I am currently taking a Bachelor of Science in Computer Science along with a minor in Japanese studies. I am also a member of the Computer Society of Ateneo and the Ateneo College Glee Club.
I am currently taking a Bachelor of Science in Computer Science along with a minor in Japanese studies. I am also a member of the Computer Society of Ateneo and the Ateneo College Glee Club.
The researchers undertaking this project aim to develop several emotionally intelligent ECAs that can recognize and respond effectively to user affect. The project begins with a selection of application areas for which it may be possible to build an ECA. These application areas may include but are not limited to educational software, games, productivity tools, business tools and others. Having selected the target domain or domains and the target audience, the ECA’s physical appearance will then be designed. Several designs will be tested using a Wizard-of-Oz technique to determine which design appeals most to the users. Concurrently, the researchers will conduct focus group discussions and observations of human-to-human and human-to-machine interactions to determine appropriate responses to certain user affective states. After a design has been selected, the models of user affect will be integrated with the ECA. This emotionally intelligent ECA will then be tested again to determine whether it indeed recognizes user affective states, whether it responds appropriately and how it’s responses affect users.
Funded by Philippine Council for Industry, Energy and Emerging Technology Research and Development (PCIEERD)
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Joyce is a senior student currently taking a Bachelor’s Degree in Computer Science at the Ateneo de Manila University. She had her Junior Term Abroad program at the Université Catholique de Lille where she studied UNIX programming systems, C++ and Virtualization. Her research interests include affective computing particularly on the effect of frustration in video games on the quality of human performance.
Thesis Title: Development of an Affect-Sensitive Game Agent
Thesis Abstract:
Brain-computer interfaces (BCIs), a communication link between the brain of a user and a computer, have found their way into the gaming industry. This paper is a continuation to a previously conducted thesis that developed a prototype of an affect-sensitive game. It will address several questions, most prominently concerning the proper utilization of the OCZ Neural-Impulse Actuator in order to create affective elements that contribute to the development of an affective game. After creating a stable plot for the game, we will explore the possibilities of designing BCI-dependent or affect-sensitive agents that change accordingly in accordance to the user’s brain waves.
Members:
Tricia Monsod
Jason King Li
Thesis title: Design and Development of an affect-sensitive horror game
Abstract:
The purpose of this thesis is to determine fear using the signals recorded by a Brain-Computer Interface (BCI) device and incorporate this information into an affect-sensitive horror game. The researchers will use the information regarding fear from the player so that they would be able to create and manipulate different states of game play to enhance the game experience.
Members:
Gabriel Matias
Izzabella Perez
Tiffang Kang
Thesis Title: Affect-Sensitive Simulation for Job Interviews
Abstract: Having finished their studies, fresh college graduates have to eventually apply for a job. More often than not, before being accepted and employed into a company, the fresh grad would have to be interviewed by the company’s HR. Without any prior experience in working for a company, the interview might be intimidating to some fresh grads. The goal of this research is to design and develop an affect-sensitive job interview simulation to help these newly-graduated students looking for a job get used to the situation and the pressure of being interviewed for a company they seek to be employed in. Through the use of a 1-on-1 interview simulation, the user may be able to personally interact with an interviewer AI. By the end of the simulation, appropriate feedback is to be given to help improve the user’s disposition. Generally, the project seeks to condition the user to not panic or become anxious as he is being interviewed.
Members:
Robert John B. Locsin
Vincent Mathieus C. Syling
Ryan Ralph B. Sibbaluca
Thesis Title: Detecting Driver Anxiety
Abstract: To follow.
Members:
Francis Macam
Thesis Title: Determining the Relationship between Player Frustration and Learning and Mastery in Video Games
Abstract: The main purpose of this paper is to determine the effects of frustration on learning and mastery in video games. For this study, the target population is high school students. Using an frustration-inducing game as a testbed, we will study the relationship between in-game events, frustration and learning and master; the researchers will try to determine the correlation between them. The following data gathering methods will be used to conduct the experiment: 1. biometrics, 2. video and audio recording, 3. log file analysis and, 4. survey results.
Members
Neil Adrian B. Abendan
Joyce Villanueva
Kim Flores