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添加93字节 、 2021年7月22日 (四) 22:49
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  One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions.
 
  One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions.
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情感计算是研究和开发能够识别、解释、处理和模拟人类情感的系统和设备。这是一个跨越计算机科学、心理学和认知科学的跨学科领域。而这一领域的一些核心思想可以追溯到早期的情感哲学研究,陶和谭引用了这些思想。更现代的计算机科学分支起源于 Rosalind Picard 1995年的论文“ Affective Computing”MIT 技术报告 # 321(摘要) ,1995年关于 Affective Computing 和她由 MIT 出版社出版的书 Affective Computing。这项研究的动机之一是赋予机器情商的能力,包括模拟移情。机器应该解读人类的情绪状态,并使其行为适应人类的情绪,对这些情绪作出适当的反应。
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情感计算是研究和开发能够识别、解释、处理和模拟人类情感的系统和设备。这是一个跨越计算机科学、心理学和认知科学的跨学科领域。而这一领域的一些核心思想可以追溯到早期的情感哲学研究,陶和谭引用了这些思想。更现代的计算机科学分支起源于 Rosalind Picard 1995年的论文“ Affective C omputing”MIT 技术报告 # 321(摘要) ,1995年关于 Affective Computing 和她由 MIT 出版社出版的书 Affective Computing。这项研究的动机之一是赋予机器情商的能力,包括模拟移情。机器应该解读人类的情绪状态,并使其行为适应人类的情绪,对这些情绪作出适当的反应。
    
== Areas ==
 
== Areas ==
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= = = 算法 = = =
 
= = = 算法 = = =
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The process of speech/text affect detection requires the creation of a reliable [[database]], [[knowledge base]], or [[vector space model]],<ref name = "Osgood75">
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The process of speech/text affect detection requires the creation of a reliable [[database]], [[knowledge base]], or [[vector space model]],<ref name="Osgood75">
 
{{cite book
 
{{cite book
 
  | author = Charles Osgood
 
  | author = Charles Osgood
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
!情感! !行动单位 |-| 快乐 | | 6 + 12 |-| 悲伤 | | 1 + 4 + 15 |-| 惊喜 | | 1 + 2 + 5 b + 26 |-| 恐惧 | | 1 + 2 + 4 + 5 + 20 + 26 |-愤怒 | 4 + 5 + 7 + 23 |-| 厌恶 | 9 + 15 + 16 |-| 藐视 | R12A + R14A | }
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!情感! !行动单位 |<nowiki>-| 快乐 | | 6 + 12 |-| 悲伤 | | 1 + 4 + 15 |-| 惊喜 | | 1 + 2 + 5 b + 26 |-| 恐惧 | | 1 + 2 + 4 + 5 + 20 + 26 |-愤怒 | 4 + 5 + 7 + 23 |-| 厌恶 | 9 + 15 + 16 |-| 藐视 | R12A + R14A | }</nowiki>
    
====Challenges in facial detection====
 
====Challenges in facial detection====
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要确保传感器发出红外光并监测反射光总是指向同一极端,可能有些麻烦,尤其是在使用计算机时,受试者经常伸展和重新调整自己的位置。还有其他因素可以影响一个人的血容量脉搏。因为这是通过四肢血液流量的测量,如果受试者感到热或特别冷,那么他们的身体可能允许更多或更少的血液流向四肢---- 所有这一切都与受试者的情绪状态无关。
 
