Affective Computing 2008
DOI: 10.5772/6180
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From the Lab to the Real World: Affect Recognition Using Multiple Cues and Modalities

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Cited by 77 publications
(46 citation statements)
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“…The main topics explored in robot attributes include robot's appearance, such as Uncanny Valley (Mori, 1970;Walters et al 2008;Kanda et al 2008;Ishiguro, 2006) and Social Space (Walters et al 2006;Walters, 2008), robot's behavior such as Turn-Taking (Thórisson, 2002;Calinon and Billard, 2006;Kose-Bagci et al 2008;Breazeal, 2003b) and Contingency (Dautenhahn and Werry, 2000;Yamaoka et al 2007), the synchronization of robot's capabilities (Marek et al 2007;Katsushi et al 2008;Tetsuya et al 2008;Michalowski et al 2008;Aucouturier et al 2008;Kosuge et al 2008;Breazeal, 2001;Wahlster, 2003;Alexandersson et al 2004;Minoru et al 2006;Tatsuya et al 2008), and moreover, Affective Computing (Picard, 1995;Tao et al 2005;Pantic and Rothkrantz, 2003;Gunes et al 2008;Cohn, 2010;Cohn & Sayette, 2010). …”
Section: Robot Attributesmentioning
confidence: 99%
“…The main topics explored in robot attributes include robot's appearance, such as Uncanny Valley (Mori, 1970;Walters et al 2008;Kanda et al 2008;Ishiguro, 2006) and Social Space (Walters et al 2006;Walters, 2008), robot's behavior such as Turn-Taking (Thórisson, 2002;Calinon and Billard, 2006;Kose-Bagci et al 2008;Breazeal, 2003b) and Contingency (Dautenhahn and Werry, 2000;Yamaoka et al 2007), the synchronization of robot's capabilities (Marek et al 2007;Katsushi et al 2008;Tetsuya et al 2008;Michalowski et al 2008;Aucouturier et al 2008;Kosuge et al 2008;Breazeal, 2001;Wahlster, 2003;Alexandersson et al 2004;Minoru et al 2006;Tatsuya et al 2008), and moreover, Affective Computing (Picard, 1995;Tao et al 2005;Pantic and Rothkrantz, 2003;Gunes et al 2008;Cohn, 2010;Cohn & Sayette, 2010). …”
Section: Robot Attributesmentioning
confidence: 99%
“…Setting may heavily influence how people experience and engage with content, with real-world contexts producing different facial behavior than expected from lab studies [7]. This may be due to the subject being restricted in terms of motion, or limited due to social expectations, or simply affected by an unfamiliar room, device or people [8]. As an example, Fridlund [9] shows that viewer's responses to videos are influenced by context, responses in social situations are heightened when compared to responses in non-social settings.…”
Section: Fig 1: Overview Of What the User Experience Was Like Andmentioning
confidence: 99%
“…Techniques used to quantify affective responses using objectively manifested responses include analysis of facial expressions (Zeng, Pantic, Roisman, and Huang 2009) and electroencephalography (Schaaff 2009). The challenge with these techniques is that the features taken as a proxy for the underlying construct need to be identified and signals from different sources meaningfully combined (Gunes, Piccardi, and Pantic, 2008). …”
Section: Introductionmentioning
confidence: 99%