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Affective computing

Contents
        Galvanic skin response
        Visual aesthetics
Potential applications
    Education
    Transportation
    Healthcare
    Video games
    Psychomotor training
    Other applications
Cognitivist vs. interactional approaches

Electronic devices such as robots are increasingly able to detect and respond to human feelings or emotions.

Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the modern idea originated with Rosalind Picard's 1995 paper entitled "Affective Computing" and her 1997 book of the same name published by MIT Press. One motivation for researching affective computing is the ability to give machines emotional intelligence, including simulating empathy. The goal is that a machine should interpret the emotional state of humans and adapt its behavior to those emotions, responding appropriately. Emotional AI is used to detect and recognize users' emotional states, and thereby offer real-time emotional support, such as generating personalized affective responses and interactions to regulate users emotions.

The corrugator supercilii muscle and zygomaticus major muscle are the 2 main muscles used for measuring the electrical activity, in facial electromyography.

Facial electromyography is a technique used to measure the electrical activity of the facial muscles by amplifying the tiny electrical impulses that are generated by muscle fibers when they contract. The face expresses a great deal of emotion. However, there are two main facial muscle groups that are usually studied to detect emotion: The corrugator supercilii muscle, also known as the 'frowning' muscle, draws the brow down into a frown. Therefore, it is the best test for negative, unpleasant emotional responses.↵The zygomaticus major muscle is responsible for pulling the corners of the mouth back when one smiles, and therefore is the muscle used to test for a positive emotional response.

Galvanic skin response

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color space or LMS channels—allows for better performance when dealing with faces. So, vectors are mapped onto the better color space and decomposed into red-green and yellow-blue channels. Then deep learning methods find equivalent emotions.

Visual aesthetics

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Aesthetics, in the world of art and photography, refer to the principles of nature and appreciation of beauty. Judging beauty and other aesthetic qualities is a highly subjective task. Computer scientists at Penn State treat the challenge of automatically inferring the aesthetic quality of pictures using their visual content as a machine learning problem, with a peer-rated on-line photo sharing website as a data source. They extract certain visual features based on the intuition that they can discriminate between aesthetically pleasing and displeasing images.

Potential applications

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Education

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Affection influences learning state. Using affective computing technology, computers can judge the learners' affection and learning state by recognizing their facial expressions. In education, a teacher can use this analysis result to understand the student's learning and accepting ability, and then formulate reasonable teaching plans. At the same time, they can pay attention to students' inner feelings, which is helpful to students' psychological health. Especially in asynchronous education, due to the separation of time and space, there is no emotional incentive between teachers and students for two-way communication. Without the atmosphere brought by traditional classroom learning, students are easily bored, which can affect learning outcomes. Applying affective computing in distance education system can improve this situation. Emotional AI can provide students with AI-based learning supports, which benefit students' cognitive and emotional outcomes.

Transportation

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The applications of sensory computing may contribute to improving road safety. For example, a car can monitor the emotion of all occupants and engage in additional safety measures, such as alerting other vehicles if it detects the driver to be angry. In addition, affective computing systems may allow various interventions such as driver assistance systems adjusted according to the driver's stress level as well as minimal and direct interventions to change the emotional state of the driver.

Healthcare

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Social robots, as well as a growing number of robots used in healthcare, benefit from emotional awareness because they can better judge users' and patients' emotional states, altering their actions/programming appropriately. This is especially important in countries with growing aging populations and a lack of younger workers to address their needs.

Affective computing is also being applied to the development of communicative technologies for use by people with autism. The affective component of a text is also increasingly gaining attention, particularly its role in the so-called emotional or emotive Internet.

Video games

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Affective video games can access their players' emotional states through biofeedback devices. A particularly simple form of biofeedback is a gamepad that measures the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of arousal. At the other end of the scale are brain–computer interfaces. Affective games have been used in medical research to support the emotional development of autistic children.

