or simply interface,
which includes both software and hardware; for example, characters
or objects displayed by software on a personal computer's monitor,
input received from users via hardware peripheral s such as keywords
and mouse, and other user interactions with large-scale computerized
systems

  Attention to human-machine interaction is important, because
poorly designed human-machine interfaces can lead to many
unexpected problems. One important HCI factor is that different
users form different conceptions or mental models about their
interactions and have different ways of learning and keeping
knowledge and skills




Affective Computing                                                                  3
P. R. Patil college of Management, Amravati.


3.2Detecting and recognizing emotional information



Detecting emotional information begins with passive sensor which
capture data about the user's physical state or behavior without
interpreting the input. The data gathered is analogous to the cues
humans use to perceive emotions in others. For example, a video
camera might capture facial expressions, body posture and gestures,
while a microphone might capture speech. Other sensors detect
emotional cues by directly measuring physiological data, such as skin
temperature and galvanic resistance.

3.3Emotion in machines

Another area within affective computing is the design of
computational devices proposed to exhibit either innate emotional
capabilities or that are capable of convincingly simulating emotions.
A more practical approach, based on current technological
capabilities, is the simulation of emotions in conversational agents in
order to enrich and facilitate interactivity between human and
machine. While human emotions are often associated with surges in
hormones and other neuropeptides, emotions in machines might be
associated with abstract states associated with progress (or lack of
progress) in autonomous learning systems .In this view, affective




Affective Computing                                                          2
P. R. Patil college of Management, Amravati.



emotional states correspond to time-derivatives (perturbations) in the
learning curve of an arbitrary learning system.




3.4Physiological monitoring



This could be used to detect a user’s emotional state by monitoring
and analysing their physiological signs. These signs range from their
pulse and heart rate, to the minute contractions of the facial muscles.
This area of research is still in relative infancy as there seems to be
more of a drive towards affect recognition through facial inputs.
Nevertheless, this area is gaining momentum and we are now seeing
real products which implement the techniques. The three main
physiological signs that can be analysed are: bood volume
pulse,galvanic skin Responcse, facial Electromyography.




Affective Computing                                                                   3
P. R. Patil college of Management, Amravati.




3.5Wearable computer




Wearable computers are miniature electronic devices that are worn
by the bearer under, with or on top of clothing. This class of
wearable technology has been developed for general or special
purpose information technologies and media development. Wearable
computers are especially useful for applications that require more
complex computational support than just hardware coded logics.

One of the main features of a wearable computer is consistency.
There is a constant interaction between the computer and user, i.e.
there is no need to turn the device on or off. Another feature is the
ability to multi-task. It is not necessary to stop what you are doing to
use the device; it is augmented into all other actions. It can therefore
be an extension of the user’s mind and/or body.

The developments of wearable computing now encompasses
Rehabilitation Engineering, Ambulatory intervention treatment, life

Affective Computing                                                          2
P. R. Patil college of Management, Amravati.



guard systems, Defense wearable systems, and Event based
wearable




3.6 Educational technology

Education technology is the study and ethical practice of facilitating
learning and improving performance by creating, using and
managing appropriate technological processes and resources.
Technology of education is most simply and comfortably defined as
an array of tools that might prove helpful in advancing student
learning and may be measured in how and why individuals behave.

Educational technology is intended to improve education over what it
would be without technology. Some of the claimed benefits are listed
below:

       Easy-to-access course materials. Instructors can post the
       course material or important information on a course website,



Affective Computing                                                                  3
P. R. Patil college of Management, Amravati.



