1,187 research outputs found

    Exploring the Affective Loop

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    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

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Designing Affective Loop Experiences

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    There is a lack of attention to the emotional and the physical aspects of communication in how we up to now have been approaching communication between people in the field of Human Computer Interaction (HCI). As de-signers of digital communication tools we need to consider altering the un-derlying model for communication that has been prevailing in HCI: the in-formation transfer model. Communication is about so much more than trans-ferring information. It is about getting to know yourself, who you are and what part you play in the communication as it unfolds. It is also about the experience of a communication process, what it feels like, how that feeling changes, when it changes, why and perhaps by whom the process is initiated, altered, or disrupted. The idea of Affective Loop experiences in design aims to create new expressive and experiential media for whole users, embodied with the social and physical world they live in, and where communication not only is about getting the message across but also about living the experi-ence of communication- feeling it. An Affective Loop experience is an emerging, in the moment, emotional experience where the inner emotional experience, the situation at hand and the social and physical context act together, to create for one complete em-bodied experience. The loop perspective comes from how this experience takes place in communication and how there is a rhythmic pattern in com-munication where those involved take turns in both expressing themselves and standing back interpreting the moment. To allow for Affective Loop experiences with or through a computer system, the user needs to be allowed to express herself in rich personal ways involv-ing our many ways of expressing and sensing emotions – muscles tensions, facial expressions and more. For the user to become further engaged in inter-action, the computer system needs the capability to return relevant, either diminishing, enforcing or disruptive feedback to those emotions expressed by the user so that the she wants to continue express herself by either strengthening, changing or keeping her expression. We describe how we used the idea of Affective Loop experiences as a con-ceptual tool to navigate a design space of gestural input combined with rich instant feedback. In our design journey, we created two systems, eMoto and FriendSense

    Primate drum kit: A system for studying acoustic pattern production by non-human primates using acceleration and strain sensors

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    The possibility of achieving experimentally controlled, non-vocal acoustic production in non-human primates is a key step to enable the testing of a number of hypotheses on primate behavior and cognition. However, no device or solution is currently available, with the use of sensors in non-human animals being almost exclusively devoted to applications in food industry and animal surveillance. Specifically, no device exists which simultaneously allows: (i) spontaneous production of sound or music by non-human animals via object manipulation, (ii) systematical recording of data sensed from these movements, (iii) the possibility to alter the acoustic feedback properties of the object using remote control. We present two prototypes we developed for application with chimpanzees (Pan troglodytes) which, while fulfilling the aforementioned requirements, allow to arbitrarily associate sounds to physical object movements. The prototypes differ in sensing technology, costs, intended use and construction requirements. One prototype uses four piezoelectric elements embedded between layers of Plexiglas and foam. Strain data is sent to a computer running Python through an Arduino board. A second prototype consists in a modified Wii Remote contained in a gum toy. Acceleration data is sent via Bluetooth to a computer running Max/MSP. We successfully pilot tested the first device with a group of chimpanzees. We foresee using these devices for a range of cognitive experiments. © 2013 by the authors; licensee MDPI, Basel, Switzerland

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    'The emotional wardrobe': a fashion perspective on the integration of technology and clothing

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    Since the Industrial Revolution, fashion and technology have been linked through the textile and manufacturing industries, a relationship that has propelled technical innovation and aesthetic and social change. Today a new alliance is emerging through the integration of electronic technology and smart materials on the body. However, it is not fashion designers who are exploiting this emerging area but interaction design, performance art and electronic and computing technologists. 'The Emotional Wardrobe' is a practice-based research project that seeks to address this imbalance by integrating technology with clothing from a fashion perspective. It aims to enhance fashion's expressive and responsive potential by investigating clothing that can both represent and stimulate an emotional response through the interface of technology. Precedents can be found in the work of other practitioners who merge clothing design with responsive material technology to explore social interaction, social commentary and body responsive technology. Influence is also sought from designers who investigate the notion of paradoxical emotions. A survey of emotion science, emotional design, and affective computing is mapped onto a fashion design structure to assess if this fusion can create new 'poetic' paradigms for the interaction of fashion and technology. These models are explored through the production of 'worn' and 'unworn' case studies which are visualised through responsive garment prototypes and multimedia representations. The marriage of fashion and technology is tested through a series of material experiments that aim to create a new aesthetic vocabulary that is responsive and emotional. They integrate traditional fashion fabrics with material technology to enhance the definition of fashion. The study shows that the merger of fashion and technology can offer a more personal and provocative definition of self, one which actively involves the wearer in a mutable aesthetic identity, replacing the fixed physicality of fashion with a constant flux of self-expression and playful psychological experience. The contribution of the research consists of: the integration of technology to alter communication in fashion, a recontextualisation of fashion within a wider arena of emotion and technology, the use of technologies from other disciplines to materialize ideas and broaden the application of those technologies, and the articulation of a fashion design methodology

    Undefined genre, or, A study into work reliant on visual art mediums to transform the protagonist function of the human body in performance

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    This thesis is a study into performance art, specifically examples of work in which the artist engages with a physical object or visual arts medium to create a work of art in the presence of an audience. The subsequent work of art created can vary from works on paper, to living structures, or any other physical and tangible structure. I have addressed the audience demographic of performance art, the genre’s conceptual genesis, its ephemeral nature, and its commoditisation to analyse its relevance to the current artistic climate. During my study, an importance has been placed on live performance, not on dance or visual arts specifically, but where the divide between the two is blurred. I have established a historical timeline of performance art relevant to the genre of performance I am discussing and made reference to various artists, arts movements and institutions that have influenced the development of performance art from the late 19th century to present. These artists and movements include Futurism, Dada, the Bauhaus, Oskar Schlemmer, Yves Klein, Joseph Beuys, the Judson Dance Group, Inhobodress, the Experimental Art Foundation, and Marina Abramović. Generally my findings conclude that performance art and work of this genre resists finite definition and, furthermore, that doing such would not be useful for any purpose. I have recognised, however, that this study presents important questions in relation to the sustainability of performance art practice and that the commoditisation of this undefined genre could lead to greater wealth within the performance art community. In the initial outset of this study, I proposed to carry out my own work of performance art and collect qualitative data in correspondence. It has proved more valuable for this stage of my research to base my findings on the work of others, as without this foundation of knowledge and analysis the research has provided, the personal generation of art for the purpose of research would be unwise and somewhat naive. A future deeper study into this genre and the sustainability of performance art through a Masters Degree or higher would be an appropriate platform for such data collection
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