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What is Affective Computing

Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments
When computers have been programmed to recognize, interpret, and simulate human emotions.
Published in Chapter:
Learning by Doing in 3D Environments: Collaborative Efforts in Second Life and Open Sim
Barbara McQueen (SLESL, USA), Anabel Nowak (SLESL, Germany), and Jens Kjaer Olsen (RealDream, Denmark)
DOI: 10.4018/978-1-5225-2426-7.ch017
Abstract
Learning by doing using 3D worlds is a relatively new approach for teachers and students. To date, a limited number of teachers have had the time or money to take university courses on this or otherwise develop in-world teaching that fully takes advantage of the unique opportunities virtual worlds offer. In this chapter, the authors will review the various virtual worlds teachers have been collaborating on to teach different subjects to different people in different languages. The authors will also detail the twists and turns they've encountered in their own attempts to teach together in-world. Finally, the authors will look at new developments on the horizon and how they might impact what is already happening.
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More Results
Affective Computing
The research area concerned with computing that relates to, arises from, or deliberately influences emotion. Affective computing expands HCI by including emotional communication together with appropriate means of handling affective information.
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Experiential Learning in the Myself Project
A field of research focusing on the computational processing of emotions in human-computer interaction. More specifically, it can be defined as “computing that relates to, arises from, or deliberately influences, emotion” (Picard, 1997) and it aims to endow computer systems with the ability to express and recognize emotions.
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Impact Assessment of Affective Virtual Characters in a Virtual Environment
It’s a field of a computing science that consider the affective to build either software or hardware.
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Facial Expression Recognition
Computing that recognizes, interprets, and influences human emotions.
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Affect-Sensitive Computer Systems
Defined by Picard (1997a) as “computing that relates to, arises from, or deliberately influences emotions”.
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Non-Intrusive Health-Monitoring Devices
The study and development of systems and devices that can recognize, interpret, process, and simulate human affects (emotions). It was derived from human computer interaction and has since grown into an interdisciplinary field spanning computer science, psychology, and cognitive science.
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Audio-Visual Speech Emotion Recognition
The study and development of systems and devices that can recognize, interpret, process, and simulate human affect (e.g. emotions).
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Automatic Emotion Recognition Based on Non-Contact Gaits Information
It is defined as recognize, interpret, process, and simulate emotion via technologies or devices.
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Addressing Emotions within E-Learning Systems
Affective computing is a research field that aims at including emotions within information technology design. It deals specifically with three different levels of emotion integration: (1) the detection of user emotions, (2) the expression of emotions by computers, and ultimately, (3) the possibility for a computer to “have” emotions.
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AI-Enabled Assessment and Feedback Mechanisms for Language Learning: Transforming Pedagogy and Learner Experience
The study and development of systems that can recognize and interpret human emotions, applied in language learning to understand and respond to learners' emotional states.
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Affective Polarization in the U.S.: Multi-Emotional Charge Analyzed Through Affective Computing
It is also called emotional intelligence, being the one whose purpose is the development of artificial affective systems (capable of measuring, interpreting and simulating emotions) based on the design and development of techniques.
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The Role of Affect in an Agent-Based Collaborative E-Learning System Used for Engineering Education
is the Science of automatic understanding of human emotions, and providing tools and machines that can respond to these emotions.
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A System to Measure Physiological Response During Social Interaction in VR for Children With ASD
The study and development of systems and devices that can recognize, interpret, process, and simulate human affects.
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Affective Human-Computer Interaction
Defined by Picard (1997) AU12: The citation "Picard (1997)" matches multiple references. Please add letters (e.g. "Smith 2000a"), or additional authors to the citation, to uniquely match references and citations. as “computing that relates to, arises from, or deliberately influences emotions.”
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Understanding Educational Potential and Value of Affective Computing
An interdisciplinary branch that deals with design of systems and devices that can recognize, interpret, process and respond to users’ affective states.
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Challenges and Research in Virtual Worlds and Augmented Reality in the Educational Field
An area that investigates various elements related to human behavior, such as emotions and affectivity.
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