Assistive technology has the potential to enhance the level of independence of people with dementia, thereby increasing the possibility of supporting home-based care. In general, people with dementia are reluctant to change; therefore, it is important that suitable assistive technologies are selected for them. Consequently, the development of predictive models that are able to determine a person's potential to adopt a particular technology is desirable. In this paper, a predictive adoption model for a mobile phone-based video streaming system, developed for people with dementia, is presented. Taking into consideration characteristics related to a person's ability, living arrangements, and preferences, this paper discusses the development of predictive models, which were based on a number of carefully selected data mining algorithms for classification. For each, the learning on different relevant features for technology adoption has been tested, in conjunction with handling the imbalance of available data for output classes. Given our focus on providing predictive tools that could be used and interpreted by healthcare professionals, models with ease-of-use, intuitive understanding, and clear decision making processes are preferred. Predictive models have, therefore, been evaluated on a multi-criterion basis: in terms of their prediction performance, robustness, bias with regard to two types of errors and usability. Overall, the model derived from incorporating a k-Nearest-Neighbour algorithm using seven features was found to be the optimal classifier of assistive technology adoption for people with dementia (prediction accuracy 0.84 ± 0.0242).
One of the challenges in virtual environments is the difficulty users have in interacting with these increasingly complex systems. Ultimately, endowing machines with the ability to perceive users emotions will enable a more intuitive and reliable interaction. Consequently, using the electroencephalogram as a bio-signal sensor, the affective state of a user can be modelled and subsequently utilised in order to achieve a system that can recognise and react to the user's emotions. This paper investigates features extracted from electroencephalogram signals for the purpose of affective state modelling based on Russell's Circumplex Model. Investigations are presented that aim to provide the foundation for future work in modelling user affect to enhance interaction experience in virtual environments. The DEAP dataset was used within this work, along with a Support Vector Machine and Random Forest, which yielded reasonable classification accuracies for Valence and Arousal using feature vectors based on statistical measurements and band power from the α, β, δ, and θ waves and High Order Crossing of the EEG signal.
The advancement in technology indicates that there is an opportunity to enhance human-computer interaction by way of affective state recognition. Affective state recognition is typically based on passive stimuli such as watching video clips, which does not reflect genuine interaction. This paper presents a study on affective state recognition using active stimuli, i.e. facial expressions of users when they attempt computerised tasks, particularly across typical usage of computer systems. A data collection experiment is presented for acquiring data from normal users whilst they interact with software, attempting to complete a set of predefined tasks. In addition, a hierarchical machine learning approach is presented for facial expression-based affective state recognition, which employs an Euclidean distance-based feature representation, conjointly with a customised encoding for users' self-reported affective states. Consequently, the aim is to find the potential relationship between the facial expressions, as defined by Paul Ekman, and the self-reported emotional states specified by users using Russells Circumplex model, in relation to the actual feelings and affective states. The main findings of this study suggest that facial expressions cannot precisely reveal the actual feelings of users whilst interacting with common computerised tasks. Moreover, during active interaction tasks more variation occurs within the facial expressions of participants than occurs within passive interaction.
Artificial intelligence for digital games constitutes the implementation of a set of algorithms and techniques from both traditional and modern artificial intelligence in order to provide solutions to a range of game dependent problems. However, the majority of current approaches lead to predefined, static and predictable game agent responses, with no ability to adjust during game-play to the behaviour or playing style of the player. Machine learning techniques provide a way to improve the behavioural dynamics of computer controlled game agents by facilitating the automated generation and selection of behaviours, thus enhancing the capabilities of digital game artificial intelligence and providing the opportunity to create more engaging and entertaining game-play experiences. This paper provides a survey of the current state of academic machine learning research for digital game environments, with respect to the use of techniques from neural networks, evolutionary computation and reinforcement learning for game agent control.
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