• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 639
  • 241
  • 119
  • 65
  • 22
  • 17
  • 15
  • 14
  • 13
  • 10
  • 9
  • 8
  • 7
  • 6
  • 4
  • Tagged with
  • 1414
  • 229
  • 181
  • 162
  • 160
  • 158
  • 144
  • 136
  • 127
  • 112
  • 101
  • 97
  • 86
  • 84
  • 82
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
131

The Affective PDF Reader

Radits, Markus January 2010 (has links)
The Affective PDF Reader is a PDF Reader combined with affect recognition systems. The aim of the project is to research a way to provide the reader of a PDF with real - time visual feedback while reading the text to influence the reading experience in a positive way. The visual feedback is given in accordance to analyzed emotional states of the person reading the text - this is done by capturing and interpreting affective information with a facial expression recognition system. Further enhancements would also include analysis of voice in the computation as well as gaze tracking software to be able to use the point of gaze when rendering the visualizations.The idea of the Affective PDF Reader mainly arose in admitting that the way we read text on computers, mostly with frozen and dozed off faces, is somehow an unsatisfactory state or moreover a lonesome process and a poor communication. This work is also inspired by the significant progress and efforts in recognizing emotional states from video and audio signals and the new possibilities that arise from.The prototype system was providing visualizations of footprints in different shapes and colours which were controlled by captured facial expressions to enrich the textual content with affective information. The experience showed that visual feedback controlled by utterances of facial expressions can bring another dimension to the reading experience if the visual feedback is done in a frugal and non intrusive way and it showed that the evolvement of the users can be enhanced.
132

Dependent Personality Characteristics and Clinical Symptomatology in Three Clinical Syndromes in Inpatient vs Outpatient Settings

Cross, Robert Michael 08 1900 (has links)
The purpose of this exploratory study was to investigate the differences between dependent personality characteristics and clinical symptomology as measured by the MCMI-II, in three major psychiatric syndromes in inpatient and outpatient treatment settings. Results show differences in profile in all groups. Treatment setting differences show higher scores on alcohol and drug dependence and major depression for inpatients. The affective group exhibited higher scores on dependent personality, dysthymic and major depression, confirming previous research on depressive disorders and dependent personality.
133

Vers des agents conversationnels capables de réguler leurs émotions : un modèle informatique des tendances à l’action / Towards conversational agents with emotion regulation abilities : a computational model of action tendencies

Yacoubi, Alya 14 November 2019 (has links)
Les agents virtuels conversationnels ayant un comportement social reposent souvent sur au moins deux disciplines différentes : l’informatique et la psychologie. Dans la plupart des cas, les théories psychologiques sont converties en un modèle informatique afin de permettre aux agents d’adopter des comportements crédibles. Nos travaux de thèse se positionnent au croisement de ces deux champs disciplinaires. Notre objectif est de renforcer la crédibilité des agents conversationnels. Nous nous intéressons aux agents conversationnels orientés tâche, qui sont utilisés dans un contexte professionnel pour produire des réponses à partir d’une base de connaissances métier. Nous proposons un modèle affectif pour ces agents qui s’inspire des mécanismes affectifs chez l’humain. L’approche que nous avons choisie de mettre en œuvre dans notre modèle s’appuie sur la théorie des Tendances à l’Action en psychologie. Nous avons proposé un modèle des émotions en utilisant un formalisme inspiré de la logique BDI pour représenter les croyances et les buts de l’agent. Ce modèle a été implémenté dans une architecture d’agent conversationnel développée au sein de l’entreprise DAVI. Afin de confirmer la pertinence de notre approche, nous avons réalisé plusieurs études expérimentales. La première porte sur l’évaluation d’expressions verbales de la tendance à l’action. La deuxième porte sur l’impact des différentes stratégies de régulation possibles sur la perception de l’agent par l’utilisateur. Enfin, la troisième étude porte sur l’évaluation des agents affectifs en interaction avec des participants. Nous montrons que le processus de régulation que nous avons implémenté permet d’augmenter la crédibilité et le professionnalisme perçu des agents, et plus généralement qu’ils améliorent l’interaction. Nos résultats mettent ainsi en avant la nécessité de prendre en considération les deux mécanismes émotionnels complémentaires : la génération et la régulation des réponses émotionnelles. Ils ouvrent des perspectives sur les différentes manières de gérer les émotions et leur impact sur la perception de l’agent. / Conversational virtual agents with social behavior are often based on at least two different disciplines : computer science and psychology. In most cases, psychological findings are converted into computational mechanisms in order to make agents look and behave in a believable manner. In this work, we aim at increasing conversational agents’ belivielibity and making human-agent interaction more natural by modelling emotions. More precisely, we are interested in task-oriented conversational agents, which are used as a custumer-relationship channel to respond to users request. We propose an affective model of emotional responses’ generation and control during a task-oriented interaction. Our proposed model is based, on one hand, on the theory of Action Tendencies (AT) in psychology to generate emotional responses during the interaction. On the other hand, the emotional control mechanism is inspired from social emotion regulation in empirical psychology. Both mechanisms use agent’s goals, beliefs and ideals. This model has been implemented in an agent architecture endowed with a natural language processing engine developed by the company DAVI. In order to confirm the relevance of our approach, we realized several experimental studies. The first was about validating verbal expressions of action tendency in a human-agent dialogue. In the second, we studied the impact of different emotional regulation strategies on the agent perception by the user. This study allowed us to design a social regulation algorithm based on theoretical and empirical findings. Finally, the third study focuses on the evaluation of emotional agents in real-time interactions. Our results show that the regulation process contributes in increasing the credibility and perceived competence of agents as well as in improving the interaction. Our results highlight the need to take into consideration of the two complementary emotional mechanisms : the generation and regulation of emotional responses. They open perspectives on different ways of managing emotions and their impact on the perception of the agent.
134