Psychomotor training

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Training methods of psychomotor operations, such as steering and maneuvering, are used in various fields such as aviation, transportation and medicine. Integrating affective computing capabilities in these types of training systems, in accordance with the adaptive automation approach, has been found to be effective in improving the quality of training and shortening the required training duration.

Other applications

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Affective computing has potential applications in human–computer interaction, such as affective mirrors that allow the user to see how they perform, emotion monitoring agents that send a warning before one sends an angry email, or even music players that can select tracks based on mood.

One idea put forth by the Romanian researcher Dr. Nicu Sebe in an interview is the analysis of a person's face while they are using a certain product (he mentioned ice cream as an example). Companies would then be able to use such analysis to infer whether their product will or will not be well received by the respective market.

One could also use affective state recognition in order to judge the impact of a TV advertisement through a real-time video recording of that person and through the subsequent study of their facial expression. Averaging the results obtained on a large group of subjects, one can tell whether that commercial (or movie) has the desired effect and what the elements which interest the watcher most are.

Cognitivist vs. interactional approaches

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Within the field of human–computer interaction, Rosalind Picard's cognitivist or "information model" concept of emotion has been criticized by and contrasted with the "post-cognitivist" or "interactional" pragmatist approach taken by Kirsten Boehner and others which views emotion as inherently social.

Picard's focus is human–computer interaction, and her goal for affective computing is to "give computers the ability to recognize, express, and in some cases, 'have' emotions". In contrast, the interactional approach seeks to help "people to understand and experience their own emotions" and to improve computer-mediated interpersonal communication. It does not necessarily seek to map emotion into an objective mathematical model for machine interpretation, but rather let humans make sense of each other's emotional expressions in open-ended ways that might be ambiguous, subjective, and sensitive to context.James, William (1884). "What Is Emotion". Mind. 9 (34): 188–205. doi:10.1093/mind/os-IX.34.188. Archived from the original on 21 January 2022. Retrieved 31 August 2020. Cited by Tao and Tan.

