Conferences related to Mood

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2014 IEEE 11th Consumer Communications and Networking Conference (CCNC)

IEEE Consumer Communications and Networking Conference, sponsored by IEEE Communications Society, is a major annual international conference organized with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of consumer communications and networking.


2013 Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII)

The conference will address, but is not limited to, the following topics:• Computational and psychological models of emotion;• Affect in arts entertainment and multimedia;• Bodily manifestations of affect (facial expressions, posture, behavior, physiology);• Databases for emotion processing, development and issues;• Affective interfaces and applications (games, learning, dialogue systems…);• Ecological and continuous emotion assessment;• Affect in social interactions.

  • 2009 3rd International Conference on Affective Computing and Intelligent Interaction (ACII 2009)

    The conference series on Affective Computing and Intelligent Interaction is the premier international forum for state of the art in research on affective and multi modal human-machine interaction and systems. Every other year the ACII conference plays an important role in shaping related scientific, academic, and higher education programs. This year, we are especially soliciting papers discussing Enabling Behavioral and Socially-Aware Human-Machine Interfaces in areas including psychology.


2013 IEEE International Conference on Multimedia and Expo (ICME)

To promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2012 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE Societies. It exchanges the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2011 IEEE International Conference on Multimedia and Expo (ICME)

    Speech, audio, image, video, text processing Signal processing for media integration 3D visualization, animation and virtual reality Multi-modal multimedia computing systems and human-machine interaction Multimedia communications and networking Multimedia security and privacy Multimedia databases and digital libraries Multimedia applications and services Media content analysis and search Hardware and software for multimedia systems Multimedia standards and related issues Multimedia qu

  • 2010 IEEE International Conference on Multimedia and Expo (ICME)

    A flagship multimedia conference sponsored by four IEEE societies, ICME serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.


2012 10th World Congress on Intelligent Control and Automation (WCICA 2012)

A. Intelligent Control B. Control Theory and Control Engineering C. Complex Systems and Intelligent Robots D. Others


2011 IEEE 3rd International Conference on Signal Processing Systems (ICSPS)

ICSPS is one of the leading international conferences for presenting novel and fundamental advances in the fields of Signal Processing Systems. It also serves to foster communication among researchers and practitioners working in a wide variety of scientific areas with a common interest in improving Signal Processing Systems related techniques.


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Periodicals related to Mood

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Audio, Speech, and Language Processing, IEEE Transactions on

Speech analysis, synthesis, coding speech recognition, speaker recognition, language modeling, speech production and perception, speech enhancement. In audio, transducers, room acoustics, active sound control, human audition, analysis/synthesis/coding of music, and consumer audio. (8) (IEEE Guide for Authors) The scope for the proposed transactions includes SPEECH PROCESSING - Transmission and storage of Speech signals; speech coding; speech enhancement and noise reduction; ...


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Multimedia, IEEE Transactions on

The goal of IEEE Transactions on Multimedia is to integrate all aspects of multimedia systems and technology, signal processing, and applications. It will cover various aspects of research in multimedia technology and applications including, but not limited to: circuits, algorithms and macro/micro-architectures, software, detailed design, synchronization, interaction, joint processing and coordination of multimedia and multimodal signals/data, compression, storage, retrieval, communication, ...




Xplore Articles related to Mood

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Wearable near-infrared spectroscopy neuroimaging and its applications

Tsukasa Funane 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2015

Wearable near-infrared spectroscopy (NIRS) systems are expected to be applied in various fields such as health care (medical use), education (teaching), and biofeedback. An investigation on hyperscanning by using NIRS is discussed first, where multiple brains were simultaneously measured for investigating and evaluating important social interactions, such as communication. The relationship between interacting brain activities and performance in cooperation has ...


Psychobehavioral validity of self-reported symptoms based on spontaneous physical activity

Jinhyuk Kim; Toru Nakamura; Hiroe Kikuchi; Yoshiharu Yamamoto 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2015

A limitation of self-reports is the presence of recall biases including retrospective distortions of the respondents' experiences. To overcome this concern, ecological momentary assessment (EMA) and day reconstruction method (DRM) have recently been developed. Very recently, we reported the psychobehavioral validity of within-individual temporal variations in momentary depressive mood recorded with EMA by examining co-variant properties with spontaneous physical activity ...


Approaches for modeling individuals within organizational simulations

E. Hudlicka; G. Zacharias Proceedings of the 2004 Winter Simulation Conference, 2004., 2004

The human behavior modeling community has traditionally been divided into those addressing individual behavior models, and those addressing organizational and team models. And yet it is clear that these extremes do not reflect the complex reality of the mutually-constraining interactions between an individual and his/her organizational environment. In this paper we argue that realistic models of organizations may require not ...


