Isabela M. Ribeiro
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Isabela M. Ribeiro has a total of 16 co-authors. Here are the top co-authors by number of shared publications:
- Veronica Teichrieb
Voxar Labs, Centro de Informática, UFPE
2 shared publications - Alana Elza Fontes Da Gama
Departamento de Engenharia Biomédica, Universidade Federal de Pernambuco, Recife 50740-550, Brazil
1 shared publication - Andre L. M. Santos
Universidade Federal de Pernambuco, CIn-UFPE, Recife, Brazil
1 shared publication - Ariany F. Cavalcante
Centro de Informática, Universidade Federal de Pernambuco, Recife 50740-560, PE, Brazil
1 shared publication - Cristiano Araújo
Universidade Federal de Pernambuco, Recife, Brazil
1 shared publication - Fabio Queda Bueno da Silva
Universidade Federal de Pernambuco
1 shared publication
Latest Publications
- Open Access
- 30 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 90-96
Eyes of Fear: Leveraging Emotion Recognition for Virtual Reality Experience
Given the growing interest in immersive gaming experiences, particularly within the horror genre, there is a rising demand for sophisticated and engaging game mechanics. However, creating a truly immersive horror experience requires a balance between fear-inducing elements and player engagement. In this work, we present Eyes of Fear, a horror game that explores human emotions and eye movement as interactive mechanisms in virtual reality. We used a state-of-the-art emotion recognition algorithm and Tobii Eye Tracker for our game prototype and evaluated their effectiveness through player feedback. Our findings show that emotion-sensitive enemy behavior elevates unpredictability and intense emotions while amusing players.
- 30 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 90-96
Open AccessEyes of Fear: Leveraging Emotion Recognition for Virtual Reality Experience
Given the growing interest in immersive gaming experiences, particularly within the horror genre, there is a rising demand for sophisticated and engaging game mechanics. However, creating a truly immersive horror experience requires a balance between fear-inducing elements and player engagement. In this work, we present Eyes of Fear, a horror game that explores human emotions and eye movement as interactive mechanisms in virtual reality. We used a state-of-the-art emotion recognition algorithm and Tobii Eye Tracker for our game prototype and evaluated their effectiveness through player feedback. Our findings show that emotion-sensitive enemy behavior elevates unpredictability and intense emotions while amusing players.
- Open Access
Deep Learning in the Recognition of Activities of Daily Living Using Smartwatch Data
The recognition of human activities (HAR) using wearable device data, such as smartwatches, has gained significant attention in the field of computer science due to its potential to provide insights into individuals’ daily activities. This article aims to conduct a comparative study of deep learning techniques for recognizing activities of daily living (ADL). A mapping of HAR techniques was performed, and three techniques were selected for evaluation, along with a dataset. Experiments were conducted using the selected techniques to assess their performance in ADL recognition, employing standardized evaluation metrics, such as accuracy, precision, recall, and F1-score. Among the evaluated techniques, the DeepConvLSTM architecture, consisting of recurrent convolutional layers and a single LSTM layer, achieved the most promising results. These findings suggest that software applications utilizing this architecture can assist smartwatch users in understanding their movement routines more quickly and accurately.
Open AccessDeep Learning in the Recognition of Activities of Daily Living Using Smartwatch Data
The recognition of human activities (HAR) using wearable device data, such as smartwatches, has gained significant attention in the field of computer science due to its potential to provide insights into individuals’ daily activities. This article aims to conduct a comparative study of deep learning techniques for recognizing activities of daily living (ADL). A mapping of HAR techniques was performed, and three techniques were selected for evaluation, along with a dataset. Experiments were conducted using the selected techniques to assess their performance in ADL recognition, employing standardized evaluation metrics, such as accuracy, precision, recall, and F1-score. Among the evaluated techniques, the DeepConvLSTM architecture, consisting of recurrent convolutional layers and a single LSTM layer, achieved the most promising results. These findings suggest that software applications utilizing this architecture can assist smartwatch users in understanding their movement routines more quickly and accurately.