Manuel Fonseca

Prof. Manuel Fonseca

orcid

Research Focus & Metrics

Academic Career Length

31Years (1996-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 June 2017 in IEEE Transactions on Affective Computing
Verified
Journal Article
Closed access
SASoraia M. Alarcao
Soraia M. Alarcao
MFManuel Fonseca
Manuel Fonseca
Emotions have an important role in daily life, not only in human interaction, but also in decision-making processes, and in the perception of the world around us. Due to the recent interest shown by the research community in establishing emotional interactions between humans and computers, the identification of the emotional state of the former became a need. This can be achieved through multiple measures, such as subjective self-reports, autonomic and neurophysiological measurements. In the last years, Electroencephalography (EEG) received considerable attention from researchers, since it can provide a simple, cheap, portable, and ease-to-use solution for identifying emotions. In this paper, we present a survey of the neurophysiological research performed from 2009 to 2016, providing a comprehensive overview of the existing works in emotion recognition using EEG signals. We focus our analysis in the main aspects involved in the recognition process (e.g., subjects, features extracted, classifiers), and compare the works per them. From this analysis, we propose a set of good practice recommendations that researchers must follow to achieve reproducible, replicable, well-validated and high-quality results. We intend this survey to be useful for the research community working on emotion recognition through EEG signals, and in particular for those entering this field of research, since it offers a structured starting point.

14 May 2021 in Sensors
Verified
Journal Article
Open access
PDF file
FGFilipe Galvão
Filipe Galvão
SASoraia Meneses Alarcão
Soraia Meneses Alarcão
MFManuel Fonseca
Manuel Fonseca
Recognition of emotions from physiological signals, and in particular from electroencephalography (EEG), is a field within affective computing gaining increasing relevance. Although researchers have used these signals to recognize emotions, most of them only identify a limited set of emotional states (e.g., happiness, sadness, anger, etc.) and have not attempted to predict exact values for valence and arousal, which would provide a wider range of emotional states. This paper describes our proposed model for predicting the exact values of valence and arousal in a subject-independent scenario. To create it, we studied the best features, brain waves, and machine learning models that are currently in use for emotion classification. This systematic analysis revealed that the best prediction model uses a KNN regressor (K = 1) with Manhattan distance, features from the alpha, beta and gamma bands, and the differential asymmetry from the alpha band. Results, using the DEAP, AMIGOS and DREAMER datasets, show that our model can predict valence and arousal values with a low error (MAE < 0.06, RMSE < 0.16) and a strong correlation between predicted and expected values (PCC > 0.80), and can identify four emotional classes with an accuracy of 84.4%. The findings of this work show that the features, brain waves and machine learning models, typically used in emotion classification tasks, can be used in more challenging situations, such as the prediction of exact values for valence and arousal.

1 February 2014 in Computer Vision and Image Understanding
Verified
Journal Article
Closed access
BLBo Li
Bo Li
YLYijuan Lu
Yijuan Lu
AGAfzal Godil
Afzal Godil
TSTobias Schreck
Tobias Schreck
BBBenjamin Bustos
Benjamin Bustos
JSJose M. Saavedra
Jose M. Saavedra

1 November 2013
Verified
Conference Paper
Closed access
RDRicardo Dias
Ricardo Dias
MFManuel Fonseca
Manuel Fonseca
Music recommendation systems based on Collaborative Filtering methods have been extensively developed over the last years. Typically, they work by analyzing the past user-song relationships, and provide informed guesses based on the overall information collected from other users. Although the music listening behavior is a repetitive and time-dependent process, these methods have not taken this into account and only consider user-song interaction for recommendation. In this work, we explore the usage of temporal context and session diversity in Session-based Collaborative Filtering techniques for music recommendation. We compared two techniques to capture the users' listening patterns over time: one explicitly extracts temporal properties and session diversity, to group and compare the similarity of sessions, the other uses a generative topic modeling algorithm, which is able to implicitly model temporal patterns. We evaluated the developed algorithms by measuring the Hit Ratio, and the Mean Reciprocal Rank. Results reveal that the inclusion of temporal information, either explicitly or implicitly, increases significantly the accuracy of the recommendation, while compared to the traditional session-based CF.

7 November 2002
Verified
Conference Paper
Closed access
MFManuel Fonseca
Manuel Fonseca
Joaquim JorgeJoaquim Jorge
Joaquim Jorge
This paper presents a simple method, based on fuzzy logic, to recognize multi-stroke sketches of geometric shapes and uni-stroke gestural commands. It uses temporal adjacency and global geometric properties of figures to recognize a simple vo- cabulary of geometric shapes drawn in different line styles. The geometric features used (convex hull, largest-area inscribed and smallest-area enclosing polygons, perimeter and area ratios) are invariant with rotation and scale of figures. Through experimen- tal evaluation we have found the method very usable with accept- able recognition rates although the multi-stroke approach poses problems in choosing appropriate values for timeouts. Although we have privileged simplicity over robustness, the method has proved suitable for interactive applications.

2 October 2013
Verified
Conference Paper
Open access
GBGabriel Barata
Gabriel Barata
Sandra GamaSandra Gama
Sandra Gama
MFManuel Fonseca
Manuel Fonseca
DGDaniel Gonçalves
Daniel Gonçalves
Games are of great interest in education. Their motivational qualities make players more persistent and resilient. In particular, virtual environments have proven to be good learning engagers, as they generate opportunities to create, explore and communicate. Here we present an exploratory study on how student autonomy and creativity can be improved by mixing virtual environments and gamification. To attain this, we added to a gamified course a 2.5D virtual environment that grows along with student grading, called AvatarWorld. There, students are represented by customized avatars, and they also can create custom content. Preliminary results suggest that even though students did not spend too much time in AvatarWorld, they were motivated to perform creative tasks that required knowledge acquired in the course.