Dormancy Scheduling Algorithm Based on Node's Self-Adaptive Density in WSN

Yang Tao; Shudan Zhang 2009 Fifth International Joint Conference on INC, IMS and IDC, 2009

This paper will firstly analyze Ditian algorithm and Chi-fu Huang algorithm, pointing out the advantages and disadvantages for both of them, then propose a new algorithm called DSA combining the two algorithms, which can self-adapt its algorithm complexity and communication cost based on the density variation for the nodes in the network.


An integrated model for Cognitive Behavioural Therapy for mobile diabetes self-management system

T. M. Alanzi; R. S. H. Istepanian; N. Philip 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2014

There is increasing clinical evidence that behavioural change theories can help diabetic patients with their diabetic management in providing better education and a healthy lifestyle. In recent years, Cognitive Behavioural Therapy (CBT) has been increasingly used as a key psychological method for studies of behavioural changes for diabetes patients. However, to date, there is no extensive study that addresses the ...


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Educational Resources on Mood

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eLearning

Wearable near-infrared spectroscopy neuroimaging and its applications

Tsukasa Funane 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2015

Wearable near-infrared spectroscopy (NIRS) systems are expected to be applied in various fields such as health care (medical use), education (teaching), and biofeedback. An investigation on hyperscanning by using NIRS is discussed first, where multiple brains were simultaneously measured for investigating and evaluating important social interactions, such as communication. The relationship between interacting brain activities and performance in cooperation has ...


Psychobehavioral validity of self-reported symptoms based on spontaneous physical activity

Jinhyuk Kim; Toru Nakamura; Hiroe Kikuchi; Yoshiharu Yamamoto 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2015

A limitation of self-reports is the presence of recall biases including retrospective distortions of the respondents' experiences. To overcome this concern, ecological momentary assessment (EMA) and day reconstruction method (DRM) have recently been developed. Very recently, we reported the psychobehavioral validity of within-individual temporal variations in momentary depressive mood recorded with EMA by examining co-variant properties with spontaneous physical activity ...


Approaches for modeling individuals within organizational simulations

E. Hudlicka; G. Zacharias Proceedings of the 2004 Winter Simulation Conference, 2004., 2004

The human behavior modeling community has traditionally been divided into those addressing individual behavior models, and those addressing organizational and team models. And yet it is clear that these extremes do not reflect the complex reality of the mutually-constraining interactions between an individual and his/her organizational environment. In this paper we argue that realistic models of organizations may require not ...


Dormancy Scheduling Algorithm Based on Node's Self-Adaptive Density in WSN

Yang Tao; Shudan Zhang 2009 Fifth International Joint Conference on INC, IMS and IDC, 2009

This paper will firstly analyze Ditian algorithm and Chi-fu Huang algorithm, pointing out the advantages and disadvantages for both of them, then propose a new algorithm called DSA combining the two algorithms, which can self-adapt its algorithm complexity and communication cost based on the density variation for the nodes in the network.


An integrated model for Cognitive Behavioural Therapy for mobile diabetes self-management system

T. M. Alanzi; R. S. H. Istepanian; N. Philip 2014 36th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2014

There is increasing clinical evidence that behavioural change theories can help diabetic patients with their diabetic management in providing better education and a healthy lifestyle. In recent years, Cognitive Behavioural Therapy (CBT) has been increasingly used as a key psychological method for studies of behavioural changes for diabetes patients. However, to date, there is no extensive study that addresses the ...


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IEEE.tv Videos

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IEEE-USA E-Books

  • Musical Genre, Similarity, and Mood

    This chapter contains sections titled: Musical Genre Classification Related Research Fields

  • Notes

    This chapter contains sections titled: Introduction, 1 What Is a Mood?, 2 Moved by the Mob, 3 Captivated by Curiosity, 4 Piqued by Pleasure, 5 Addicted to Vertigo, 6 Enveloped in Haze, 7 Intoxicated by Color, 8 Haunted by Media, 9 Gripped by Suspense, 10 Fogged by Ignorance, 11 Aroused by Machines, Epilogue

  • No title

    This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions

  • Bibliography

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Index

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Captivated by Curiosity

    This chapter contains sections titled: Broadening Horizons, Curious Together, Intertexts, Summary, Coda: How the Internet Kills Curiosity

  • Front Matter

    This chapter contains sections titled: Half Title, Title, Copyright, Dedication, Contents, Preface

  • Addicted to Vertigo

    This chapter contains sections titled: Too Much Information, Spinning Bodies, Swinging and Oscillating, Summary, Coda: Equipment Failure

  • Epilogue: From Head to World

    We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In _ Mood and Mobility_, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He s ows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta- moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.

  • Emotion

    This chapter contains sections titled: Appraisal Theories of Emotion, Abstract Functional Cognitive Operations, Unifying Cognitive Control and Appraisal, Emotion, Mood, and Feeling, Emotion and Reinforcement Learning, Demonstrations of Emotion Processing, Analysis of Requirements



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