An Automatic Mechanism to Recognize and Generate Emotional MIDI Sound Arts Based on Affective Computing Techniques

2013 ◽  
Vol 3 (3) ◽  
pp. 62-75
Author(s):  
Hao-Chiang Koong Lin ◽  
Cong Jie Sun ◽  
Bei Ni Su ◽  
Zu An Lin

All kinds of arts have the chance to be represented in digital forms, and one of them is the sound art, including ballads by word of mouth, classical music, religious music, popular music and emerging computer music. Recently, affective computing has drowned a lot of attention in the academic field, and it has two parts: physiology and psychology. Through a variety of sensing devices, the authors can get behaviors which are represented by feelings and emotions. Therefore, the authors may not only identify but also understand human emotions. This work focuses on exploring and producing the MAX/MSP computer program which can generate the emotional music automatically. It can also recognize the emotion identified when users play MIDI instruments and create visual effects. The authors hope to achieve two major goals: (1) Producing the performance of art combined with dynamic vision and auditory tune. (2) Making computers understand human emotions and interact with music by affective computing. The results of this study are as follows:(1) The authors design a corresponding mechanism of music tone and human emotion recognition. (2) The authors develop a combination of affective computing and the auto music generator. (3) The authors design a music system which can be used with MIDI instrument and also be incorporated with other music effects to add the Musicality. (4) The authors Assess and complete the emotion discrimination mechanism of how mood music can feedback accurately. The authors make computers simulate (even have) human emotion, and obtain relevant basis for more accurate sound feedback. The authors use System Usability Scale to analyze and discuss about the usability of the system. Also, the average score of each item is obviously higher than the simple score (four points) for the overall response and the performance of music when we use “auto mood music generator”. There are average performance which is more than five points in each part of Interaction and Satisfaction Scale. Subjects are willing to accept this interactive work, so it proves that the work has the usability and the potential which the authors can keep developing on.

Author(s):  
Rosalind W. Picard ◽  
Adolfo Plasencia

In this dialogue, the scientist Rosalind W. Picard from MIT Media Lab begins by explaining why the expression "Affective computing" is not an oxymoron, and describes how they are trying to bridge the gap between information systems and human emotions in her laboratory. She details  how they are attempting to give computers and digital machines better abilities so that they can “see” the emotions of their users, and outlines what a machine would have to be like to pass the Turing ‘emotions’ test. Rosalind goes on to describe why emotion is part of all communication, even when the communication itself might not explicitly have emotion in it, arguing that consciousness also involves feelings that cannot be expressed and why emotional experience is an essential part of the normal functioning of the conscious system. Later she outlines her research in affective computing, where they managed to measure signals using a sensor that responds to some human emotion or feelings, and explains how technology can become a sort of ‘affective prosthesis’ to help the disabled, and people with difficulties, in understanding and handling emotions.


2013 ◽  
Vol 465-466 ◽  
pp. 682-687
Author(s):  
Fairul Azni Jafar ◽  
Nurhidayu Abdullah ◽  
Noraidah Blar ◽  
M.N. Muhammad ◽  
Anuar Mohamed Kassim

In order for humans and robots to interact in an effective and instinctive manner, robots must obtain information about the human emotional state in response to the robots actions. This is important as the presence of robot in manufacturing industry is very wide and robot plays a big role in the emerging of automation manufacturing technology. Consequently, we believed that it is necessary to investigate how human feel about this situation and if robot can understand those human emotions, collaboration with human can be much better. In order to investigate the human emotions, we applied akanseisurvey method based on akanseiengineering technology. We request a number of participants to take part in our experiment where they will be in the same environment of where a robot is working on some tasks. The participants will answer those questions in the survey based on what they feel about working together with moving robot. The overall goal is, in fact, to predict in which area in the vicinity of the robot that the human is heading to, especially in term of humans feeling, so that by understanding how human feels of working together with robots, perhaps we can create a better working environment. This paper describes the results of our findings about how human feel when collaborating with robot (s).


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


2019 ◽  
Vol 6 ◽  
pp. 205566831986214
Author(s):  
Eukene Imatz-Ojanguren ◽  
Gema Sánchez-Márquez ◽  
Jose Ramón Asiain-Aristu ◽  
Joxean Cueto-Mendo ◽  
Edurne Jaunarena-Goicoechea ◽  
...  

Introduction Functional electrical stimulation applies electrical pulses to the peripheral nerves to artificially achieve a sensory/motor function. When applied for the compensation of foot drop it provides both assistive and therapeutic effects. Multi-field electrodes have shown great potential but may increase the complexity of these systems. Usability aspects should be checked to ensure their success in clinical environments. Methods We developed the Fesia Walk device, based on a surface multi-field electrode and an automatic calibration algorithm, and carried out a usability study to check the feasibility of integrating this device in therapeutic programs in clinical environments. The study included 4 therapists and 10 acquired brain injury subjects (8 stroke and 2 traumatic brain injury). Results Therapists and users were “very satisfied” with the device according to the Quebec User Evaluation of Satisfaction with Assistive Technology scale, with average scores of 4.1 and 4.2 out of 5, respectively. Therapists considered the Fesia Walk device as “excellent” according to the System Usability Scale with an average score of 85.6 out of 100. Conclusions This study showed us that it is feasible to include surface multi-field technology while keeping a device simple and intuitive for successful integration in common neurorehabilitation programs.


