Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.
History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by the Wayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.

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1999, Human-Computer Interaction
One goal of human computer interaction (HCI) is to make an adaptive, smart computer system. This type of project could possibly include gesture recognition, facial recognition, eye tracking, speech recognition, etc. Another non-invasive way to obtain information about a person is through touch. People use their computers to obtain, store and manipulate data using their computer. In order to start creating smart computers, the computer must start gaining information about the user.
2017 •
Emotion recognition is a field of study that is much investigated by researchers because it is an important piece in the development of intelligent system. Researchers used different techniques to capture the emotional response of the people based on the situation and design patterns to see its effects and relevance. In this paper, the researchers investigated the emotional patterns of the students towards programming using input devices such as keyboard and mouse. The use of keyboard and mouse provided an affordable and non-intrusive method of collecting data. The keyboard and mouse data collected were mapped by an expert on facial expressions to emotions captured on video at the same the students were answering the programming problem. From these annotations, the classes of emotions were derived. Rapid miner was then used to identify the pattern of keyboard and mouse strokes that corresponds to different emotions. The accuracy of the results were 70.25% and with a Kappa of 0.612%.
Proceedings of the 8th international conference on Multimodal interfaces - ICMI '06
Foundations of human computing2006 •
Interacting with Computers
This computer responds to user frustration: Theory, design, and results2001 •
Interacting with Computers
This Computer Responds to User Frustration Theory, Design, Results, and Implications1999 •
Modern humans interact with a variety of electronic devices to accomplish tasks, entertain themselves and to communicate with others. Traditionally this interaction has been conceived of as being the interaction between a user and a tool. There is no emotional value in that interaction, it is not social. The interaction is merely functional. The problem with that approach is that humans do express emotions toward computers, smart phones and other computational devices. Some of the concepts involved in the computer science sub-field of human-computer interaction describe these interactions as social and refer to computers as social actors. If computers are to be treated social actors, then emotions must be considered in evaluation of the interactions in which they take part. Despite the anthropomorphist properties that some in the computer science discipline apply to computers, computers, including artificial intelligences, do not experience feelings. Therefore, the concept of emotions in human-computer interaction must be considered through different frameworks and from the perspective of the human actors involved. Humans develop social relationships with their technology (Nass 1994). Like any relationship involving humans, the quality of the relationship is impacted by the emotional exchanges involved. Emotion is an important component of human-computer interaction because of the amount of time that humans spend with their devices and because the capability to interact successfully with other humans depends upon strong social and emotional skills.

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