Currently, the diagnosis of major depressive disorder (MDD) and its subtypes is mainly based on subjective assessments and self-reported measures. However, objective criteria as ...Electroencephalography (EEG) features would be helpful in detecting depressive states at early stages to prevent the worsening of the symptoms. Scientific community has widely investigated the effectiveness of EEG-based measures to discriminate between depressed and healthy subjects, with the aim to better understand the mechanisms behind the disorder and find biomarkers useful for diagnosis. This work offers a comprehensive review of the extant literature concerning the EEG-based biomarkers for MDD and its subtypes, and identify possible future directions for this line of research. Scopus, PubMed and Web of Science databases were researched following PRISMA's guidelines. The initial papers' screening was based on titles and abstracts; then full texts of the identified articles were examined, and a synthesis of findings was developed using tables and thematic analysis. After screening 1871 articles, 76 studies were identified as relevant and included in the systematic review. Reviewed markers include EEG frequency bands power, EEG asymmetry, ERP components, non-linear and functional connectivity measures. Results were discussed in relations to the different EEG measures assessed in the studies. Findings confirmed the effectiveness of those measures in discriminating between healthy and depressed subjects. However, the review highlights that the causal link between EEG measures and depressive subtypes needs to be further investigated and points out that some methodological issues need to be solved to enhance future research in this field.
With the aim to give an overview of the most recent discoveries in the field of socially engaging interactive systems, the present paper discusses features affecting users' acceptance of virtual ...agents, robots, and chatbots. In addition, questionnaires exploited in several investigations to assess the acceptance of virtual agents, robots, and chatbots (voice only) are discussed and reported in the
Supplementary material
to make them available to the scientific community. These questionnaires were developed by the authors as a scientific contribution to the H2020 project EMPATHIC (
http://www.empathic-project.eu/
), Menhir (
https://menhir-project.eu/
), and the Italian-funded projects SIROBOTICS (
https://www.exprivia.it/it-tile-6009-si-robotics/
) and ANDROIDS (
https://www.psicologia.unicampania.it/android-project
) to guide the design and implementation of the promised assistive interactive dialog systems. They aimed to quantitatively evaluate Virtual Agents Acceptance (VAAQ), Robot Acceptance (RAQ), and Synthetic Virtual Agent Voice Acceptance (VAVAQ).
In this work we combine time, spectral and cepstral features of the signal captured in a tablet to characterize depression, anxiety, and stress emotional state recognition on the EMOTHAW database. ...EMOTHAW contains the emotional states of users represented by capturing signals from sensors on the tablet and pen when the user is performing 3 specific handwriting and 4 drawing tasks, which had been categorized into depressed, anxious, stressed, and typical, according to the Depression, Anxiety and Stress Scale (DASS). Each user was characterized with six time-domain features, and the number of spectral-domain and cepstral-domain features for the horizontal and vertical displacement of the pen, the pressure on the paper, and the time spent on-air and off-air, depended on the configuration of the filterbank. As next step, we select the best features using the Fast Correlation-Based Filtering method. Since our dataset has 129 users, then as next step, we augmented the training data by randomly selecting a percentage of the training data and adding a small random Gaussian noise to the extracted features. We then train a radial basis SVM model using the Leave-One-Out (LOO) methodology. The experimental results show an average accuracy classification improvement ranging of 15%, and an accuracy classification improvement ranging from 4% to 34% compared with baseline (state of the art) for specific emotions such as depression, anxiety, stress, and typical emotional states.
Based on a previous investigation, a quantitative study aimed to identify user’ preferences towards four synthetic voices of two different quality levels (classified through the sophistication of the ...synthesizer: low vs. high) is proposed. The voices administered to participants were developed considering two main aspects: the voice quality (high/low) and their gender (male/female). 182 unpaid participants were recruited for the study, divided in four groups according to their age, and therefore classified as adolescents, young adults, middle-aged, and seniors. To collect data regarding each voice, randomly audited by participants, the shortened version of the Virtual Agent Voice Acceptance Questionnaire (VAVAQ) was exploited. Outcomes of the previous study revealed that the voices of high quality, regardless of their gender, received a higher acclaim by all participants examined rather than the corresponding two voices assessed as lower quality. Conversely, findings of the current study suggest that the four new groups of participants involved agreed in showing their strong preference towards the high-quality voice gendered as female compared to all the other considered voices. Regarding the two voices gendered as male, the high-quality one was considered as more original and capable to arouse positive emotional states than the low-quality one. Moreover, the high-quality male voice was judged as more natural than the female low-quality one. Results provide some insights for future directions in the user experience and design field.
