Socio-Cognitive and Affective Computing


Book Description

This book is a printed edition of the Special Issue "Socio-Cognitive and Affective Computing" that was published in Applied Sciences




Principles and Applications of Socio-Cognitive and Affective Computing


Book Description

Recent advances in socio-cognitive and affective computing require further study as countless benefits and opportunities have emerged from these innovative technologies that may be useful in a number of contexts throughout daily life. In order to ensure these technologies are appropriately utilized across sectors, the challenges and strategies for adoption as well as potential uses must be thoroughly considered. Principles and Applications of Socio-Cognitive and Affective Computing discusses several aspects of affective interactions and concepts in affective computing, the fundamentals of emotions, and emerging research and exciting techniques for bridging the emotional disparity between humans and machines, all within the context of interactions. The book also considers problem and solution guidelines emerging in cognitive computing, thus summarizing the roadmap of current machine computational intelligence techniques for affective computing. Covering a range of topics such as social interaction, robotics, and virtual reality, this reference work is crucial for scientists, engineers, industry professionals, academicians, researchers, scholars, practitioners, instructors, and students.




Socio-cognitive and Affective Computing


Book Description

"Social cognition focuses on how people process, store, and apply information about other people and social situations. It focuses on the role that cognitive processes play in our social interactions. On the other hand, the term cognitive computing is generally used to refer to new hardware and/or software that mimics the functioning of the human brain and helps to improve human decision-making. In this sense, it is a type of computing with the goal of discovering more accurate models of how the human brain/mind senses, reasons, and responds to stimuli. Thus, Socio-Cognitive Computing should be understood as a set of theoretical interdisciplinary frameworks, methodologies, methods and hardware/software tools to model how the human brain mediates social interactions. In addition, Affective Computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects, a fundamental aspect of socio-cognitive neuroscience. It is an interdisciplinary field spanning computer science, electrical engineering, psychology, and cognitive science. Moreover, Physiological Computing is a category of technology in which electrophysiological data recorded directly from human activity are used to interface with a computing device. This technology becomes even more relevant when computing can be integrated pervasively in everyday life environments. Thus, Socio-Cognitive and Affective Computing systems should be able to adapt their behavior according to the Physiological Computing paradigm. This Special Issue on Socio-Cognitive and Affective Computing aimed at integrating these various albeit complementary fields. Proposals from researchers who use signals from the brain and/or body to infer people's intentions and psychological state in smart computing systems were welcome. Designing this kind of system requires combining knowledge and methods of ubiquitous and pervasive computing, as well as physiological data measurement and processing, with those of socio-cognitive and affective computing. Papers with a special focus on multidisciplinary approaches and multimodality were especially welcome"--Page 1.




The Oxford Handbook of Affective Computing


Book Description

"The Oxford Handbook of Affective Computing is a definitive reference in the burgeoning field of affective computing (AC), a multidisciplinary field encompassing computer science, engineering, psychology, education, neuroscience, and other disciplines. AC research explores how affective factors influence interactions between humans and technology, how affect sensing and affect generation techniques can inform our understanding of human affect, and on the design, implementation, and evaluation of systems involving affect at their core. The volume features 41 chapters and is divided into five sections: history and theory, detection, generation, methodologies, and applications. Section 1 begins with the making of AC and a historical review of the science of emotion. The following chapters discuss the theoretical underpinnings of AC from an interdisciplinary viewpoint. Section 2 examines affect detection or recognition, a commonly investigated area. Section 3 focuses on aspects of affect generation, including the synthesis of emotion and its expression via facial features, speech, postures, and gestures. Cultural issues are also discussed. Section 4 focuses on methodological issues in AC research, including data collection techniques, multimodal affect databases, formats for the representation of emotion, crowdsourcing techniques, machine learning approaches, affect elicitation techniques, useful AC tools, and ethical issues. Finally, Section 5 highlights applications of AC in such domains as formal and informal learning, games, robotics, virtual reality, autism research, health care, cyberpsychology, music, deception, reflective writing, and cyberpsychology. This compendium will prove suitable for use as a textbook and serve as a valuable resource for everyone with an interest in AC."--




Cyberpsychology and the Brain


Book Description

This book proposes a framework for integrating neuroscience and cyberpsychology for the study of social, cognitive, and affective processes.




Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders


Book Description

Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes. Here, we would like to outline the parallel development of concepts in social neurosciences and in other domains such as computer science, affective computing, virtual reality development, and even hardware technologies. While several researchers in neurosciences pointed out the necessity to consider naturalistic social cognition (Zaki and Ochsner, Ann N Y Acad Sci 1167, 16-30, 2009), the second person perspective (Schilbach et al., Behav Brain Sci 36(4), 393-414, 2013) and reciprocity (de Bruin et al., Front Hum Neurosci 6, 151, 2012), both computer and software developments allowed more and more realistic real-time models of our environment and of virtual humans capable of some interaction with users. As noted at the very beginning of this editorial, a new convergence between scientific disciplines might occur from which it is tricky to predict the outcomes in terms of new concepts, methods and uses. Although this convergence is motivated by the intuition that it fits well ongoing societal changes (increasing social demands on computer technologies, augmenting funding), it comes with several difficulties for which the current Frontiers in’ topic strives to bring some positive answers, and to provide both theoretical arguments and experimental examples. The first issue is about concepts and vocabulary as the contributions described in the following are authored by neuroscientists, computer scientists, psychopathologists, etc. A special attention was given during the reviewing process to stay as close as possible to the publication standards in psychological and health sciences, and to avoid purely technical descriptions. The second problem concerns methods: more complex computerized interaction models results in unpredictable and poorly controlled experiments. In other words, the assets of naturalistic paradigms may be alleviated by the difficulty to match results between subjects, populations, conditions. Of course, this practical question is extremely important for investigating pathologies that are associated with profoundly divergent behavioral patterns. Some of the contributions of this topic provide description of strategies that allowed to solve these difficulties, at least partially. The last issue is about heterogeneity of the objectives of the researches presented here. While selection criteria focused on the use of innovative technologies to assess or improve social cognition, the fields of application of this approach were quite unexpected. In an attempt to organize the contributions, three directions of research can be identified: 1) how innovation in methods might improve understanding and assessment of social cognition disorders or pathology? 2) within the framework of cognitive behavioral psychotherapies (CBT), how should we consider the use of virtual reality or augmented reality? 3) which are the benefits of these techniques for investigating severe mental disorders (schizophrenia or autism) and performing cognitive training? The first challenging question is insightfully raised in the contribution of Timmermans and Schilbach (2014) giving orientations for investigating alterations of social interaction in psychiatric disorders by the use of dual interactive eye tracking with virtual anthropomorphic avatars. Joyal, Jacob and collaborators (2014) bring concurrent and construct validities of a newly developed set of virtual faces expressing six fundamental emotions. The relevance of virtual reality was exemplified with two contributions focusing on anxiety related phenomena. Jackson et al. (2015) describe a new environment allowing to investigate empathy for dynamic FACS-coded facial expressions including pain. Based on a systematic investigation of the impact of social stimuli modalities (visual, auditory), Ruch and collaborators are able to characterize the specificity of the interpretation of laughter in people with gelotophobia (2014). On the issue of social anxiety, Aymerich-Franch et al. (2014) presented two studies in which public speaking anxiety has been correlated with avatars’ similarity of participants’ self-representations. The second issue focuses on how advances in virtual reality may benefit to cognitive and behavioral therapies in psychiatry. These interventions share a common framework that articulates thoughts, feelings or emotions and behaviors and proposes gradual modification of each of these levels thanks to thought and schema analysis, stress reduction procedures, etc. They were observed to be somehow useful for the treatment of depression, stress disorders, phobias, and are gaining some authority in personality disorders and addictions. The main asset of new technologies is the possibility to control the characteristics of symptom-eliciting stimuli/situations, and more precisely the degree to which immersion is enforced. For example, Baus and Bouchard (2014) provide a review on the extension of virtual reality exposure-based therapy toward recently described augmented reality exposure-based therapy in individuals with phobias. Concerning substance dependence disorders, Hone-Blanchet et collaborators (2014) present another review on how virtual reality can be an asset for both therapy and craving assessment stressing out the possibilities to simulate social interactions associated with drug seeking behaviors and even peers’ pressure to consume. The last issue this Frontiers’ topic deals with encompasses the questions raised by social cognitive training or remediation in severe and chronic mental disorders (autistic disorders, schizophrenia). Here, therapies are based on drill and practice or strategy shaping procedures, and, most of the time, share an errorless learning of repeated cognitive challenges. Computerized methods were early proposed for that they do, effortlessly and with limited costs, repetitive stimulations. While, repetition was incompatible with realism in the social cognitive domain, recent advances provide both immersion and full control over stimuli. Georgescu and al. (2014) exhaustively reviews the use of virtual characters to assess and train non-verbal communication in high-functioning autism (HFA). Grynszpan and Nadel (2015) present an original eye-tracking method to reveal the link between gaze patterns and pragmatic abilities again in HFA. About schizophrenia, Oker and collaborators (2015) discuss and report some insights on how an affective and reactive virtual agents might be useful to assess and remediate several defects of social cognitive disorders. About assessment within virtual avatars on schizophrenia, Park et al., (2014) focused on effect of perceived intimacy on social decision making with schizophrenia patients. Regarding schizophrenia remediation, Peyroux and Franck (2014) presented a new method named RC2S which is a cognitive remediation program to improve social cognition in schizophrenia and related disorders. To conclude briefly, while it is largely acknowledged that social interaction can be studied as a topic of its own, all the contributions demonstrate the added value of expressive virtual agents and affective computing techniques for the experimentation. It also appears that the use of virtual reality is at the very beginning of a new scientific endeavor in cognitive sciences and medicine.




