Krzysztof Kutt

Dr. Krzysztof Kutt

Institute of Applied Computer Science, Jagiellonian University, Kraków, Małopolskie, Poland
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Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

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

Representative Publications

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29 July 2023 in Information Fusion
Verified
Journal Article
Open access
Juan M. Górriz SáezJuan M. Górriz Sáez
Juan M. Górriz Sáez
IÁI. Álvarez-Illán
I. Álvarez-Illán
AÁA. Álvarez-Marquina
A. Álvarez-Marquina
JAJ.E. Arco
J.E. Arco
MAM. Atzmueller
M. Atzmueller
JFJ.M. Ferrández-Vicente
J.M. Ferrández-Vicente

31 May 2019 in Sensors
Verified
Journal Article
Open access
PDF file
Grzegorz J. NalepaGrzegorz J. Nalepa
Grzegorz J. Nalepa
Krzysztof KuttKrzysztof Kutt
Krzysztof Kutt
BGBarbara Giżycka
Barbara Giżycka
PJPaweł Jemioło
Paweł Jemioło
SBSzymon Bobek
Szymon Bobek
In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors.

1 March 2019 in Future Generation Computer Systems
Verified
Journal Article
Closed access
GNGrzegorz J. Nalepa
Grzegorz J. Nalepa
Krzysztof KuttKrzysztof Kutt
Krzysztof Kutt
SBSzymon Bobek
Szymon Bobek

7 June 2022 in Scientific Data
Verified
Journal Article
Open access
PDF file
Krzysztof KuttKrzysztof Kutt
Krzysztof Kutt
DDDominika Drążyk
Dominika Drążyk
LŻLaura Żuchowska
Laura Żuchowska
MSMaciej Szelążek
Maciej Szelążek
SBSzymon Bobek
Szymon Bobek
GNGrzegorz J. Nalepa
Grzegorz J. Nalepa
Generic emotion prediction models based on physiological data developed in the field of affective computing apparently are not robust enough. To improve their effectiveness, one needs to personalize them to specific individuals and incorporate broader contextual information. To address the lack of relevant datasets, we propose the 2nd Study in Bio-Reactions and Faces for Emotion-based Personalization for AI Systems (BIRAFFE2) dataset. In addition to the classical procedure in the stimulus-appraisal paradigm, it also contains data from an affective gaming session in which a range of contextual data was collected from the game environment. This is complemented by accelerometer, ECG and EDA signals, participants’ facial expression data, together with personality and game engagement questionnaires. The dataset was collected on 102 participants. Its potential usefulness is presented by validating the correctness of the contextual data and indicating the relationships between personality and participants’ emotions and between personality and physiological signals.

1 July 2018
Verified
Conference Paper
Closed access
Krzysztof KuttKrzysztof Kutt
Krzysztof Kutt
GNGrzegorz J. Nalepa
Grzegorz J. Nalepa
BGBarbara Gizycka
Barbara Gizycka
PJPaweł Jemioło
Paweł Jemioło
MAMarcin Adamczyk
Marcin Adamczyk
As technology becomes more ubiquitous and pervasive, special attention should be given to human-computer interaction, especially to the aspect related to the emotional states of the user. However, this approach assumes very specif c mode of data collection and storage. This data is used in the affective computing experiments for human emotion recognition. In the paper we describe a new software solution for mobile devices that allows for data acquisition from wristbands. The application reads physiological signals from wristbands and supports multiple recent devices. In our work we focus on the Heart Rate (HR) and Galvanic Skin Response (GSR) readings. The recorded data is conveniently stored in CSV files, ready for further interpretation. We provide the evaluation of our application with several experiments. The results indicate that the BandReader is a reliable software for data acquisition in affective computing scenarios.

24 September 2017 in Annals of Computer Science and Information Systems
Verified
Conference Paper
Closed access
GNGrzegorz J. Nalepa
Grzegorz J. Nalepa
BGBarbara Giżycka
Barbara Giżycka
Krzysztof KuttKrzysztof Kutt
Krzysztof Kutt
JAJan K. Argasiński
Jan K. Argasiński