Affective computing
MAUI: a multimodal affective user interface
Proceedings of the tenth ACM international conference on Multimedia
Software Architecture in Practice
Software Architecture in Practice
Design patterns for developing dynamically adaptive systems
Proceedings of the 2010 ICSE Workshop on Software Engineering for Adaptive and Self-Managing Systems
The SEMAINE API: towards a standards-based framework for building emotion-oriented systems
Advances in Human-Computer Interaction - Special issue on emotion-aware natural interaction
A Secure Agent Based Intelligent Tutoring System Using FRS
ICETET '10 Proceedings of the 2010 3rd International Conference on Emerging Trends in Engineering and Technology
ABE: An Agent-Based Software Architecture for a Multimodal Emotion Recognition Framework
WICSA '11 Proceedings of the 2011 Ninth Working IEEE/IFIP Conference on Software Architecture
How to Do Multimodal Detection of Affective States?
ICALT '11 Proceedings of the 2011 IEEE 11th International Conference on Advanced Learning Technologies
Making self-adaptation an engineering reality
Self-star Properties in Complex Information Systems
Lost in the dark: emotion adaption
Adjunct proceedings of the 25th annual ACM symposium on User interface software and technology
Proceedings of the 16th European Conference on Pattern Languages of Programs
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One expected characteristic in modern systems is self-adaptation, the capability of monitoring and reacting to changes into the environment. A particular case of self-adaptation is affective-driven self-adaptation. Affective-driven self-adaptation is about having consciousness of user’s affects (emotions) and drive self-adaptation reacting to changes in those affects. Most of the previous work around self-adaptive systems deals with performance, resources, and error recovery as variables that trigger a system reaction. Moreover, most effort around affect recognition has been put towards offline analysis of affect, and to date only few applications exist that are able to infer user’s affect in real-time and trigger self-adaptation mechanisms. In response to this deficit, this work proposes a software product line approach to jump-start the development of affect-driven self-adaptive systems by offering the definition of a domain-specific architecture, a set of components (organized as a framework), and guidelines to tailor those components. Study cases with systems for learning and gaming will confirm the capability of the software product line to provide desired functionalities and qualities.