2016 ◽  
Vol 33 (S1) ◽  
pp. s260-s261
Author(s):  
A. Porras Segovia ◽  
P. Calvo Rivera ◽  
B. Girela Serrano ◽  
L. Gutierrez Rojas

IntroductionLong-acting injectable aripiprazole is the most recently introduced depot treatment in schizophrenia.ObjectivesThe objective of this study is to determine the tolerability and safety of this new treatment.AimsThe aim is to provide useful information regarding the use of this new drug.MethodsOur sample consists on 20 patients treated with a monthly dose of long-acting ariprazole. They were previously stabilized on oral aripiprazole before the first injection. The data on tolerability and safety were obtained by face-to-face interviews, using the Hogan Drug Attitude Inventory, the Patient Satisfaction with Medication Questionnaire and the UKU Side Effects Scale.ResultsOur sample consists of 20 patients, with a 50/50 gender distribution and a mean age of 39 years. The average score in the satisfaction scale Hogan was positive (an average of 7.25). In the Patient Satisfaction With Medication Questionnaire, 85% said they were satisfied with the new treatment, compared with 15% who showed some degree of dissatisfaction with the change. Overall, 90% of patients showed a preference for the current treatment compared to the previous. The patients showed good tolerance to medication, with a low score in the UKU scale (total score = 13.5). Side effects did not interfere with daily activity of the patient.ConclusionsLong acting injectable aripiprazole proved to be a safe treatment, with a good degree of acceptance among patients. These advantages makes of this new drug a useful addition to our kit tool.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2020 ◽  
Vol 6 (2) ◽  
pp. 217
Author(s):  
Muchtar Kusuma ◽  
Nizamuddin Nizamuddin ◽  
Nasaruddin Nasaruddin

Rapid assessment is part of disaster emergency response that are covering quick and precise assessments to the calamity place, casualties and damaged building. So far, rapid assessment in BPBD Aceh Barat is still conducted manually without an information system within its management of disaster emergency response. To support a successful result in emergency response activity, designing an android based rapid assessment application system is demanded to facilitate the public users (community/volunteer) and trained users (TRC Team) of BPBD Aceh Barat. Research methods of the study was based on Perka BNPB and previous studies. Then, continued by building prototype, and users System Usability Scale test. This research result is an android based rapid assessment application. The procedure is by inputting data by user via Android application that contained disaster info, casualties, refugee data, building damage, volunteer and humanitarian logistic. Then validated at www.tdb-aceh.com. Users can access to news and information, BNPB regulations, important dials, and TRC BPBD members on application. SUS test results showed that public users of 12 respondents average score is 68,95 and trained users of 3 respondents average score is 67,5. Analysis to both respondents group showed that the application is well-integrated, user friendly, and easy to understand.


Author(s):  
Putu Anggara Mahardika ◽  
I Made Arsa Suyadnya ◽  
Komang Oka Saputra

Markerless Augmented Reality (AR) is a technology that combines two-dimensional or three-dimensional virtual objects into a real environment and then projects these virtual objects in real time without the need for a special marker. In this research, the Markerless AR application will be used to simulate room decoration with 3-dimensional objects. This research was built using the Java programming language and using supporting applications namely Android Studio and Wikitude library. Based on the results of testing with the Black-box method, the overall functionality of the application has run well, besides testing also uses the System Usability Scale (SUS) method by giving questionnaires to 20 application users. The results of the System Usability Scale (SUS) test obtained an average score of 73.13. In grouping the SUS percentile score, the value of 73.13 is in Class C, wherein this assessment the application is acceptable and can be used easily by the user.


Author(s):  
Venant Uzayisenga ◽  
Tri Kuntoro Priyambodo

As result of the development of technology, most of modern computer and smartphones are Bluetooth and Wi-Fi direct wireless technologies enabled. While those wireless technologies come with the benefits of interconnecting devices without the need access point or central base station. However, computer and smartphones connected via Bluetooth based or via Wi-Fi Direct connection does not guarantee intercommunication or data transmission in meaningful way. Therefore, third party software is always needed to help for achieving data transmission. In this research an effort is done to design and develop P2P software applications and web based application by using C# and ASP.net MVC programming languages as features of Visual Studio 2017. Application would facilitate P2P communication of interconnected devices via the same channel. Built software system has been tested based on functional testing method, and usability testing. The result from functional testing shows that P2P communication meets functional requirements while usability testing has an average score of 72.2% from System Usability Scale method. The results from SUS scores brands our proposed P2P communication system to be good and highly accepted.


Author(s):  
N Korsten ◽  
JG Taylor

In order to achieve ‘affective computing’ it is necessary to know what is being computed. That is, in order to compute with what would pass for human emotions, it is necessary to have a computational basis for the emotions themselves. What does it mean quantitatively if a human is sad or angry? How is this affective state computed in their brain? It is this question, on the very core of the computational nature of the human emotions, which is addressed in this chapter. A proposal will be made as to this computational basis based on the well established approach to emotions as arising from an appraisal of a given situation or event by a specific human being.


Author(s):  
Dylan Evans

The most recent discipline to have entered the debate on emotion is artificial intelligence. Since the early 1990s, computer scientists have become increasingly interested in building systems and devices that can recognize and simulate human emotions, and workers in robotics are already making some progress in this area. ‘The computer that cried’ discusses recent developments in affective computing and speculates on where it will lead. Will we succeed in building robots that have feelings just like we do? What might be the consequences of such technology? We may find that building artificial life forms with emotions—either virtual agents in a simulated world or real physical robots—helps us to understand more about our own emotions.


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