22,811 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

    A Foundation for Emotional Expressivity

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    To express emotions to others in mobile text messaging in our view require designs that can both capture some of the ambiguity and subtleness that characterizes emotional interaction and keep the media specific qualities. Through the use of a body movement analysis and a dimensional model of emotion experiences, we arrived at a design for a mobile messaging service, eMoto. The service makes use of the sub-symbolic expressions; colors, shapes and animations, for expressing emotions in an open-ended way. Here we present the design process and a user study of those expressions, where the results show that the use of these sub-symbolic expressions can work as a foundation to use as a creative tool, but still allowing for the communication to be situated. The inspiration taken from body movements proved to be very useful as a design input. It was also reflected in the way our subjects described the expressions

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

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    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

    Investigating User Experiences Through Animation-based Sketching

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    Utilization of Avatar-based Technology in The Area of Sign language... A Review

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    Information and communication technology (ICT) has progressed rapidly in recent years, and it is becoming necessary for everybody including deafpeople. This paper gives an overview of using a technology called Avatar-based technology in the area of sign language, which is the normal language of the deafworldwide, although it is different from country to another. This paper covers the basic concepts related to the signing avatar and the efforts for applying it indifferent sign language worldwide, especially Arabic Sign Language (ArSL)

    The Twelve animals: An Interactive guide to the Chinese zodiac signs

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    The Chinese Zodiac signs are determined by the lunar year in which you were born. The Chinese believe the animal ruling one\u27s birth year has a profound influence on personality, and destiny. Unlike Western astrology, which is based on the months of the year, the Chinese Zodiac,traditionally referred to as the Sheng Xiao, is based on a twelve-year cycle with each year represented by an animal. The twelve animals are: rat, ox, tiger, rabbit, dragon, snake, horse, goat, monkey, rooster, dog, and pig. The Chinese Zodiac is found in several East Asian countries besides China. My thesis is an exploration in designing an interactive application that utilizes multimedia components to present the twelve Chinese Zodiac signs. This project will vividly explain the origin story behind the Chinese Zodiac and demonstrate the attributes of the twelve animal signs. It will also allow users to find out what animal sign they were born under and to discover how a person\u27s birth sign can influence his/her personality, love life, career, lifestyle and health. This interactive application will essentially be a promotional and educational guide for people who want to learn about the Chinese Zodiac
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