135 research outputs found

    Deception in context: coding nonverbal cues, situational variables and risk of detection

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    There are many situations in which deception may arise and understanding the behaviors associated with it are compounded by various contexts in which it may occur. This paper sets out a coding protocol for identifying cues to deception and reports on three studies, in which deception was studied in different contexts. The contexts involved manipulating risks (i.e., probability) of being detected and reconnaissance, both of which are related to terrorist activities. Two of the studies examined the impact of changing the risks of deception detection, whilst the third investigated increased cognitive demand of duplex deception tasks including reconnaissance and deception. In all three studies, cues to deception were analyzed in relation to observable body movements and subjective impressions given by participants. In general, the results indicate a pattern of hand movement reduction by deceivers, and suggest the notion that raising the risk of detection influences deceivers? behaviors. Participants in the higher risk condition displayed increased negative affect (found in deceivers) and tension (found in both deceivers and truth-tellers) than those in lower risk conditions

    Telling the difference between deceiving and truth telling: An experiment in a public space

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    The behavioral experiment presented in this paper investigated deception tasks (both concealment and lying) undertaken in a public space. The degree of risk of deception detection and the demands of self-regulation when deceiving were manipulated. The results showed a significant interaction effect between veracity and risk of deception detection, emerged for the body movement of “hand(s) in pocket(s)”. The incidence of “hand(s) in pocket(s)” was found to increase from truth telling to deceiving conditions when the risk of deception detection was higher, and to decrease from truth telling to deceiving conditions when the risk was lower. Higher risk of deception detection was also found in magnifying the “overall negative and controlled impression” displayed by both deceivers and truth tellers, compared to the lower risk of detection condition. We also discussed the possible effects of risk of deception detection and depletion of self-regulation, on deception behavior. Further studies and the connection between this study and the research community of computer vision and multimodel interaction is also discussed

    Multimodal “sensory illusions” for improving spatial awareness in virtual environments

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    Inaccurate judgement of distances in virtual environments (VEs) restricts their usefulness for engineering development, in which engineers must have a good understanding of the spaces they are designing. Multimodal feedback can improve depth perception in VEs, but this has yet to be implemented and tested in engineering applications with systems which provide haptic feedback to the body. The project reported in this paper will develop a multimodal VE to improve engineers’ understanding of 3D spaces. It will test the concept of “sensory illusions” where the point of collision in the VE differs to the point of haptic feedback on the body. This will permit the use of fewer vibrotactile devices and therefore the development of a more wearable system. This paper describes related work in multisensory and tactile stimulation which suggests that our perception of a stimulus is not fixed to the point of contact

    Development of a low-cost multimodal VR system for engineering design

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    Virtual Reality technologies are available at a lower cost than ever before. However, such systems are developed mainly for the consumer market, and inaccuracies in spatial judgements may make them unsuitable for specific applications like Engineering Design. There is evidence to suggest that the addition of haptic feedback may improve spatial judgements, but most commercially available haptic systems are impractical and unaffordable outside of specialist research settings and large enterprises. We describe the challenges for developing a multimodal VR system using only low-cost off-the-shelf technologies, and demonstrate a working prototype of a system which aims to overcome these issues

    Development of a technique for predicting the human response to an emergency situation

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    This paper presents development work on a new approach for predicting the human response to an emergency situation. The study builds upon an initial investigation in which 20 participants were asked to predict what actions they would take in the event of a domestic fire [1]. The development work involved a retest with an additional 20 participants to investigate the reliability of the approach. Furthermore, the analysis procedure was improved such that the results represented more accurately those which could be obtained from practical application of the approach. As found in the initial investigation, the frequencies and sequences of the reported acts had significant relationships with a study of behavior in real fires [2] (Spearman’s rho: 0.323, N=55, p<0.05) and (Spearman’s rho: 0.340, N=37, p<0.05), respectively. Further development work is required, but the results indicate that the approach may have use for predicting human behavior in emergencies

