48 research outputs found

    Designing gestures for affective input: an analysis of shape, effort and valence

    Get PDF
    We discuss a user-centered approach to incorporating affective expressions in interactive applications, and argue for a design that addresses both body and mind. In particular, we have studied the problem of finding a set of affective gestures. Based on previous work in movement analysis and emotion theory [Davies, Laban and Lawrence, Russell], and a study of an actor expressing emotional states in body movements, we have identified three underlying dimensions of movements and emotions: shape, effort and valence. From these dimensions we have created a new affective interaction model, which we name the affective gestural plane model. We applied this model to the design of gestural affective input to a mobile service for affective messages

    Perception of non-verbal emotional listener feedback

    Get PDF
    This paper reports on a listening test assessing the perception of short non-verbal emotional vocalisations emitted by a listener as feedback to the speaker. We clarify the concepts backchannel and feedback, and investigate the use of affect bursts as a means of giving emotional feedback via the backchannel. Experiments with German and Dutch subjects confirm that the recognition of emotion from affect bursts in a dialogical context is similar to their perception in isolation. We also investigate the acceptability of affect bursts when used as listener feedback. Acceptability appears to be linked to display rules for emotion expression. While many ratings were similar between Dutch and German listeners, a number of clear differences was found, suggesting language-specific affect bursts

    Factors of Emotion and Affect in Designing Interactive Virtual Characters

    Get PDF
    The Arts: 1st Place (The Ohio State University Edward F. Hayes Graduate Research Forum)This paper represents a review of literature concerning factors of affective interactive virtual character design. Affect and it's related concepts are defined followed by a detail of work being conducted in relevant areas such as design, animation, robotics. The intent of this review as to inform the author on overlapping concepts in fields related to affective design in order to apply these concepts interactive character development.A three-year embargo was granted for this item

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

    Get PDF
    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    Touch sensor for social robots and interactive objects affective interaction

    Get PDF
    The recognised importance of physical experience in empathic exchanges has led to the development of touch sensors for human–robot affective interaction. Most of these sensors, implemented as matrix of pressure sensors, are rigid, cannot be fabricated in complex shapes, cannot be subjected to large deformations, and usually allow to capture only the contact event, without any information about the interaction context. This paper presents a tactile flux sensor able to capture the entire context of the interaction including gestures and patterns. The sensor is made of alternate layers of sensitive and insulating silicone: the soft nature of the sensor makes it adaptable to complex and deformable bodies. The main features from electrical signals are extracted with the principal component analysis, and a self-organising neural network is in charge for the classification and spatial identification of the events to acknowledge and measure the gesture. The results open to interesting applications, which span from toy manufacturing, to human-robot interaction, and even to sport and biomedical equipment and applications

    Creating adaptive and individual personalities in many characters without hand crafting behaviours

    Get PDF
    Believable characters significantly increase the immersion of users or players in interactive applications. A key component of believable characters is their personality, which has previously been implemented statically using the time consuming task of hand-crafting individuality for each character. Often personality has been modeled based on theories that assume behavior is the same regardless of situation and environment. This paper presents a simple affective and cognitive framework for interactive entertainment characters that allows adaptation of behavior based on the environment and emotions. Different personalities are reflected in behavior preferences which are generated based on individual experience. An initial version of the framework has been implemented in a simple scenario to explore which parameters have the greatest effect on agent diversity

    Extraction of affective components from texts and their use in natural language dialogue systems

    Get PDF
    We are carrying out a research in the field of Human Computer Interaction and developing a natural language dialogue system in Hungarian. In the beginning chapters we briefly describe the architecture of our dialogue system, BotCom with examples of its semantic processing capabilities. We give examples of how the system is handling the topics of the discussion, how the dialogue history is being used in order to enhance the reply generation. In the subsequent parts we give an overview of the emotional state detecting, processing and generating module, called GALA, which is founded on the grounds of Robert Plutchik's emotional model. We show how BotCom is utilizing the detected emotional loads of the user's messages, therefore enabling the chatterbot to give relevant answers both semantically and affectively. In the final chapter we explain how the database of GALA was filled up with expressions assigned to their emotional loads. We also describe a graphical user interface (GUI) being designed to model the changing emotional loads in dialogues, songs and poems, and how it can be used for the emotional labeling of the phrases

    Psychological Aspects in lifelike synthetic agents: Towards to the Personality Markup Language (A Brief Survey)

    Get PDF
    This paper describes how human psychological aspects have been used in lifelike synthetic agents in order to provide believability during the human-computer interaction. We describe a brief survey of applications where Affective Computing Scientists have applied psychological aspects, like Emotion and Personality. Based on those aspects we describe the effort done by Affective Computing scientists in order to create a Markup Language to express and standardize Emotions. Because they have not yet concentrated their effort on Personality, here, we propose a starting point to create a Markup Language to express Personality
    corecore