       which means students can study at a time and location they
       prefer and can obtain the study material very quickly.]
       Student motivation. Computer-based instruction can give
       instant feedback to students and explain correct answers.
       Moreover, a computer is patient and non-judgmental, which
       can give the student motivation to continue learning.
       Wide participation. Learning material can be used for long
       distance learning and are accessible to a wider audience
       Improved student writing. It is convenient for students to edit
       their written work on word processors, which can, in turn,
       improve the quality of their writing. According to some studies,
       the students are better at critiquing and editing written work
       that is exchanged over a computer network with students they
       know
       Subjects made easier to learn. Many different types of
       educational software are designed and developed to help
       children or teenagers to learn specific subjects. Examples
       include pre-school software, computer simulators, and graphics
       software
       Differentiated Instruction. Educational technology provides
       the means to focus on active student participation and to
       present differentiated questioning strategies. It broadens
       individualized instruction and promotes the development of

Affective Computing                                                           2
P. R. Patil college of Management, Amravati.



       personalized learning plans. Students are encouraged to use
       multimedia components and to incorporate the knowledge they
       gained in creative ways.

3.7 Potential applications
IN e-learning applications, affective computing can be used to adjust
the presentation style of a computerized tutor when a learner is
bored, interested, frustrated, or pleased. Psychological health
services, benefit from affective computing applications when
determining a client's emotional state . Affective computing sends a
message via color or sound to express an emotional state to others.
Robotic system capable of processing affective information exhibit
higher flexibility while one works in uncertain or complex
environments..Affective computing is also being applied to the
development of communicative technologies for use by people with
autism.




Affective Computing                                                                  3

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Affective computing by- Sandeep Jadhav