Smelling How to Feel: The Role of Ambient Odor and Olfaction in Affective Experience and Evaluation

Lee, Michael Alexander 01 September 2020 (has links)
No description available.
135

The accessibility of brand affect

Erevelles, Sunil January 1992 (has links)
No description available.
136

A Digital Signal Processing Approach for Affective Sensing of a Computer User through Pupil Diameter Monitoring

Gao, Ying 16 June 2009 (has links)
Recent research has indicated that the pupil diameter (PD) in humans varies with their affective states. However, this signal has not been fully investigated for affective sensing purposes in human-computer interaction systems. This may be due to the dominant separate effect of the pupillary light reflex (PLR), which shrinks the pupil when light intensity increases. In this dissertation, an adaptive interference canceller (AIC) system using the H∞ time-varying (HITV) adaptive algorithm was developed to minimize the impact of the PLR on the measured pupil diameter signal. The modified pupil diameter (MPD) signal, obtained from the AIC was expected to reflect primarily the pupillary affective responses (PAR) of the subject. Additional manipulations of the AIC output resulted in a processed MPD (PMPD) signal, from which a classification feature, PMPDmean, was extracted. This feature was used to train and test a support vector machine (SVM), for the identification of stress states in the subject from whom the pupil diameter signal was recorded, achieving an accuracy rate of 77.78%. The advantages of affective recognition through the PD signal were verified by comparatively investigating the classification of stress and relaxation states through features derived from the simultaneously recorded galvanic skin response (GSR) and blood volume pulse (BVP) signals, with and without the PD feature. The discriminating potential of each individual feature extracted from GSR, BVP and PD was studied by analysis of its receiver operating characteristic (ROC) curve. The ROC curve found for the PMPDmean feature encompassed the largest area (0.8546) of all the single-feature ROCs investigated. The encouraging results seen in affective sensing based on pupil diameter monitoring were obtained in spite of intermittent illumination increases purposely introduced during the experiments. Therefore, these results confirmed the benefits of using the AIC implementation with the HITV adaptive algorithm to isolate the PAR and the potential of using PD monitoring to sense the evolving affective states of a computer user.
137

Characterising action potential in virtual game worlds applied with the mind module

Eladhari, Mirjam Palosaari January 2010 (has links)
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC’s personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC’s current emotional state in terms of ‘mood’. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC’s state of mind through these weighted relationships, resulting in values characterising for a PC’s personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can ‘feel’ anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM’s model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the ‘mental physics’ of the MM may open up new possibilities. The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different ‘spells’, which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which ‘affective actions’ they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others’ emotions, which - if they are strong - may result in sentiments toward each other. PCs’ personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs’ states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
138

