I. Lefter
36 records found
1
Buffer scheduling for improving on-time performance and connectivity with a multi-objective simulation–optimization model
A proof of concept for the airline industry
Schedule design in the transportation and logistics sector is a widely studied problem. Transport service providers, such as the train industry and aviation, aim for schedules to be on-time according to the planning (i.e., on-time performance or OTP) in order to increase the serv
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Simplifications of the real world affect the validity and reliability of gaming simulations. This challenges the application of gaming simulations as an instrument for experiential learning, reflective practices and data collection. This study investigates the effects of simplifi
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Affective Computing for Mental Wellbeing
Challenges, Opportunities, and Promising Synergies
This paper provides an overview of the Workshop on Affective Computing for Mental Wellbeing (mWELL) hosted at the 11th International Conference on Affective Computing and Intelligent Interaction (ACII) in 2023. The workshop aims to bring together researchers, practitioners, and e
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Affective aggression is a form of aggression characterized by impulsive reactions driven by strong negative emotions. Despite the extensive research in the area of automatic emotion recognition, affective aggression is a phenomenon that has received less attention. This study inv
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The monitoring of an escalating negative interaction has several benefits, particularly in security, (mental) health, and group management. The speech signal is particularly suited to this, as aspects of escalation, including emotional arousal, are proven to easily be captured by
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This study investigates whether an agent-based Negotiation Training System (NTS) can teach women Strategic Empathy - a recently introduced negotiation strategy based on perspective taking - and whether this can improve their negotiation performance. Developed and tested through a
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Whereas entertainment games are capable of creating deeply rewarding and emotional experiences, applied game projects often result in products that, while potentially effective, are lacking in many other aspects of the user experience. This may be due to the fact that the focus o
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Background: Generalized anxiety disorder (GAD) refers to extreme, uncontrollable, and persistent worry and anxiety. The disorder is known to affect the social functioning and well-being of millions of people, but despite its prevalence and burden to society, it has proven
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Re-framing engagement for applied games
A conceptual framework
Although games are frequently described as ‘engaging’, what this means exactly continues to be subject of debate in game literature. Engagement is often defined through related concepts like immersion and positive emotions. However, this neglects the fact that applied games aim t
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Dive Deeper
Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
Validation of serious games tends to focus on evaluating their design as a whole. While this helps to assess whether a particular combination of game mechanics is successful, it provides little insight into how individual mechanics contribute or detract from a serious game's purp
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Manufacturing companies are confronted with challenges due to increasing flexibility requirements and skill gaps. Augmented Reality applications offer an efficient way to overcome these tensions by enhancing the interaction between people and technology. The positive effects of A
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Urban energy consumption is expected to continuously increase alongside rapid urbanization. The building sector represents a key area for curbing the consumption trend and reducing energy-related emissions by adopting energy efficiency strategies. Building age acts as a proxy for
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The INTERSPEECH 2021 computational paralinguistics challenge
COVID-19 cough, COVID-19 speech, escalation & primates
The INTERSPEECH 2021 Computational Paralinguistics Challenge addresses four different problems for the first time in a research competition under well-defined conditions: In the COVID-19 Cough and COVID-19 Speech Sub-Challenges, a binary classification on COVID-19 infection has t
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MuSe 2020 Challenge and Workshop
Multimodal Sentiment Analysis, Emotion-target Engagement and Trustworthiness Detection in Real-life Media: Emotional Car Reviews in-the-wild
Multimodal Sentiment Analysis in Real-life Media (MuSe) 2020 is a Challenge-based Workshop focusing on the tasks of sentiment recognition, as well as emotion-target engagement and trustworthiness detection by means of more comprehensively integrating the audio-visual and language
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Background. Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods. This study uses a participatory design and the application of a board gaming simulation as instrument
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The Multimodal Dataset of Negative Affect and Aggression
A Validation Study
Within the affective computing and social signal processing communities, increasing efforts are being made in order to collect data with genuine (emotional) content. When it comes to negative emotions and even aggression, ethical and privacy related issues prevent the usage of ma
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NAA
A Multimodal Database of Negative Affect and Aggression
We present the collection and annotation of a multi-modal database with negative human-human interactions. The work is part of supporting behavior recognition in the context of a virtual reality aggression prevention training system. The data consist of dyadic interactions betwee
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Negative emotions and stress can impact human-human interactions and eventually lead to aggression. From the perspective of surveillance systems, it is of high importance to recognize as soon as an interaction escalates and human intervention is needed. One of the limitations of
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