Krzysztof Kutt

Krzysztof Kutt
Jagiellonian University | UJ · Department of Games Technology

PhD

About

33
Publications
12,129
Reads
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183
Citations
Citations since 2017
25 Research Items
180 Citations
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Introduction
Computer scientist and psychologist trying to combine expertise from both disciplines into something cool. My research activity focuses on the development of affective HCI/BCI interfaces (based on multimodal fusion of signals and contextual data), methods for processing sensory data (including semantization of such data) and the development of knowledge-based systems (in particular knowledge graphs and semantic web systems).
Additional affiliations
January 2019 - February 2020
AGH University of Science and Technology in Kraków
Position
  • Professor (Assistant)
Description
  • Main research areas: Affective Computing, Artificial Intelligence, Knowledge Representation.
October 2014 - December 2018
AGH University of Science and Technology in Kraków
Position
  • Research Assistant
Description
  • Main research areas: Artificial Intelligence, Semantic Web, Knowledge Representation. Other research areas: Affective Computing, Cognitive Enhancement, Ambient Intelligence.
Jagiellonian University
Position
  • Professor (Assistant)
Education
October 2013 - June 2018
October 2012 - July 2016
Jagiellonian University
Field of study
  • Psychology
February 2012 - July 2013
AGH University of Science and Technology in Kraków
Field of study
  • Applied Computer Science - Systems and software engineering