要确保传感器发出红外光并监测反射光总是指向同一极端,可能有些麻烦,尤其是在使用计算机时,受试者经常伸展和重新调整自己的位置。还有其他因素可以影响一个人的血容量脉搏。因为这是通过四肢血液流量的测量,如果受试者感到热或特别冷,那么他们的身体可能允许更多或更少的血液流向四肢---- 所有这一切都与受试者的情绪状态无关。
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[[File:Em-face-2.png|thumb|left| The corrugator supercilii muscle and zygomaticus major muscle are the 2 main muscles used for measuring the electrical activity, in facial electromyography]]
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[[File:Em-face-2.png|thumb|left| The corrugator supercilii muscle and zygomaticus major muscle are the 2 main muscles used for measuring the electrical activity, in facial electromyography|链接=Special:FilePath/Em-face-2.png]]
    
thumb|left| The corrugator supercilii muscle and zygomaticus major muscle are the 2 main muscles used for measuring the electrical activity, in facial electromyography
 
thumb|left| The corrugator supercilii muscle and zygomaticus major muscle are the 2 main muscles used for measuring the electrical activity, in facial electromyography
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面部肌电图是一种通过放大肌肉收缩时产生的微小电脉冲来测量面部肌肉电活动的技术。O </o < o </o < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o < > < o </o < > < o </o < > < o </o < > < o < > < o </o < > < o < > < o < > < o </o < > < o </o < > < o < > < o < > < o < > < o </o < > < o </o < > < o </o < > < o < > < > < o < > < > < o < > < > < > < o < > < > < o </o < >.当你微笑时,颧肌的主要肌肉负责将嘴角向后拉,因此是用来测试积极情绪反应的肌肉。
 
面部肌电图是一种通过放大肌肉收缩时产生的微小电脉冲来测量面部肌肉电活动的技术。O </o < o </o < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o </o < > < o < > < o </o < > < o </o < > < o </o < > < o < > < o </o < > < o < > < o < > < o </o < > < o </o < > < o < > < o < > < o < > < o </o < > < o </o < > < o </o < > < o < > < > < o < > < > < o < > < > < > < o < > < > < o </o < >.当你微笑时,颧肌的主要肌肉负责将嘴角向后拉,因此是用来测试积极情绪反应的肌肉。
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[[File:Gsrplot.svg|500px|thumb|Here we can see a plot of skin resistance measured using GSR and time whilst the subject played a video game. There are several peaks that are clear in the graph, which suggests that GSR is a good method of differentiating between an aroused and a non-aroused state. For example, at the start of the game where there is usually not much exciting game play, there is a high level of resistance recorded, which suggests a low level of conductivity and therefore less arousal. This is in clear contrast with the sudden trough where the player is killed as one is usually very stressed and tense as their character is killed in the game]]
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[[File:Gsrplot.svg|500px|thumb|Here we can see a plot of skin resistance measured using GSR and time whilst the subject played a video game. There are several peaks that are clear in the graph, which suggests that GSR is a good method of differentiating between an aroused and a non-aroused state. For example, at the start of the game where there is usually not much exciting game play, there is a high level of resistance recorded, which suggests a low level of conductivity and therefore less arousal. This is in clear contrast with the sudden trough where the player is killed as one is usually very stressed and tense as their character is killed in the game|链接=Special:FilePath/Gsrplot.svg]]
    
500px|thumb|Here we can see a plot of skin resistance measured using GSR and time whilst the subject played a video game. There are several peaks that are clear in the graph, which suggests that GSR is a good method of differentiating between an aroused and a non-aroused state. For example, at the start of the game where there is usually not much exciting game play, there is a high level of resistance recorded, which suggests a low level of conductivity and therefore less arousal. This is in clear contrast with the sudden trough where the player is killed as one is usually very stressed and tense as their character is killed in the game
 
500px|thumb|Here we can see a plot of skin resistance measured using GSR and time whilst the subject played a video game. There are several peaks that are clear in the graph, which suggests that GSR is a good method of differentiating between an aroused and a non-aroused state. For example, at the start of the game where there is usually not much exciting game play, there is a high level of resistance recorded, which suggests a low level of conductivity and therefore less arousal. This is in clear contrast with the sudden trough where the player is killed as one is usually very stressed and tense as their character is killed in the game
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[[Category:待整理页面]]
 
[[Category:待整理页面]]
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