2016
DOI: 10.26729/jadi.v2i2.2108
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Abordagem para a interação afetiva: um estudo de caso com player de música

Abstract: Current studies in the field of Human-Computer Interaction highlight the relevance of emotional aspects while interacting with computers systems. It is believed that by allowing intelligent agents to identify user’s emotions it becomes possible to induce and arouse emotions itself in order to stimulate the users in their activities. One of the great challenges for researchers is to provide systems capable of recognizing, interpreting and reacting intelligently and sensitively to the emotions of the user. In th… Show more

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Cited by 3 publications
(2 citation statements)
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“…4). Our case study, which involves a music player, FlexPersuade loads the playlist that best suits the user's current emotional state (Mano et al 2016c). For example, if the framework ranks the user's emotional experience as "sad", the player loads a playlist best suited to this feeling, or even tries to "persuade" to lower the level of sadness and change his/her emotional state.…”
Section: Our Generic Approach For Emotional Interactionmentioning
confidence: 99%
“…4). Our case study, which involves a music player, FlexPersuade loads the playlist that best suits the user's current emotional state (Mano et al 2016c). For example, if the framework ranks the user's emotional experience as "sad", the player loads a playlist best suited to this feeling, or even tries to "persuade" to lower the level of sadness and change his/her emotional state.…”
Section: Our Generic Approach For Emotional Interactionmentioning
confidence: 99%
“…In addition, the database allows making an advanced design of systems to convert texts to voice (e.g., transcribe foreign speech) or systems of language education in LIBRAS Frota et al (2015); Durlak (2015); Weiss et al (2017). In Ambient Assisted Living, our database can help in assisting people with disabilities to communicate and to provide interactivity with computer systems or smartphones (e.g., to recognize Gonçalves et al (2016); Mano et al (2016a;2016c) and conduct decision-making process by speech Filho et al (2018); Khunt and Prabu (2018)). Also, the VERBO may provide the support needed for serious game applications in the treatment of children with autism, and in engaging of teenagers with Down Syndrome, improving their communication and speech skills Bernardini et al (2014); Gonzàlez-Ferreras et al (2017).…”
Section: Applicabilitymentioning
confidence: 99%