Publications

Publications (33)
Conference Paper
Full-text available
One of the powerful and popular tools that are used to support Collaborative Knowledge Engineering are Semantic Wikis. They are easily accessible and provide ACL mechanisms, but they lack a good versioning mechanism. In this paper an extended version of such a mechanism is proposed. Besides elements that appear in every Wiki system, like simple cha...
Article
Full-text available
In our work, we focus on detection of affective states, their proper identification and interpretation with use of wearable and mobile devices. We propose a data acquisition layer based on wearable devices able to gather physiological data, and we integrate it with mobile context-aware framework. Furthermore, we formulate a method for personalizati...
Article
Full-text available
In this article, we propose using personality assessment as a way to adapt affective intelligent systems. This psychologically-grounded mechanism will divide users into groups that differ in their reactions to affective stimuli for which the behaviour of the system can be adjusted. In order to verify the hypotheses, we conducted an experiment on 20...
Article
Full-text available
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-...
Chapter
Full-text available
Facial expressions convey the vast majority of the emotional information contained in social utterances. From the point of view of affective intelligent systems, it is therefore important to develop appropriate emotion recognition models based on facial images. As a result of the high interest of the research and industrial community in this proble...
Conference Paper
Full-text available
The paper provides insights into two main threads of analysis of the BIRAFFE2 dataset concerning the associations between personality and physiological signals and concerning the game logs' generation and processing. Alongside the presentation of results, we propose the generation of event-marked maps as an important step in the exploratory analysi...
Conference Paper
Full-text available
The paper presents the design of a game that will serve as a research environment in the BIRAFFE series experiment planned for autumn 2021, which uses affective and personality computing methods to develop methods for interacting with intelligent assistants. A key aspect is grounding the game design on the taxonomy of player types designed by Bartl...
Preprint
In this paper, we present a Virtual Reality (VR) based environment where the engineer interacts with incoming data from a fleet of aeroengines. This data takes the form of 3D computer-aided design (CAD) engine models coupled with characteristic plots for the subsystems of each engine. Both the plots and models can be interacted with and manipulated...
Article
Full-text available
Mining ubiquitous sensing data is important but also challenging, due to many factors, such as heterogeneous large-scale data that is often at various levels of abstraction. This also relates particularly to the important aspects of the explainability and interpretability of the applied models and their results, and thus ultimately to the outcome o...
Conference Paper
Full-text available
We introduce J.A.N.E. – a proof-of-concept voice-based travel assistant. It is an attempt to show how to handle increasingly complex user queries against the web while balancing between an intuitive user interface and a proper knowledge quality level. As the use case, the search for travel directions based on user preferences regarding cuisine, art...
Conference Paper
Full-text available
We propose an experimental framework for Affective Computing based of video games. We developed a set of specially designed mini-games, based of carefully selected game mechanics, to evoke emotions of participants of a larger experiment. We believe, that games provide a controllable yet overall ecological environment for studying emotions. We discu...
Preprint
Full-text available
The paper describes BIRAFFE2 data set, which is a result of an affective computing experiment conducted between 2019 and 2020, that aimed to develop computer models for classification and recognition of emotion. Such work is important to develop new methods of natural Human-AI interaction. As we believe that models of emotion should be personalized...
Data
This is our 2nd Study in Bio-Reactions and Faces for Emotion-based Personalization for AI Systems (BIRAFFE2). It is a dataset consisting of electrocardiogram (ECG), galvanic skin response (GSR), changes in facial expression signals and hand movements (represented by gamepad's accelerometer and gyroscope) recorded during affect elicitation by means...
Conference Paper
Full-text available
In this paper we introduce the BIRAFFE data set which is the result of the experiment in affective computing we conducted in early 2019. The experiment is part of the work aimed at the development of computer models for emotion classification and recognition. We strongly believe that such models should be personalized by design as emotional respons...
Data
We present BIRAFFE, a dataset consisting of electrocardiogram (ECG), galvanic skin reaction (GSR) and changes in facial expression signals recorded during affect elicitation by means of audio-visual stimuli (from IADS and IAPS databases) and our two proof-of-concept affective games ("Affective SpaceShooter 2" and "Fred Me Out 2"). All the signals w...
Conference Paper
Full-text available
Tools for automatization of knowledge on game mechanics and their interrelationships are still lacking. Game design patterns, as proposed by Björk and Holopainen, seem promising in this area, as they can be represented formally as an ontology. This paper presents our proposal of such a representation, developed using OWL2. We discuss the design of...
Article
Full-text available
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...
Conference Paper
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 recog...
Thesis
Full-text available
This dissertation concerns methods for supporting the knowledge engineering (KE) process. In recent years, a shift from the traditional KE to collaborative KE has been visible -- one that represents a transformation from process, in which the main role was played by knowledge engineers, to a collaborative effort, in which domain experts are main co...
Conference Paper
Full-text available
The paper outlines a mobile sensor platform aimed at processing physiological data from wearable sensors. We discuss the requirements related to the use of low-cost portable devices in this scenario. Experimental analysis of four such devices, namely Microsoft Band 2, Empatica E4, eHealth Sensor Platform and BITalino (r)evolution is provided. Criti...
Conference Paper
Full-text available
In this overview paper we focus on our recent progress in the work on the mobile platform for AfC. We provide the main assumptions about the platform, as well as describe affective data acquisition and interpretation. We discuss our most recent experiments and provide an outlook of our future works.
Conference Paper
Full-text available
We present a navigation system combining augmented reality with semantic annotations of POIs. The prototype was implemented using regular Android smartphone and Google Cardboard. For semantic annotations we use RDF, SPARQL and a triplestore on the server. We developed a semantic information system integrated with a basic augmented reality interface...
Chapter
Business Process models help to visualize the processes of an organization. There exist several techniques of semantization of Business Processes. We give an overview of Business Process semantization techniques, focusing on the existing approaches in several Business Process Management tools. We also present the use of the existing techniques in t...
Conference Paper
Full-text available
A new dimension in human-computer interaction, that can be used to improve the user experience, is the emotional state of the user. This is the domain of the affective computing paradigm. In our work we focus on the applications of affective techniques in the area of the design of video games. We assume that a change in the affective condition of a...
Conference Paper
Full-text available
Design of Business Intelligence systems capable of effectively handling a domain knowledge is a well known, but currently not solved challenge for both Software and Knowledge Engineers. There exist several approaches to extract and model the Business Knowledge, most notably Business Processes and Business Rules. However, each of them has its own we...
Conference Paper
Full-text available
Knowledge management in a business information systems often requires a unified dictionary of business concepts, that allows for a transparent integration of such systems. Thanks to it sharing the conceptualization between users becomes possible, and a better decision support facilities can be provided. The Prosecco project is a research and develo...
Conference Paper
Use of the information technology increases chances of adapting to changing environments. This applies to wild jungle as it applies to the urban information jungle. Modern wearable devices will allow to improve physical and augmented mental capabilities of humans. An interdisciplinary approach aimed at improving human mental processes is cognitive...
Conference Paper
Full-text available
SBVR is a mature standard for capturing expressive business rules along with their semantics, and is especially useful in the communication with business people. SBVRwiki is a novel tool that allows for an eective use of the SBVR notation. This online collaborative solution allows for distributed and incremental rule authoring for business analytic...
Conference Paper
Full-text available
In this paper a proposal of a new black-box unit testing method based on decision tables is given. Its main part is an automatic generation of test cases using rule-based specification of a module. The tables containing rules are described in a formalized way using the XTT2 design method for rule-based systems. The paper also provides a presentatio...
Conference Paper
Full-text available
In the paper a presentation of HaDEsclipse is given. It is an environment for design and implementation of rule-based systems within the Semantic Knowledge Engineering (SKE) approach. It is build with the use of the Eclipse framework, integrating the previously developed components of the HaDEs environment. HaDEsclipse integrates modules for concep...

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Projects

Projects (2)
Project
BIRAFFE is a series of experiments, placed in affective computing area, aimed at development of smart, affordable & wearable solutions for personalization of AI systems. Prepared datasets are available online. They consists of electrocardiogram (ECG), galvanic skin reaction (GSR), gyroscope and changes in facial expression signals recorded during affect elicitation by means of audio-visual stimuli (from IADS and IAPS databases) and our proof-of-concept affective games. All the signals were captured using portable and low-cost equipment: BITalino (r)evolution kit, Creative Live! web camera and Sony DualShock 4 gamepad. Besides the signals, the datasets consist also of subjects’ self-assessment of their affective state after each stimuli, “Big Five” personality traits assessment and game involvement-related metrics. For detailed description see Zenodo records: https://zenodo.org/record/3442143 (BIRAFFE1) and https://zenodo.org/record/3865859 (BIRAFFE2)
Project
My PhD project in Computer Science ("Collaborative Knowledge Engineering. Methods and Tools for System Design"). I deal with Semantic Wikis and the ways they can be used to support group of people that collaboratively creates knowledge within the wiki. I propose methods for change management, quality management and user motivation.