  • 1. P. R. Patil college of Management, Amravati. AFFECTIVE COMPUTING 1. INTRODUCTION Affective computing gets its name from the field of Psychology, in which "affect" is, basically, a synonym for "emotion." Affective computing is human computer interaction in which a device has the ability to detect and appropriately respond to its user's emotions and other stimuli. This type of computing device could gather clues from user emotion from a variety of sources. Facial expressions, posture, gestures, speech, the force or rhythm of key strokes and the temperature changes of the hand on a mouse can all signify changes in the user's emotional state, and these can all be detected and interpreted by a computer .The Affective Computing aims to bridge the gap between human emotions and computational technology. This type of computing could offer benefits in an almost limitless range of applications. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions. Affective Computing research combines engineering and computer science with psychology, cognitive science, neuroscience, sociology, education, psychophysiology, value-centered design, ethics, and more. We bring Affective Computing 1
  • 2. P. R. Patil college of Management, Amravati. together individuals with a diversity of technical, artistic, and human abilities in a collaborative spirit to push the boundaries of what can be achieved to improve human affective experience with technology 2.NEEDS OF AFFECTIVE COMPUTING (1) Designing new ways for people to communicate affective- cognitive states, especially through creation of novel wearable sensors and new machine learning algorithms that jointly analyze multimodal channels of information. (2) Creating new techniques to assess frustration, stress, and mood indirectly, through natural interaction and conversation. (3) Showing how computers can be more emotionally intelligent, especially responding to a person's frustration in a way that reduces negative feelings. (4) Inventing personal technologies for improving self-awareness of affective state and its selective communication to others. (5) Increasing understanding of how affect influences personal health. and (6) Pioneering studies examining ethical issues in affective computing. Affective Computing 2
  • 3. P. R. Patil college of Management, Amravati. 3. APPLICATION OF AFFECTIVE COMPUTING 3.1 Human-Computer interaction Human–computer Interaction (HCI) involves the study, planning, and design of the interaction between people and computers. It is often regarded as the intersection of computer science, behavioral science, design and several other fields of study. Interaction between users and computers occurs at the user interface or simply interface, which includes both software and hardware; for example, characters or objects displayed by software on a personal computer's monitor, input received from users via hardware peripheral s such as keywords and mouse, and other user interactions with large-scale computerized systems Attention to human-machine interaction is important, because poorly designed human-machine interfaces can lead to many unexpected problems. One important HCI factor is that different users form different conceptions or mental models about their interactions and have different ways of learning and keeping knowledge and skills Affective Computing 3
  • 4. P. R. Patil college of Management, Amravati. 3.2Detecting and recognizing emotional information Detecting emotional information begins with passive sensor which capture data about the user's physical state or behavior without interpreting the input. The data gathered is analogous to the cues humans use to perceive emotions in others. For example, a video camera might capture facial expressions, body posture and gestures, while a microphone might capture speech. Other sensors detect emotional cues by directly measuring physiological data, such as skin temperature and galvanic resistance. 3.3Emotion in machines Another area within affective computing is the design of computational devices proposed to exhibit either innate emotional capabilities or that are capable of convincingly simulating emotions. A more practical approach, based on current technological capabilities, is the simulation of emotions in conversational agents in order to enrich and facilitate interactivity between human and machine. While human emotions are often associated with surges in hormones and other neuropeptides, emotions in machines might be associated with abstract states associated with progress (or lack of progress) in autonomous learning systems .In this view, affective Affective Computing 2
  • 5. P. R. Patil college of Management, Amravati. emotional states correspond to time-derivatives (perturbations) in the learning curve of an arbitrary learning system. 3.4Physiological monitoring This could be used to detect a user’s emotional state by monitoring and analysing their physiological signs. These signs range from their pulse and heart rate, to the minute contractions of the facial muscles. This area of research is still in relative infancy as there seems to be more of a drive towards affect recognition through facial inputs. Nevertheless, this area is gaining momentum and we are now seeing real products which implement the techniques. The three main physiological signs that can be analysed are: bood volume pulse,galvanic skin Responcse, facial Electromyography. Affective Computing 3
  • 6. P. R. Patil college of Management, Amravati. 3.5Wearable computer Wearable computers are miniature electronic devices that are worn by the bearer under, with or on top of clothing. This class of wearable technology has been developed for general or special purpose information technologies and media development. Wearable computers are especially useful for applications that require more complex computational support than just hardware coded logics. One of the main features of a wearable computer is consistency. There is a constant interaction between the computer and user, i.e. there is no need to turn the device on or off. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other actions. It can therefore be an extension of the user’s mind and/or body. The developments of wearable computing now encompasses Rehabilitation Engineering, Ambulatory intervention treatment, life Affective Computing 2
  • 7. P. R. Patil college of Management, Amravati. guard systems, Defense wearable systems, and Event based wearable 3.6 Educational technology Education technology is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources. Technology of education is most simply and comfortably defined as an array of tools that might prove helpful in advancing student learning and may be measured in how and why individuals behave. Educational technology is intended to improve education over what it would be without technology. Some of the claimed benefits are listed below: Easy-to-access course materials. Instructors can post the course material or important information on a course website, Affective Computing 3
  • 8. P. R. Patil college of Management, Amravati. which means students can study at a time and location they prefer and can obtain the study material very quickly.] Student motivation. Computer-based instruction can give instant feedback to students and explain correct answers. Moreover, a computer is patient and non-judgmental, which can give the student motivation to continue learning. Wide participation. Learning material can be used for long distance learning and are accessible to a wider audience Improved student writing. It is convenient for students to edit their written work on word processors, which can, in turn, improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know Subjects made easier to learn. Many different types of educational software are designed and developed to help children or teenagers to learn specific subjects. Examples include pre-school software, computer simulators, and graphics software Differentiated Instruction. Educational technology provides the means to focus on active student participation and to present differentiated questioning strategies. It broadens individualized instruction and promotes the development of Affective Computing 2
  • 9. P. R. Patil college of Management, Amravati. personalized learning plans. Students are encouraged to use multimedia components and to incorporate the knowledge they gained in creative ways. 3.7 Potential applications IN e-learning applications, affective computing can be used to adjust the presentation style of a computerized tutor when a learner is bored, interested, frustrated, or pleased. Psychological health services, benefit from affective computing applications when determining a client's emotional state . Affective computing sends a message via color or sound to express an emotional state to others. Robotic system capable of processing affective information exhibit higher flexibility while one works in uncertain or complex environments..Affective computing is also being applied to the development of communicative technologies for use by people with autism. Affective Computing 3