A Reappraisal of Religious Experience in Expository Preaching in Light of Jonathan Edwards's Sense of the Heart

Kim, Ji Hyuk 30 December 2013 (has links)
The primary aim of this dissertation is to demonstrate that Jonathan Edwards's "sense of the heart" as a principle of a new kind of perception or spiritual sensation given by the Spirit of God in regeneration, in which a believer tastes or sees God's beauty, can provide expository preaching with a meaningful direction for the restoration of religious experience. Chapter 1 focuses on the disappearance of religious experience in contemporary expository preaching and introduces, by illustrating the debate between the Old and the New Light in the First Great Awakening, an uncomfortable phenomenon in expository preaching that polarizes affectionate religious experience and cognitive-propositional truth. It argues that expository preaching should aim at affectional application because application is possible only when the listeners' fundamental affections are reoriented. Chapter 2 examines Jonathan Edwards's spiritual epistemology by analyzing Edwards's concept of the sense of the heart, through which the saints can experience God's beauty. The sense of the heart enables the saints to obtain a new habit or the heart that brings about new affections. The chapter contends that experiencing God's beauty through the sense of the heart is central to all genuine religious experiences. Chapter 3 defines the nature of Edwardsean religious experience as a spiritual-linguistic approach in the sense that the Spirit is the producer of genuine religious experience and the word of God illuminated by the Holy Spirit enables people to experience God's beauty and glory. It argues that expository preaching should create an experience for the listener, in Edwardsean sense, assuming that the conviction of the authority of the word of God and the encouragement of religious experience are completely compatible. Chapter 4 presents a homiletical analysis of Edwards's affective preaching. The chapter offers a comprehensive analysis of two of Edwards's sermons, as prime examples of his rhetorical strategies, to demonstrate how vivid and dramatic images are used in his sermons. The chapter suggests that expository sermons should pay more attention to language, just as Edwards recognized that the power in the sermon lies in the masterful use of language. Chapter 5 provides helpful implications for contemporary expository preaching. First, the chapter proposes preaching as a persuasion by illustrating Paul's use of rhetoric. Second, it indicates Edwards's power of imagination and suggests that expository preachers should pursue affective preaching by the use of their imagination and imaginative language. Third, it examines the implication of Edwardsean piety for expository preaching. Fourth, it offers preaching as a means of experiencing God's beauty. Chapter 6 summarizes the overall arguments established in the previous chapters. The goal of our preaching should be to touch the affections of our listener's hearts to bring them beyond a merely theoretical knowledge of spiritual realities.
139

Emotion regulation and young children’s consumer behavior

Lapierre, Matthew Allen 20 June 2016 (has links)
Purpose - This paper aims to explore how children's developing ability to effectively regulate their emotions influences their consumer behavior. Design/methodology/approach - Working with 80 children and one of their parents, this study used direct observations of child behavior in a task where they needed to regulate their emotions and a survey of parents about their child's emotional development and consumer behavior. The research used quantitative methods to test whether children's emotion regulation predicted parent reported consumer behavior (e.g. purchase requests, parent-child purchase related conflict) via multiple regression analyses. Findings - After controlling for children's age and linguistic competence, the study found that children's ability to control positively valenced emotions predicted consumer behavior. Specifically, children who had more difficulty suppressing joy/happiness were more likely to ask their parents for consumer goods and were more likely to argue with parents about these purchases. Practical implications - Content analyses of commercials targeting children have shown that many of the persuasive appeals used by advertisers are emotionally charged and often feature marketing characters that children find affectively pleasing. These findings suggest that these types of marketing appeals may overwhelm younger children which can lead to conflict with parents. Consequently, marketers and policy makers may want to re-examine the use of such tactics with younger consumers. Originality/value - While the potential link between children's emotional development and consumer behavior has been suggested in theoretical work, this is the first known study to empirically test this theorized relationship.
140

Verbal Reinforcement of Self-Referent Affective Responses of Transitional Care Patients on a Modified Taffel Task

Lane, James R. 08 1900 (has links)
The hypothesis of this study is: Transitional care patients reinforced for displaying a particular affective verbal habit (either positive or negative) opposite their original affective verbal habit (either negative or positive) will increase their tendency to display the reinforced affective verbal habit.

Page generated in 0.0617 seconds