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Engineering Personal and Social Affective Applications.

机译:工程个人和社会情感应用程序。

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摘要

Affective (i.e., emotional) applications are becoming increasingly mainstream in entertainment and education. Yet, current techniques for building such applications are limited, and the maintenance and use of affect is in essence handcrafted in each application. The Koko architecture describes middleware that takes away the burden of incorporating affect into applications, thereby enabling developers to concentrate on the functional and creative aspects of their applications.;However, Koko can be effective only if the models it needs to function are suitably constructed. To this end, we have developed Kokomo, a methodology for creating affective applications. Specifically, it incorporates expressive communicative acts, and uses them to guide the design of an affective application. We empirically evaluate Kokomo's utility through a developer study. The results are positive and demonstrate that the developers who used Kokomo, in conjunction with Koko, were able to develop an affective application in less time, with fewer lines of code, and with a reduced perception of difficulty than developers who worked without Kokomo.;To affective applications, Koko makes two contributions: improving developer productivity by creating a reusable and extensible environment; and yielding an enhanced user experience by enabling independently developed applications to collaborate and provide a more coherent user experience than currently possible. To agent-oriented software engineering, Kokomo con tributes a methodology that incorporates expressives, which are largely ignored in conventional approaches, thus expanding the scope of AOSE to affective applications.;Further, we describe booST and hooPS, two applications built using Koko, which are targeted toward the youth demographic. These mobile, social applications are designed with the goals of promoting health and well-being by engendering and strengthening social relationships among youth. What makes booST and hooPS stand out is that they exhibit sensitivity to their user's affective state and support the user in exchanging that state with other users. In this manner, these applications demonstrate how representing and reasoning about affect can facilitate deeper relationships that promote desirable behaviors and attitudes.
机译:情感(即情感)应用在娱乐和教育中正变得越来越主流。然而,用于构建这样的应用程序的当前技术是有限的,并且情感的维护和使用本质上是在每个应用程序中手工制作的。 Koko体系结构描述了中间件,该中间件消除了将情感整合到应用程序中的负担,从而使开发人员能够专注于其应用程序的功能和创新方面;然而,只有在适当构造其功能的模型时,Koko才有效。为此,我们开发了Kokomo,这是一种创建情感应用程序的方法。具体来说,它结合了表达性的交际行为,并用它们来指导情感应用程序的设计。我们通过开发人员研究以经验评估Kokomo的效用。结果是肯定的,表明与不使用Kokomo的开发人员相比,将Kokomo与Koko结合使用的开发人员能够在更短的时间,更少的代码行和更少的困难感知下开发情感应用程序。对于情感应用程序,Koko做出了两个贡献:通过创建可重用和可扩展的环境来提高开发人员的生产力;通过使独立开发的应用程序能够协作并提供比当前可能的用户体验更连贯的用户体验,可以增强用户体验。对于面向代理的软件工程,Kokomo贡献了一种结合了表达方式的方法,而在传统方法中这些表达方法在很大程度上被忽略了,从而将AOSE的范围扩展到了情感应用程序。针对年轻人口。这些移动的社交应用程序旨在通过促进和加强青年之间的社会关系来促进健康和福祉。使booST和hooPS脱颖而出的原因是,它们对用户的情感状态表现出敏感性,并支持用户与其他用户交换该状态。以这种方式,这些应用程序演示了如何对情感进行表述和推理可以促进更深层次的关系,从而促进理想的行为和态度。

著录项

  • 作者

    Sollenberger, Derek J.;

  • 作者单位

    North Carolina State University.;

  • 授予单位 North Carolina State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 112 p.
  • 总页数 112
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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