48 research outputs found
Designing gestures for affective input: an analysis of shape, effort and valence
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
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
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Perceptual multimedia quality: Implications of an empirical study
Copyright @ 2005 HCI InternationalIf commercial multimedia development continues to ignore the user-perspective in preference of other factors, i.e. user fascination (i.e. the latest gimmick), then companies ultimately risk alienating the customer. Moreover, by ignoring the user-perspective, future distributed multimedia systems risk ignoring accessibility issues, by excluding access for users with abnormal perceptual requirements. This paper presents an extensive examination of distributed multimedia quality. We define a model that considers multimedia quality from three distinct levels: the network, the media- and the content-levels; and two views: the technical- and the user-perspective. By manipulating both technical and user-perspective parameters, we examine the impact on quality perception at the three quality levels identified. Results show that: a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation, independent of technical parameters; the type of video clip significantly impacts user information assimilation, user level of enjoyment and user perception of quality; the display type impacts user information assimilation and user perception of quality. Finally, to ensure transfer of informational content, network parameter variation should be adapted; to maintain user enjoyment, video content variation should be adapted
Factors of Emotion and Affect in Designing Interactive Virtual Characters
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
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Defining user perception of distributed multimedia quality
This article presents the results of a study that explored the human side of the multimedia experience. We propose a model that assesses quality variation from three distinct levels: the network, the media and the content levels; and from two views: the technical and the user perspective. By facilitating parameter variation at each of the quality levels and from each of the perspectives, we were able to examine their impact on user quality perception. Results show that a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation independent of technical parameters, that multimedia content type significantly impacts user information assimilation, user level of enjoyment, and user perception of quality, and that the device display type impacts user information assimilation and user perception of quality. Finally, to ensure the transfer of information, low-level abstraction (network-level) parameters, such as delay and jitter, should be adapted; to maintain the user's level of enjoyment, high-level abstraction quality parameters (content-level), such as the appropriate use of display screens, should be adapted
Affective Medicine: a review of Affective Computing efforts in Medical Informatics
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
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
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
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)
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