    Variability of human behaviour in outdoor public spaces, associated with the thermal environment

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    This paper presents part of the outcomes of a programme of research into the influence of the thermal environment on human behaviour in an outdoor public seating area. The research was conducted during one month in summer, autumn and winter of 2015 and 2016. The data gathered consists in the conduct of people using a public square in Nottingham city centre, and measurements of the environmental conditions taken at that place. The data of Number of People and the Size of Groups of people, were analysed according with the thermal environment of the place. The results showed a strong significant correlation between Number of People and Globe Temperature_sun [r = .66, p < .001]. A multiple regression analysis found that the Number of People per minute in a public space can be predicted using the Globe Temperature_sun and the Wind Speed data of that place [R-square of .39, p < 0.001]. These prediction models can be used to forecast the occupancy of the place and the grouping of users under different environmental conditions. The results can assist the design of urban spaces by allowing testing their future use with predicted data of human behaviour. In addition, the data obtained will serve as a foundation for further research about the human behaviour in public spaces

    Perceptions of an automotive load space in a virtual environment

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    A study was conducted to investigate the accuracy of perceptions of a car load space in a CAVE virtual environment. A total of 46 participants rated load space width, height, depth, usability and overall capacity after viewing either a virtual Range Rover Evoque in the CAVE or the real car. Participants were also asked to estimate how many 100mm3 blocks could fit in the load space in width, depth or height. The only significant difference was in usability, which was rated higher in the CAVE. There was no systematic over- or under-estimation of distances in the virtual environment. Equivalence was demonstrated for width and depth in the block estimation task. The results suggest that virtual environments can be used for car load space design, particularly for estimates of size, but further work is required to be confident that subjective ratings of virtual properties are equivalent to those of real vehicles

    Intergenerational interpretation of the Internet of Things

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    This report investigates how different generations within a household interpret individual members’ data generated by the Internet of Things (IoT). Adopting a mixed methods approach, we are interested in interpretations of the IoT by teenagers, their parents and grandparents, and how they understand and interact with the kinds of data that might be generated by IoT devices. The first part of this document is a technical review that outlines the key existing and envisaged technologies that make up the IoT. It explores the definition and scope of the Internet of Things. Hardware, networking, intelligent objects and Human-Computer Interaction implications are all discussed in detail. The second section focuses on the human perspective, looking at psychological and sociological issues relating to the interpretation of information generated by the IoT. Areas such as privacy, data ambiguity, ageism, and confirmation bias are explored. The third section brings both aspects together, examining how technical and social aspects of the IoT interact in four specific application domains: energy monitoring, groceries and shopping, physical gaming, and sharing experiences. This section also presents three household scenarios developed to communicate and explore the complexities of integrating IoT technologies into family life. The final section draws together all the findings and suggests future research

    User-centred design of a portable fire extinguisher

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    This case study documents the process followed to produce an alternative design of fire extinguisher. The work focuses on how informative data can be gathered for an ethically challenging product scenario through the use of a range of user-centred research methods, including: literature review; product evaluation; shadowing study; empathy study; expert interview; focus groups; and simulation equipment. Design improvements as a consequence of this process include: reductions in size and weight; refillable cartridges; single-handed operation; intuitive form; minimal clean up post-use; and better portability

    Living with the user: design drama for dementia care through responsive scripted experiences in the home

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    Participation in forms of drama and narrative can provoke empathy and creativity in user-centred design processes. In this paper, we expand upon existing methods to explore the potential for responsive scripted experiences that are delivered through the combination of sensors and output devices placed in a home. The approach is being developed in the context of Dementia care, where the capacity for rich user participation in design activities is limited. In this case, a system can act as a proxy for a person with Dementia, allowing designers to gain experiences and insight as to what it is like to provide care for, and live with, this person. We describe the rationale behind the approach, a prototype system architecture, and our current work to explore the creation of scripted experiences for design, played out though UbiComp technologies
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