16:06   Demo Session 2 - (1st/2nd Balconies)
Chair: Jonathan Gratch, Ioannis Patras, Marc Schröder
OSSE: an Open Source Socio-Emotional simulator
Nicolas Sabouret, Magalie Ochs
Abstract: In this article, we present the Open-Source Socio Emotional (OSSE) simulator. This software was first designed in the context of game industry. It allows game designers to describe characters and scenes, as a set of emotional events, so as to study the dynamics of emotions and social relation among characters.
Emotional Communication with Interactive Artwork – The Chameleon Project
Tina Maree Gonsalves, Chris Frith, Bruno Averbeck, Youssef Kashef, Rana El kaliouby, Ros Picard, Nadia Berthouze, Matt Iacobini, Hugo Critchley, Helen Sloan
Abstract: This demonstration allows audience participation with prototype 07 of the Chameleon Project, an interactive artwork exploring emotional contagion, built with a cross disciplinary group. It demonstrates the ACII 2009 accepted poster presentation “Creating Emotional Communication with Interactive Artwork” (Iacobini, Gonsalves, Frith, Berthouze et al).
Affective haptic garment enhancing communication in Second Life.
Dzmitry Tsetserukou, Alena Neviarouskaya
Abstract: Driven by the motivation to enhance emotionally immersive experience of communication in Second Life, we propose a conceptually novel approach to reinforcing own feelings and reproducing the communicating partner’s emotions through affective garment, iFeel_IM!. The emotions detected from text are stimulated by innovative haptic devices integrated into iFeel_IM!.
A collaborative Personalized Affective Video Retrieval System
Mohammad Soleymani, Jeremy Davis, Thierry Pun
Abstract: In this demonstration, a collaborative personalized affective video retrieval is introduced. A dataset of 155 video clips extracted from Hollywood movies were annotated by the emotion felt by participants. More than 1300 annotations from 40 participants were gathered in a database to be used for affective retrieval system. The retrieval system is able to retrieve videos based on emotional keyword query as well as arousal and valence query. The user’s personal profile (gender, age, cultural background) was employed to improve the collaborative filtering in retrieval
Roll and Rock: Exploring the Affective Loop in a Pen
Miguel Bruns Alonso, Caroline c.m. Hummels, David v. Keyson
Abstract: The current demonstrator presents an affective pen prototype that responds to bodily expressions of stress. The pen measures two stress indicators, roll and rock, and provides multimodal feedback to engage the user in an affective loop. Scenarios are explored that either support in reducing, or stimulate a specific behavior.
GraphLaugh: a Tool for the Interactive Generation of Humorous Puns
Alessandro Valitutti, Oliviero Stock, Carlo Strapparava
Abstract: Automatic generation of funny texts requires a high level of creativity and world knowledge. A possible solution consists of the decomposition of the text generation process in an interactive activity in which human user and computational system collaborate and integrate their distinctive abilities. We focus on a simple type of short humorous text: a pun obtained through the variation of a familiar expression. The variation is performed through the substitution of a word with a phonetically similar word. We implemented an interactive tool with which lexical associations are automatically proposed to the user who can control the lexical selection before applying the word substitution to the familiar expression.
iCalm: Measuring Electrodermal Activity in Almost Any Setting
Elliott Hedman, Ming-Zher Poh, Oliver Wilder-Smith, Rich Fletcher, Matthew S. Goodwin, Rosalind Picard
Abstract: The iCalm sensor is a wireless, wearable, washable wristband that can measure electrodermal activity and physical activity in almost any natural setting. This platform has many applications including health monitoring for outpatients, communication of affective information for people who are non-speaking or otherwise interested in sharing this information, education for individuals who want to learn about their own internal physiological changes during daily life, and customer experience data gathering in mobile situations.
Dynamic Emotion and Personality Synthesis
Ian Wilson
Abstract: Emotion AI Emotion and Personality Synthesis technology is a solution to the problem of displaying expressive lifelike digital characters without the time and costs involved with traditional hand animation or motion capture. In addition these characters are fully interactive, being driven procedurally using various forms of pre processed input that are modulated through a system that simulates various neural pathways, neuro chemicals and neuro transmitters and finally models output through the various nerve pathways involved in facial expression and body posture muscle contractions.