2,365 research outputs found

    The influence of facial blushing and paling on emotion perception and memory

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    Emotion expressions facilitate interpersonal communication by conveying information about a personā€™s affective state. The current work investigates how facial coloration (i.e., subtle changes in chromaticity from baseline facial color) impacts the perception of, and memory for, emotion expressions, and whether these depend on dynamic (vs. static) representations of emotional behavior. Emotion expressive stimuli that either did or did not vary in facial coloration were shown to participants who were asked to categorize and rate the stimuliā€™s intensity (Exps. 1 & 2), as well as recall their degree of facial coloration (Exps. 3 & 4). Results showed that changes in facial coloration facilitated emotion categorization accuracy in dynamic (Exp. 1) but not static expressions (Exp. 2). Facial coloration further increased perceived emotion intensity, with participants misremembering the coloration of both dynamic and static expressions differently depending on emotion category prototype (Exps. 3 & 4). Together, these findings indicate that facial coloration conveys affective information to observers and contributes to biases in how emotion expressions are perceived and remembered

    People can identify the likely owner of heartbeats by looking at individualsā€™ faces

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    For more than a century it has been proposed that visceral and vasomotor changes inside the body influence and reflect our experience of the world. For instance, cardiac rhythms (heartbeats and consequent heart rate) reflect psychophysiological processes that underlie our cognition and affective experience. Yet, considering that we usually infer what others do and feel through vision, whether people can identify the most likely owner of a given bodily rhythm by looking at someoneā€™s face remains unknown. To address this, we developed a novel two-alternative forced-choice task in which 120 participants watched videos showing two people side by side and visual feedback from one of the individualsā€™ heartbeats in the centre. Participantsā€™ task was to select the owner of the depicted heartbeats. Across five experiments, one replication, and supplementary analyses, the results show that: i) humans can judge the most likely owner of a given sequence of heartbeats significantly above chance levels, ii) that performance in such a task decreases when the visual properties of the faces are altered (inverted, masked, static), and iii) that the difference between the heart rates of the individuals portrayed in our 2AFC task seems to contribute to participantsā€™ responses. While we did not disambiguate the type of information used by the participants (e.g., knowledge about appearance and health, visual cues from heartbeats), the current work represents the first step to investigate the possible ability to infer or perceive othersā€™ cardiac rhythms. Overall, our novel observations and easily adaptable paradigm may generate hypotheses worth examining in the study of human and social cognition.</p

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149ā€“164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by Ā±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    People can identify the likely owner of heartbeats by looking at individuals' faces

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    For more than a century it has been proposed that visceral and vasomotor changes inside the body influence and reflect our experience of the world. For instance, cardiac rhythms (heartbeats and consequent heart rate) reflect psychophysiological processes that underlie our cognition and affective experience. Yet, considering that we usually infer what others do and feel through vision, whether people can identify the most likely owner of a given bodily rhythm by looking at someone's face remains unknown. To address this, we developed a novel two-alternative forced-choice task in which 120 participants watched videos showing two people side by side and visual feedback from one of the individuals' heartbeats in the centre. Participants' task was to select the owner of the depicted heartbeats. Across five experiments, one replication, and supplementary analyses, the results show that: i) humans can judge the most likely owner of a given sequence of heartbeats significantly above chance levels, ii) that performance in such a task decreases when the visual properties of the faces are altered (inverted, masked, static), and iii) that the difference between the heart rates of the individuals portrayed in our 2AFC task seems to contribute to participants' responses. While we did not disambiguate the type of information used by the participants (e.g., knowledge about appearance and health, visual cues from heartbeats), the current work represents the first step to investigate the possible ability to infer or perceive others' cardiac rhythms. Overall, our novel observations and easily adaptable paradigm may generate hypotheses worth examining in the study of human and social cognition

    Affective Human-Humanoid Interaction Through Cognitive Architecture

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    Final Report to NSF of the Standards for Facial Animation Workshop

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    The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed

    Recent Developments in Smart Healthcare

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    Medicine is undergoing a sector-wide transformation thanks to the advances in computing and networking technologies. Healthcare is changing from reactive and hospital-centered to preventive and personalized, from disease focused to well-being centered. In essence, the healthcare systems, as well as fundamental medicine research, are becoming smarter. We anticipate significant improvements in areas ranging from molecular genomics and proteomics to decision support for healthcare professionals through big data analytics, to support behavior changes through technology-enabled self-management, and social and motivational support. Furthermore, with smart technologies, healthcare delivery could also be made more efficient, higher quality, and lower cost. In this special issue, we received a total 45 submissions and accepted 19 outstanding papers that roughly span across several interesting topics on smart healthcare, including public health, health information technology (Health IT), and smart medicine

    Visual Anxiolytics: developing theory and design guidelines for abstract affective visualizations aimed at alleviating episodes of anxiety

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    Visual Anxiolytics is a novel term proposed to describe affective visualizations of which affective quality is predetermined and designed to alleviate anxiety and anxious pathology. This thesis presents ground theory and visual guidelines to inform the design of screen-based interfaces to give users aspects of a restorative and anxiolytic environment at a time when attention restoration is least likely and anxiety highly probable; during sedentary screen-time. Visual Anxiolytics are introduced as an affective layer of the interface capable of communicating affect through aesthetic, abstract, ambient emotion visualizations existing in the periphery of the screen and usersā€™ vision. Their theory is brought into the field of Visual Communication Design from a number of disciplines; primarily Affective Computing, Human-Computer Interaction, Psychology, and Neuroscience. Visual Anxiolytics attempt to alleviate anxiety through restoration of attentional cognitive resources by rendering the digital environment restorative and by elicitation of positive emotions through affect communication. Design guidelines analyse and describe properties of anxiolytic affective visual attributes color, shape, motion, and visual depth, as well as compositional characteristics of Visual Anxiolytics. Potential implications for future research in emotion visualization and affect communication are discussed
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