The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is ...aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker’s emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.
Classical neurophysiological studies demonstrated that the monkey brain is equipped with neurons selectively representing the visual shape of the primate hand. Neuroimaging in humans provided data ...suggesting that a similar representation can be found in humans. Here, we investigated the selectivity of hand representation in humans by means of the visual adaptation technique. Results showed that participants' judgement of human-likeness of a visual probe representing a human hand was specifically reduced by a visual adaptation procedure when using a human hand adaptor but not when using an anthropoid robotic hand or a non-primate animal paw adaptor. Instead, human-likeness of the anthropoid robotic hand was affected by both human and robotic adaptors. No effect was found when using a non-primate animal paw as adaptor or probe. These results support the existence of specific neural mechanisms encoding human hand in the human's visual system.
This paper deals with the complexity of some natural graph problems parameterized by some measures that are restrictions of clique-width, such as modular-width and neighborhood diversity. We ...introduce a novel parameter, called iterated type partition number, that can be computed in linear time and nicely places between modular-width and neighborhood diversity. We prove that the Equitable Coloring problem is W1-hard when parameterized by the iterated type partition number. This result extends to modular-width, answering an open question on the complexity of Equitable Coloring when parameterized by modular-width. On the contrary, we show that the Equitable Coloring problem is FPT when parameterized by neighborhood diversity.
Furthermore, we present a scheme for devising FPT algorithms parameterized by iterated type partition number, which enables us to find optimal solutions for several graph problems. As an example, in this paper, we present algorithms parameterized by the iterated type partition number of the input graph for some generalized versions of the Maximum Clique, Minimum Graph Coloring, (Total) Minimum Dominating Set, Minimum Vertex Cover and Maximum Independent Set problems. Each algorithm outputs not only the optimal value but also the optimal solution. We stress that while the considered problems are already known to be FPT with respect to modular-width, the novel algorithms are both simpler and more efficient. We finally show that the proposed scheme can be used to devise polynomial kernels, with respect to iterated type partition number, for the decisional version of most of the problems mentioned above.
Identifying the most influential spreaders is an important issue for the study of the dynamics of information diffusion in complex networks. In this paper we analyze the following spreading model. ...Initially, a few nodes know a piece of information and are active spreaders of it. At subsequent rounds, spreaders communicate the information to their neighbors. Upon receiving the information, a node becomes aware of it but does not necessarily become a spreader; it starts spreading only if it gets the information from a sufficiently large number of its neighbors. A set of initial spreaders that guarantees that all the nodes become aware of the information is called a perfect seed set. We study the problem of choosing a perfect seed set of minimum size. We provide hardness results and show that the problem becomes tractable on trees. In case of general graphs, we provide an efficient algorithm and validate its effectiveness (in terms of the solution size) on real-life networks. We also study perfect seed sets in dense graphs and derive a bound on the size of a dominating set in Ore graphs.
Dual domination problems in graphs Cordasco, Gennaro; Gargano, Luisa; Rescigno, Adele A.
Journal of computer and system sciences,
September 2022, 2022-09-00, Letnik:
128
Journal Article
Recenzirano
We introduce a novel domination problem, which we call Dual Domination (DD). We assume that the nodes in a network are partitioned into two categories: Positive nodes (V+) and negative nodes (V−). We ...study the Maximum Bounded Dual Domination, where, given a bound k, the problem is to find a set D⊆V+, which maximizes the number of nodes dominated in V+, dominating at most k nodes in V−. We show that such problem is hard to approximate to a factor better than (1−1/e). We give a polynomial time algorithm with approximation guaranteed (1−e−1/Δ), where Δ represents the maximum number of neighbors in V+ of any node in V−, and an O(|V|k2) time algorithm to solve the problem on trees. We also study two related problems named Maximum Dual Domination and minimum Negative Dual Domination. For both problems, we show hardness results and provide O(|V|) time algorithms on trees.