10,511 research outputs found
A Toolkit for Exploring Affective Interface Adaptation in Videogames
From its humble beginnings back in the early 1960âs the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the playerâs physiological condition
Neurophysiological Assessment of Affective Experience
In the field of Affective Computing the affective experience (AX) of the user during the interaction with computers is of great interest. The automatic recognition of the affective state, or emotion, of the user is one of the big challenges. In this proposal I focus on the affect recognition via physiological and neurophysiological signals. Longâstanding evidence from psychophysiological research and more recently from research in affective neuroscience suggests that both, body and brain physiology, are able to indicate the current affective state of a subject. However, regarding the classification of AX several questions are still unanswered. The principal possibility of AX classification was repeatedly shown, but its generalisation over different task contexts, elicitating stimuli modalities, subjects or time is seldom addressed. In this proposal I will discuss a possible agenda for the further exploration of physiological and neurophysiological correlates of AX over different elicitation modalities and task contexts
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
Assessing the impact of affective feedback on end-user security awareness
A lack of awareness regarding online security behaviour can leave users and their devices vulnerable to compromise. This paper highlights potential areas where users may fall victim to online attacks, and reviews existing tools developed to raise usersâ awareness of security behaviour. An ongoing research project is described, which provides a combined monitoring solution and affective feedback system, designed to provide affective feedback on automatic detection of risky security behaviour within a web browser. Results gained from the research conclude an affective feedback mechanism in a browser-based environment, can promote general awareness of online security
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
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