TU Delft
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2014/2015 Electrical Engineering, Mathematics and Computer Science Master Computer Science
Seminar Affective Computing
Responsible Instructor
Name E-mail
Dr.ir. D.J. Broekens    D.J.Broekens@tudelft.nl
Contact Hours / Week x/x/x/x
4/0/0/0 + project
Education Period
Start Education
Exam Period
Course Language
Expected prior knowledge
Intermediate-level programming skills in one of the following languages: C(++)/Java/Flash script/Python/Processing (or related language). Completion of a course on human computer interaction or related topic.

In doubt: contact lecturer!
Course Contents
Companion Robots, the virtual inhabitants of the computer game The Sims, but also smart cameras with Smile Shutter technology are systems that have been designed to interact with humans in a natural way. One way to achieve this, is to use digital emotion technology, for example a Computational Model that simulates artificial emotions for the characters in the The Sims. The field of computing with emotion is called Affective Computing. Even simple emotions of The Sims are based upon a theory of emotion. In this course you will learn to recognize different psychological views on emotion, as well as how and why these views are used in affective computing. We will discuss several existing models and learn about emotion recognition, emotion simulation and emotion expression by robots and agents. You will yourself develop a system that makes use of Affective Computing techniques. Overall, this course will give you insights into the fun (gaming, robots) and glory (theoretical predictions, enhanced HCI) of affective computing.

Topics include:
*Emotional robots
*Affective games
*Virtual emotional avatars
*Emotion measurement
*Artificial Emotions
*Emotion expression
*Emotion theory
Study Goals
Position the field of affective computing in computer science and psychology, and identify its major goals and angles of study.

Define and explain emotion and affect.

Relate emotion and affect to psychological theories of emotion.

Explain major affect recognition, affect simulation and affect expression techniques. Explain how they are used in technological artifacts.

Identify and evaluate implications and assumptions of a theoretical framework for affective system development.

Develop in collaboration with others an affective system, and together evaluate the resulting system using the theoretical affective framework(s).
Education Method
Seminar/Project form:
2 hours of lectures per week.
Self-study of papers.
The papers will be made available at the start of the course.

Perform a piece of research (survey, research question, programming, testing) and write a paper about it. Students will work in teams of about 3-4 persons!
The different teams will probably have research projects that relate to the projects of other teams. As such, active participation is a must! Others depend on you work.
Literature and Study Materials
papers and course slides.
The papers will be made available at the start of the course.
Project work (50%): paper, presentation, review of the paper of another group.

Theoretical lectures (50%): mini exams, each lecture starts with a min exam on the material discussed in the previous lecture.

Project and theoretical work will be averaged. This is your only official final grade. No separate project / theoretical grades will be administrated in OSIRIS.

No final exam.
Enrolment / Application
Mandatory (!) and in advance through blackboard or email.

maximum aantal deelnemers