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Adaptive model for biofeedback data flows management in the design of interactive immersive environments

Bibliographic Details
Main Author: Gomes, Paulo Veloso
Publication Date: 2021
Other Authors: Marques, António, Donga, João, Sá, Catarina, Correia, António, Pereira, Javier
Format: Article
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10400.22/18160
Summary: The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.
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spelling Adaptive model for biofeedback data flows management in the design of interactive immersive environmentsMental health and wellnessAffective computingEmpathyImmersive environmentsAugmented realityVirtual realityElectroencephalographyBiofeedbackAffective feedbackThe interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.MDPIREPOSITÓRIO P.PORTOGomes, Paulo VelosoMarques, AntónioDonga, JoãoSá, CatarinaCorreia, AntónioPereira, Javier2021-07-23T10:18:16Z2021-05-272021-05-27T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.22/18160eng2076-341710.3390/app11115067info:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-03-07T10:13:09Zoai:recipp.ipp.pt:10400.22/18160Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-29T00:42:48.694531Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Adaptive model for biofeedback data flows management in the design of interactive immersive environments
title Adaptive model for biofeedback data flows management in the design of interactive immersive environments
spellingShingle Adaptive model for biofeedback data flows management in the design of interactive immersive environments
Gomes, Paulo Veloso
Mental health and wellness
Affective computing
Empathy
Immersive environments
Augmented reality
Virtual reality
Electroencephalography
Biofeedback
Affective feedback
title_short Adaptive model for biofeedback data flows management in the design of interactive immersive environments
title_full Adaptive model for biofeedback data flows management in the design of interactive immersive environments
title_fullStr Adaptive model for biofeedback data flows management in the design of interactive immersive environments
title_full_unstemmed Adaptive model for biofeedback data flows management in the design of interactive immersive environments
title_sort Adaptive model for biofeedback data flows management in the design of interactive immersive environments
author Gomes, Paulo Veloso
author_facet Gomes, Paulo Veloso
Marques, António
Donga, João
Sá, Catarina
Correia, António
Pereira, Javier
author_role author
author2 Marques, António
Donga, João
Sá, Catarina
Correia, António
Pereira, Javier
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv REPOSITÓRIO P.PORTO
dc.contributor.author.fl_str_mv Gomes, Paulo Veloso
Marques, António
Donga, João
Sá, Catarina
Correia, António
Pereira, Javier
dc.subject.por.fl_str_mv Mental health and wellness
Affective computing
Empathy
Immersive environments
Augmented reality
Virtual reality
Electroencephalography
Biofeedback
Affective feedback
topic Mental health and wellness
Affective computing
Empathy
Immersive environments
Augmented reality
Virtual reality
Electroencephalography
Biofeedback
Affective feedback
description The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-23T10:18:16Z
2021-05-27
2021-05-27T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.22/18160
url http://hdl.handle.net/10400.22/18160
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2076-3417
10.3390/app11115067
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv MDPI
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dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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reponame_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
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