Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Affective computing
Proceedings of HCI International (the 8th International Conference on Human-Computer Interaction) on Human-Computer Interaction: Ergonomics and User Interfaces-Volume I - Volume I
The Efficacy of Psychophysiological Measures for Implementing Adaptive Technology
The Efficacy of Psychophysiological Measures for Implementing Adaptive Technology
Exploiting emotions to disambiguate dialogue acts
Proceedings of the 9th international conference on Intelligent user interfaces
Toward computers that recognize and respond to user emotion
IBM Systems Journal
Toward adaptive conversational interfaces: Modeling speech convergence with animated personas
ACM Transactions on Computer-Human Interaction (TOCHI)
EEG feature extraction for classifying emotions using FCM and FKM
ACACOS'08 Proceedings of the 7th WSEAS International Conference on Applied Computer and Applied Computational Science
Creating an Emotionally Adaptive Game
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Short-term emotion assessment in a recall paradigm
International Journal of Human-Computer Studies
EMG feature evaluation for improving myoelectric pattern recognition robustness
Expert Systems with Applications: An International Journal
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To improve human-computer interaction (HCI), computers need to recognize and respond properly to their user's emotional state. This is a fundamental application of affective computing, which relates to, arises from, or deliberately influences emotion. As a first step to a system that recognizes emotions of individual users, this research focuses on how emotional experiences are expressed in six parameters (i.e., mean, absolute deviation, standard deviation, variance, skewness, and kurtosis) of physiological measurements of three electromyography signals: frontalis (EMG1), corrugator supercilii (EMG2), and zygomaticus major (EMG3). The 24 participants were asked to watch film scenes of 120 seconds, which they rated afterward. These ratings enabled us to distinguish four categories of emotions: negative, positive, mixed, and neutral. The skewness of the EMG2 and four parameters of EMG3, discriminate between the four emotion categories. This, despite the coarse time windows that were used. Moreover, rapid processing of the signals proved to be possible. This enables tailored HCI facilitated by an emotional awareness of systems.