Cyberpsychology and the Brain


Book Description

Cyberpsychology is a relatively new discipline that is growing at an alarming rate. While a number of cyberpsychology-related journals and books have emerged, none directly address the neuroscience behind it. This book proposes a framework for integrating neuroscience and cyberpsychology for the study of social, cognitive, and affective processes, and the neural systems that support them. A brain-based cyberpsychology can be understood as a branch of psychology that studies the neurocognitive, affective, and social aspects of humans interacting with technology, as well as the affective computing aspects of humans interacting with computational devices or systems. As such, a cyberpsychologist working from a brain-based cyberpsychological framework studies both the ways in which persons make use of devices and the neurocognitive processes, motivations, intentions, behavioural outcomes, and effects of online and offline uses of technology. Cyberpsychology and the Brain brings researchers into the vanguard of cyberpsychology and brain research.




Information and Emotion


Book Description

Information Tomorrow offers an engaging, provocative, and wide-ranging discussion for systems librarians, library IT workers, library managers and administrators, and anyone working with or interested in technology in libraries.




Network-Oriented Modeling


Book Description

This book presents a new approach that can be applied to complex, integrated individual and social human processes. It provides an alternative means of addressing complexity, better suited for its purpose than and effectively complementing traditional strategies involving isolation and separation assumptions. Network-oriented modeling allows high-level cognitive, affective and social models in the form of (cyclic) graphs to be constructed, which can be automatically transformed into executable simulation models. The modeling format used makes it easy to take into account theories and findings about complex cognitive and social processes, which often involve dynamics based on interrelating cycles. Accordingly, it makes it possible to address complex phenomena such as the integration of emotions within cognitive processes of all kinds, of internal simulations of the mental processes of others, and of social phenomena such as shared understandings and collective actions. A variety of sample models – including those for ownership of actions, fear and dreaming, the integration of emotions in joint decision-making based on empathic understanding, and evolving social networks – illustrate the potential of the approach. Dedicated software is available to support building models in a conceptual or graphical manner, transforming them into an executable format and performing simulation experiments. The majority of the material presented has been used and positively evaluated by undergraduate and graduate students and researchers in the cognitive, social and AI domains. Given its detailed coverage, the book is ideally suited as an introduction for graduate and undergraduate students in many different multidisciplinary fields involving cognitive, affective, social, biological, and neuroscience domains.




Emotions and Affect in Human Factors and Human-Computer Interaction


Book Description

Emotions and Affect in Human Factors and Human–Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human–robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing. - Provides a theoretical background of affective sciences - Demonstrates diverse affect induction methods in actual research settings - Describes sensing technologies, such as brain–computer interfaces, facial expression detection, and more - Covers emotion modeling and its application to regulation processes - Includes case studies and applied examples in a variety of H/F and HCI application areas - Addresses emerging interdisciplinary areas including Positive Technology, Subliminal Perception, Physiological Computing, and Aesthetic Computing