  • ↑ "Affective Computing" Archived 11 February 2025 at the Wayback Machine MIT Technical Report #321 (Abstract Archived 24 July 2019 at the Wayback Machine), 1995
  • 1 2 Diamond, David (December 2003). "The Love Machine; Building computers that care". Wired. Archived from the original on 18 May 2008. Retrieved 13 May 2008. Rosalind Picard, a genial MIT professor, is the field's godmother; her 1997 book, Affective Computing, triggered an explosion of interest in the emotional side of computers and their users.
  • 1 2 3 4 Heise, David (2004). "Enculturating agents with expressive role behavior". In Sabine Payr; Trappl, Robert (eds.). Agent Culture: Human-Agent Interaction in a Mutlicultural World. Lawrence Erlbaum Associates. pp. 127–142.
  • ↑ By (8 March 2019). "Emotion AI, explained | MIT Sloan". mitsloan.mit.edu. Retrieved 3 May 2026.
  • ↑ Aleix, and Shichuan Du, Martinez (2012). "A model of the perception of facial expressions of emotion by humans: Research overview and perspectives" (PDF). The Journal of Machine Learning Research. 13 (1): 1589–1608. Archived (PDF) from the original on 10 April 2021. Retrieved 13 February 2021.
  • ↑ Yacoub, Sherif; Simske, Steve; Lin, Xiaofan; Burns, John (2003). "Recognition of Emotions in Interactive Voice Response Systems". Proceedings of Eurospeech: 729–732. doi:10.21437/Eurospeech.2003-307. S2CID 11671944.
  • 1 2 Hudlicka 2003, p. 24
  • ↑ Hudlicka 2003, p. 25
  • ↑ Steidl, Stefan (5 March 2011). "FAU Aibo Emotion Corpus". Pattern Recognition Lab. Archived from the original on 10 October 2019. Retrieved 4 September 2011.
  • 1 2 Scherer, Bänziger & Roesch 2010, p. 243
  • ↑ Ekman, Paul (1999). "Basic Emotions". In Dalgleish, T; Power, M (eds.). Handbook of Cognition and Emotion (PDF). Sussex, UK: John Wiley & Sons. Archived from the original (PDF) on 28 December 2010..
  • ↑ "Facial Action Coding System (FACS) and the FACS Manual" Archived 19 October 2013 at the Wayback Machine. A Human Face. Retrieved 21 March 2011.
  • ↑ Zucco, Chiara; Calabrese, Barbara; Cannataro, Mario (November 2017). "Sentiment analysis and affective computing for depression monitoring". 2017 IEEE International Conference on Bioinformatics and Biomedicine (BIBM). pp. 1988–1995. doi:10.1109/BIBM.2017.8217966. ISBN 978-1-5090-3050-7.
  • 1 2 Picard, Rosalind (1998). Affective Computing. MIT.
  • ↑ Larsen JT, Norris CJ, Cacioppo JT, "Effects of positive and negative affect on electromyographic activity over zygomaticus major and corrugator supercilii", (September 2003)
  • ↑ Bratkova, Margarita; Boulos, Solomon; Shirley, Peter (2009). "oRGB: A Practical Opponent Color Space for Computer Graphics". IEEE Computer Graphics and Applications. 29 (1): 42–55. Bibcode:2009ICGA...29a..42B. doi:10.1109/mcg.2009.13. PMID 19363957. S2CID 16690341.
  • ↑ Hadas Shahar, Hagit Hel-Or, Micro Expression Classification using Facial Color and Deep Learning Methods, The IEEE International Conference on Computer Vision (ICCV), 2019, pp. 0–0.
  • ↑ Ritendra Datta, Dhiraj Joshi, Jia Li and James Z. Wang, Studying Aesthetics in Photographic Images Using a Computational Approach, Lecture Notes in Computer Science, vol. 3953, Proceedings of the European Conference on Computer Vision, Part III, pp. 288–301, Graz, Austria, May 2006.
  • ↑ Collet, Christian; Musicant, Oren (24 April 2019). "Associating Vehicles Automation With Drivers Functional State Assessment Systems: A Challenge for Road Safety in the Future". Frontiers in Human Neuroscience. 13 131. doi:10.3389/fnhum.2019.00131. ISSN 1662-5161. PMC 6503868. PMID 31114489.
  • ↑ "Projects in Affective Computing". MIT Media Lab. Archived from the original on 10 June 2011. Retrieved 15 August 2006.
  • ↑ Sykes, Jonathan; Brown, Simon (2003). Affective gaming: Measuring emotion through the gamepad. CHI '03 Extended Abstracts on Human Factors in Computing Systems. doi:10.1145/765891.765957. ISBN 1-58113-637-4.
  • ↑ Khandaker, M (2009). "Designing affective video games to support the social-emotional development of teenagers with autism spectrum disorders". Studies in Health Technology and Informatics. 144: 37–9. PMID 19592726.
  • ↑ "Mona Lisa: Smiling? Computer Scientists Develop Software That Evaluates Facial Expressions". ScienceDaily. 1 August 2006. Archived from the original on 19 October 2007.
  • ↑ Boehner, Kirsten; DePaula, Rogerio; Dourish, Paul; Sengers, Phoebe (2005). "Affection: From Information to Interaction". CC '05: Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility. pp. 59–68. doi:10.1145/1094562.1094570. ISBN 978-1-59593-203-7.
  • ↑ Hill, Kashmir (22 December 2025). "She Fell in Love With ChatGPT. Then She Ghosted It". The New York Times. ISSN 0362-4331. Retrieved 8 February 2026.
  • ↑ Devillers, Laurence; Cowie, Roddy (October 2023). "Ethical Considerations on Affective Computing: An Overview". Proceedings of the IEEE. 111 (10): 1445–1458. doi:10.1109/JPROC.2023.3315217. ISSN 1558-2256.
  • ↑ Hudlicka, Eva (2003). "To feel or not to feel: The role of affect in human–computer interaction". International Journal of Human–Computer Studies. 59 (1–2): 1–32. doi:10.1016/s1071-5819(03)00047-8.
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