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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>AfCAI systems: Aective Computing with Context Awareness for Ambient Intelligence. Research proposal.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Grzegorz J. Nalepa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Krzysztof Kutt</string-name>
          <email>kkutt@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Szymon Bobek</string-name>
          <email>sbobek@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mateusz Z. ƒpicki</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AGH University of Science and Technology Al. Mickiewicza 30</institution>
          ,
          <addr-line>30-059 Krakow</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <kwd-group>
        <kwd>context-aware systems</kwd>
        <kwd>emotions</kwd>
        <kwd>mobile devices</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Context-aware systems gained huge popularity over the last decade. Rapid
evolution of personal mobile devices such as smartphones, tablets, smartwatches and
other types of wearables forced researchers and developers to work on ecient
methods for modelling, and processing contextual information. The most recent
research in the area of mobile context-aware systems identies four challenges
that should be met by the every context-aware system. These are [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]:
intelligibility, eciency, privacy and robustness. Assuring these requirements is a major
challenge for systems that operate in dynamic environment, where contextual
information is constantly delivered in a streaming manner. To address the four
challenges, in our previous work we proposed a human-readable rule-language
that is capable of modeling and processing uncertain knowledge with an ecient
rule-engine under the soft real-time constraints. Moreover, knowledge discovery
methods from uncertain streaming data were proposed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Context in context-aware systems can be described as any information that
can be used to characterize the situation of an entity [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Such a broad denition
allows us to consider a variety of factors as the context: (a) physical, collected
using a device’s sensors, e.g. ambient light luminance and user location, (b)
environmental, obtained via software services, e.g. weather and road trac, (c)
organizational, stored in electronic device, e.g. messages and events in a calendar.
All of these values can be treated as a low-level context data. Based on them,
a high-level context can be generated, on which some semantics is introduced,
and a certain interpretation occurs e.g. location is understood as user being
at home or commuting to the university, also some activities like giving the
regular Wednesday lecture are recognized.
      </p>
      <p>
        We assert that a special case of a high-level context may be the emotional
state of the user. In such a case, number of problems to be solved appear. The
most serious are to determine if it is possible to build a high-level emotional state
from low-level contextual data and how to do this. We believe, that Jesse Prinz’s
Embodied Appraisal Theory [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] may be useful to answer the rst question.
According to it, emotions are build up by two parts: (a) form bodily changes
perception (as in the classical James-Lange theory of emotions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]) and (b)
content relationship between agent and environment. As an example, faster heart
rate (form ) and perception of a loud sudden noise ( content ) build up a fear. The
answer to the question of how these low-level blocks ( forms and contents ) state
high-level emotions is among interests of Aective Computing [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] (AfC).
      </p>
      <p>AfC is an interdisciplinary eld of study, where two crucial elements are
considered: modes of data collection and ways of interpreting them in correlation
with aective states corresponding to emotions. Today most often harvested and
processed information are about: speech (prosody: pitch variables, speech rate),
body gestures and poses (3D mapping, motion capture techniques), facial
expressions (visual analysis and electromyography), physiological monitoring (blood
pressure, blood volume pulse, galvanic skin response).
2</p>
    </sec>
    <sec id="sec-2">
      <title>Motivation for AfCAI Systems</title>
      <p>Basically, we are aiming at developing a technology to detect, identify and
interpret human emotional states. We believe, that it can be provided based on
the integration of context-aware systems and aective computing paradigms.
We are planning to identify and characterize aective context data, and provide
knowledge-based models to identify and interpret aects based on this data. A
working name for this technology is simply AfCAI: Aective Computing with
Context Awareness for Ambient Intelligence .</p>
      <p>The area of aective computing shares some characteristics with the area of
mobile context-aware systems that we studied so far. The environment is highly
dynamic in both types of systems, as the biomedical information like heart rate
reading or blood pressure may change rapidly. There exist various factors that
may have impact on the changes of the biomedical parameters. These factors
may not always be observed, or may be delivered to the system with a degree
of uncertainty that needs to be handled appropriately. Finally, the user has
to be aware of what the system does with such sensitive data as biomedical
information. He or she has to understand what is the goal of the system, and
should have the ability to adjust the system to follow his or her goals.</p>
      <p>We consider a certain hierarchy in interpreting aective context data. In the
lowest level, we encounter readings including physical context that is
delivered by the current mobile phone sensors (temperature, location coordinates),
as well as physiological measurements from dedicated biomedical devices (heart
rate, skin temperature, galvanic skin response measurement). This data can be
considered as objective context. On a higher level, we provide certain
conceptualization of this data, that we believe can be provided automatically. Examples
include being at home, or resting heart rate of given person. Then, on the next
level we would like to provide certain interpretation of that conceptualization,
which in the case of the aective data could be relaxed, excited, or
anxious. In fact, an ultimate level could include identication of causal relations
like explanations and prediction.</p>
      <p>Detecting changes in emotional context and explaining it with changes in
physiological context could be used to build complex proles of user emotions.
