Oana Mitruț

Dr. Oana Mitruț

University POLITEHNICA of Bucharest
orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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20 December 2019 in Symmetry
Verified
Journal Article
Open access
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Oana MitruțOana Mitruț
Oana Mitruț
GMGabriela Moise
Gabriela Moise
Livia PetrescuLivia Petrescu
Livia Petrescu
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
Marius LeordeanuMarius Leordeanu
Marius Leordeanu
FMFlorica Moldoveanu
Florica Moldoveanu
Emotions constitute an indispensable component of our everyday life. They consist of conscious mental reactions towards objects or situations and are associated with various physiological, behavioral, and cognitive changes. In this paper, we propose a comparative analysis between different machine learning and deep learning techniques, with and without feature selection, for binarily classifying the six basic emotions, namely anger, disgust, fear, joy, sadness, and surprise, into two symmetrical categorical classes (emotion and no emotion), using the physiological recordings and subjective ratings of valence, arousal, and dominance from the DEAP (Dataset for Emotion Analysis using EEG, Physiological and Video Signals) database. The results showed that the maximum classification accuracies for each emotion were: anger: 98.02%, joy:100%, surprise: 96%, disgust: 95%, fear: 90.75%, and sadness: 90.08%. In the case of four emotions (anger, disgust, fear, and sadness), the classification accuracies were higher without feature selection. Our approach to emotion classification has future applicability in the field of affective computing, which includes all the methods used for the automatic assessment of emotions and their applications in healthcare, education, marketing, website personalization, recommender systems, video games, and social media.

21 September 2016 in Restorative Neurology and Neuroscience
Verified
Journal Article
Open access
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AKArni Kristjansson
Arni Kristjansson
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
ÓJÓmar I. Jóhannesson
Ómar I. Jóhannesson
Oana MitruțOana Mitruț
Oana Mitruț
SSSimone Spagnol
Simone Spagnol
RURunar Unnthorsson
Runar Unnthorsson
An exciting possibility for compensating for loss of sensory function is to augment deficient senses by conveying missing information through an intact sense. Here we present an overview of techniques that have been developed for sensory substitution

11 April 2019 in Sensors
Verified
Journal Article
Open access
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Oana MitruțOana Mitruț
Oana Mitruț
GMGabriela Moise
Gabriela Moise
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
Marius LeordeanuMarius Leordeanu
Marius Leordeanu
FMFlorica Moldoveanu
Florica Moldoveanu
There has been steady progress in the field of affective computing over the last two decades that has integrated artificial intelligence techniques in the construction of computational models of emotion. Having, as a purpose, the development of a system for treating phobias that would automatically determine fear levels and adapt exposure intensity based on the user’s current affective state, we propose a comparative study between various machine and deep learning techniques (four deep neural network models, a stochastic configuration network, Support Vector Machine, Linear Discriminant Analysis, Random Forest and k-Nearest Neighbors), with and without feature selection, for recognizing and classifying fear levels based on the electroencephalogram (EEG) and peripheral data from the DEAP (Database for Emotion Analysis using Physiological signals) database. Fear was considered an emotion eliciting low valence, high arousal and low dominance. By dividing the ratings of valence/arousal/dominance emotion dimensions, we propose two paradigms for fear level estimation—the two-level (0—no fear and 1—fear) and the four-level (0—no fear, 1—low fear, 2—medium fear, 3—high fear) paradigms. Although all the methods provide good classification accuracies, the highest F scores have been obtained using the Random Forest Classifier—89.96% and 85.33% for the two-level and four-level fear evaluation modality.

15 January 2020 in Sensors
Verified
Journal Article
Open access
PDF file
Oana MitruțOana Mitruț
Oana Mitruț
GMGabriela Moise
Gabriela Moise
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
Marius LeordeanuMarius Leordeanu
Marius Leordeanu
FMFlorica Moldoveanu
Florica Moldoveanu
In this paper, we investigate various machine learning classifiers used in our Virtual Reality (VR) system for treating acrophobia. The system automatically estimates fear level based on multimodal sensory data and a self-reported emotion assessment. There are two modalities of expressing fear ratings: the 2-choice scale, where 0 represents relaxation and 1 stands for fear; and the 4-choice scale, with the following correspondence: 0—relaxation, 1—low fear, 2—medium fear and 3—high fear. A set of features was extracted from the sensory signals using various metrics that quantify brain (electroencephalogram—EEG) and physiological linear and non-linear dynamics (Heart Rate—HR and Galvanic Skin Response—GSR). The novelty consists in the automatic adaptation of exposure scenario according to the subject’s affective state. We acquired data from acrophobic subjects who had undergone an in vivo pre-therapy exposure session, followed by a Virtual Reality therapy and an in vivo evaluation procedure. Various machine and deep learning classifiers were implemented and tested, with and without feature selection, in both a user-dependent and user-independent fashion. The results showed a very high cross-validation accuracy on the training set and good test accuracies, ranging from 42.5% to 89.5%. The most important features of fear level classification were GSR, HR and the values of the EEG in the beta frequency range. For determining the next exposure scenario, a dominant role was played by the target fear level, a parameter computed by taking into account the patient’s estimated fear level.

10 December 2020 in Sensors
Verified
Journal Article
Open access
PDF file
Livia PetrescuLivia Petrescu
Livia Petrescu
CPCatalin-Dumitru Petrescu
Catalin-Dumitru Petrescu
Oana MitruțOana Mitruț
Oana Mitruț
GMGabriela Moise
Gabriela Moise
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
Marius LeordeanuMarius Leordeanu
Marius Leordeanu
This paper proposes a protocol for the acquisition and processing of biophysical signals in virtual reality applications, particularly in phobia therapy experiments. This protocol aims to ensure that the measurement and processing phases are performed effectively, to obtain clean data that can be used to estimate the users’ anxiety levels. The protocol has been designed after analyzing the experimental data of seven subjects who have been exposed to heights in a virtual reality environment. The subjects’ level of anxiety has been estimated based on the real-time evaluation of a nonlinear function that has as parameters various features extracted from the biophysical signals. The highest classification accuracy was obtained using a combination of seven heart rate and electrodermal activity features in the time domain and frequency domain.

27 June 2016 in Brain Sciences
Verified
Journal Article
Open access
PDF file
OJOmar I Johannesson
Omar I Johannesson
Oana MitruțOana Mitruț
Oana Mitruț
RURunar Unnthorsson
Runar Unnthorsson
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
AKArni Kristjansson
Arni Kristjansson
The Sound of Vision project involves developing a sensory substitution device that is aimed at creating and conveying a rich auditory representation of the surrounding environment to the visually impaired. However, the feasibility of such an approach is strongly constrained by neural flexibility, possibilities of sensory substitution and adaptation to changed sensory input. We review evidence for such flexibility from various perspectives. We discuss neuroplasticity of the adult brain with an emphasis on functional changes in the visually impaired compared to sighted people. We discuss effects of adaptation on brain activity, in particular short-term and long-term effects of repeated exposure to particular stimuli. We then discuss evidence for sensory substitution such as Sound of Vision involves, while finally discussing evidence for adaptation to changes in the auditory environment. We conclude that sensory substitution enterprises such as Sound of Vision are quite feasible in light of the available evidence, which is encouraging regarding such projects.