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FlexPersuade: exploring a flexible approach in persuasive applications: a case study with music players

Grant number: 14/10685-3
Support type:Scholarships in Brazil - Master
Effective date (Start): November 01, 2014
Effective date (End): May 31, 2016
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computing Methodologies and Techniques
Cooperation agreement: Coordination of Improvement of Higher Education Personnel (CAPES)
Principal researcher:Jó Ueyama
Grantee:Leandro Yukio Mano Alves
Home Institution: Instituto de Ciências Matemáticas e de Computação (ICMC). Universidade de São Paulo (USP). São Carlos , SP, Brazil


Current studies in the area of human-computer interaction, highlight the importance of considering emotional aspects in interaction with computers systems. It is believed that allow artificial agents identify emotions of users, in a human-computer interaction, becomes possible to induce and awaken emotions in order to stimulate them in their activities. For example, if the computer identifies that the user is tired, stressed or sad, then it attempts to persuade him to change the state of your emotion, from a song, video and/or a game. A major challenge for researchers in human-computer interaction is to provide systems capable of recognizing, interpret and react intelligently and sensitive to the emotions of the user, to meet the requirements of the largest possible number of individuals; one of the ways presented is the development of flexible systems. The main objective of promoting this emotional interaction is to contribute to increasing the coherence, consistency and credibility of reactions and computational responses provided during human interaction via human-computer interface. In this context arises the opportunity to explore computer systems to identify and infer the emotional state of the user at runtime; for example, a software aware of the emotional states can withdraw developers with tiredness, thus avoiding that these produce systems susceptible to errors. This project aims to develop and evaluate a model that can: i) identify the emotional state of the user; ii) provide a mechanism of persuasion in order to change the emotional state of the user (with a case study in music player) and; iii) explore the flexible approach in persuasion (according to the particular emotional state of each user) through persuasive mechanisms that may vary from a music player, games and/or videos. (AU)

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Scientific publications
(References retrieved automatically from Web of Science and SciELO through information on FAPESP grants and their corresponding numbers as mentioned in the publications by the authors)
MANO, LEANDRO Y.; FAICAL, BRUNO S.; NAKAMURA, LUIS H. V.; GOMES, PEDRO H.; LIBRALON, GIAMPAOLO L.; MENEGUETE, RODOLFO I.; FILHO, GERALDO P. R.; GIANCRISTOFARO, GABRIEL T.; PESSIN, GUSTAVO; KRISHNAMACHARI, BHASKAR; et al. Exploiting IoT technologies for enhancing Health Smart Homes through patient identification and emotion recognition. COMPUTER COMMUNICATIONS, v. 89-90, p. 178-190, . (13/18859-8, 14/19076-0, 14/06330-5, 14/10685-3)
FAICAL, BRUNO S.; FREITAS, HEITOR; GOMES, PEDRO H.; MANO, LEANDRO Y.; PESSIN, GUSTAVO; DE CARVALHO, ANDRE C. P. L. F.; KRISHNAMACHARI, BHASKAR; UEYAMA, JO. An adaptive approach for UAV-based pesticide spraying in dynamic environments. COMPUTERS AND ELECTRONICS IN AGRICULTURE, v. 138, p. 210-223, . (13/18859-8, 15/21642-6, 14/10685-3)
Academic Publications
(References retrieved automatically from State of São Paulo Research Institutions)
ALVES, Leandro Yukio Mano. FlexPersuade Exploring a flexible approach to persuasion software: a case study with music players. 2016. Master's Dissertation - Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB) São Carlos.

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