Such proles could be further used by a computer system to better t the user
preferences, or to react on some alarming changes both in emotional and in
biomedical contexts. Furthermore, existence of complex proles of user emotions
may lead to creation of general proles for emotions at all or at specic
context which could be used for diversity of cases. Awareness of variation in user
emotion in relation to general prole could be then classied as another variable
for objective context (weather, location, activity etc.). This general information
could be then used for better understanding of user emotions in real situations
and better reaction to them. Another case is an introduction of user emotions’
awareness into personal articial assistants, suggestions systems or non-invasive
advertisement. It is also valid to discover shortcomings of current generation
mobile devices for gathering biomedical context, to be aware and ready to develop
tools and methods for future validation and accuracy increase inside framework.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Methods and Tools</title>
      <p>
        In our most recent research [
        <xref ref-type="bibr" rid="ref2 ref3">2,3</xref>
        ] in the area of mobile context-aware systems we
aimed at providing methods for uncertain knowledge modelling and mediation,
to support user in adjusting the system to his or her personal preferences and
habits. Moreover we wanted to improve management of uncertain and incomplete
knowledge management in order to enhance the self-adaptation capabilities of
the system. In particular we proposed:
1. Uncertainty handling Improvement of knowledge management methods
for imperfect or incomplete context that allow for modelling dynamics of the
uncertainty and provide ecient reasoning under incomplete or missing data.
2. Adaptability Proposal of new modelling and context processing methods
that improves the system capabilities to self-adaptability in dynamic mobile
environments.
3. Mediation Formulation of mediation techniques for improving system
intelligibility and adaptability, and help in resolving uncertainty in data.
Both the rapidly changing and uncertain nature of the physiological context,
and the need to explain to the user the system behaviour makes the deliverables
of our previous research t perfectly the AfCAI motivations.
      </p>
      <p>The rst aim of our research is to provide:
1. an integrated sensory framework which will use wearable physiological and
biomedical hardware sensors for detection of user aects.
2. computational models for aect identication and interpretation</p>
      <p>
        Our aim is to provide an integrated sensory framework which will use
wearable physiological and biomedical hardware sensors for detection of user aects.
We are also oriented to feed mobile context-aware systems with this data. These
assumptions lead us to the conclusion that we need to use some small mobile
devices to acquire sensory data. Based on our experience with various hardware,
four devices were selected as the most promising ones:
Empatica E4. An advanced sensory wristband based on the technologies
previously developed in the Aective Computing division of MIT Media Lab 1.
Blood volume pulse and galvanic skin response sensors, as well as infrared
thermopile and accelerometer are on board. It has already been used in
number of research projects [
        <xref ref-type="bibr" rid="ref11 ref5 ref6 ref8 ref9">5,6,8,9,11,13,14</xref>
        ].
      </p>
      <p>Microsoft Band 2. Band developed mainly for tracking tness goals. Equipped
with optical heart rate, skin temperature and galvanic skin response (GSR)
sensors as well as accelerometer, available through well documented Software
Development Kit (SDK).
e-Health Sensor Platform. An open medical monitoring platform supervised
by the Cooking Hacks. It is a shield for Arduino/Raspberry Pi and the set
of sensors that can be plugged in: pulse, oxygen in blood (SPO2), airow
(breathing), body temperature, electrocardiogram (ECG), glucometer,
galvanic skin response (GSR), blood pressure (sphygmomanometer), patient
position (accelerometer) and muscle/electromyography sensor (EMG). Thanks
to build on Arduino, this solution can be combined with various devices and
installations.</p>
      <p>Jawbone UP3. Is an advanced tness band. While it sensory capabilities are
limited compared to the above ones, it is ultra portable and non invasive,
thus increasing opportunities for all day person monitoring.</p>
      <p>What is also important, besides basic sensor reading we want to capture user
reports on their emotional state. Ultimately, information on these states should
be acquired semi-automatically by dedicated mobile applications in the form of
recommendation and mediation 1. However, at the basic stage at which we are
now, sensor recordings are compiled with user surveys prepared to determine
which emotions were experienced during each stage of a prepared experiment.</p>
      <p>In fact in our initial phase of research we prepared and conducted several in
lab experiments to verify our assumptions. The studies were conducted with the
use of Virtual Reality (VR) via Oculus headset to provide emotional stimuli for
more immersive user experience. Three experiments were conducted to collect
the data for preliminary analysis as well as for the comparison of the signals
collected by dierent devices.</p>
      <p>All of these experiments were prepared with a close collaboration with Dr Jan
Argasinski from Jagiellonian University and were conducted with him in the
Department of Games Technology at Jagiellonian. They are described in the
second paper submitted to the AfCAI workshop.</p>
      <p>Based on the data from the experiments we are aiming at building
knowledgebased computational models for aect identication and interpretation.
1 An example of such an approach is in Jawbone UP Coach, where the user is asked
interactively about his past activities.</p>
    </sec>
    <sec id="sec-4">
      <title>Summary</title>
      <p>During the AfCAI workshop in Murcia we elaborated on the issues introduced
above. In particular we discussed in more detail our: vision of AfCAI systems,
ideas about emotion detection and identication based on Prinz’s theory, works
in the area of context aware systems, proposal of aective context aware
architecture, outlook at building knowledge-based computational models for aect
identication and interpretation.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgment</title>
      <p>This work was partially funded by the National Science Centre, Poland as a part
of the KnowMe project (registration number 2014/13/N/ST6/01786).
13. Sano, A., Picard, R.W.: Stress recognition using wearable sensors and mobile
phones. In: Aective Computing and Intelligent Interaction (ACII), 2013 Humaine
Association Conference on. pp. 671676. IEEE (2013)
14. Song, M., DiPaola, S.: Exploring dierent ways of navigating
emotionallyresponsive artwork in immersive virtual environments. In: Proceedings of the
Conference on Electronic Visualisation and the Arts. pp. 232239. British Computer
Society (2015)</p>
    </sec>
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