6,013 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

    Factors of Emotion and Affect in Designing Interactive Virtual Characters

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    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

    Theory of Robot Communication: II. Befriending a Robot over Time

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    In building on theories of Computer-Mediated Communication (CMC), Human-Robot Interaction, and Media Psychology (i.e. Theory of Affective Bonding), the current paper proposes an explanation of how over time, people experience the mediated or simulated aspects of the interaction with a social robot. In two simultaneously running loops, a more reflective process is balanced with a more affective process. If human interference is detected behind the machine, Robot-Mediated Communication commences, which basically follows CMC assumptions; if human interference remains undetected, Human-Robot Communication comes into play, holding the robot for an autonomous social actor. The more emotionally aroused a robot user is, the more likely they develop an affective relationship with what actually is a machine. The main contribution of this paper is an integration of Computer-Mediated Communication, Human-Robot Communication, and Media Psychology, outlining a full-blown theory of robot communication connected to friendship formation, accounting for communicative features, modes of processing, as well as psychophysiology.Comment: Hoorn, J. F. (2018). Theory of robot communication: II. Befriending a robot over time. arXiv:cs, 2502572(v1), 1-2

    Virtual reality service to Alleviate Performance Anxiety and Stage Fright – SpeakerVR, Case Study

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    Utilizing Virtual Reality in alleviating performance anxiety contains significant possibilities and has been discovered to be a powerful tool and this kind of techniques and service may revolutionize treatment of alleviating performance anxiety and stage fright. This study examines techniques of alleviating Performance Anxiety and Stage Fright by Virtual Reality simulation. The study is conducted by tests and interviews. The study contains a design process to build the presented VR simulation and evaluation process, which contains interviews and pre-tests to develop the VR-simulation and the test-runs. This study has been driven by desire to understand the nature and possibilities of XR services and simulations in alleviating stress and anxiety. More accurately, in this study’s case, Stage Fright and Performance Anxiety and Stress related to public performance/speaking, are observed in the light of researching possibilities of alleviating the user by utilizing human technology interaction in conscious and possibly non-conscious levels by stimuli, which are supposed to have an effect through affecting users emotional state and through shorter time lasting emotions. The study presents design and development process of Virtual Reality (VR) Simulation, called SpeakerVR, which is a VR-service and simulation to alleviate/diminish users Stage Fright and Performance Anxiety and as well to help the user in the performing in front of an audience and evaluate and discuss about this kind of VR- simulation’s possibilities. Also, it discusses whether this kind of VR-simulation could become a powerful scientific research apparatus. In the study is presented a testing simulation which is based on SpeakerVR, VR-simulation. For the study, the SpeakerVR is built only with parts which are relevant for the study as the VR-simulations commercial version contains much more actions but is not scientifically observable as it has much happening at the same time and therefore, it’s not possible to understand which of actions triggered something measurable. The design process is multidisciplinary and to reach the goals set for the design and the study, the design and study processes are selected to contain elements from Psychology, Game and Internet studies, Human Computer Interaction, Game Design, Industrial Design, Human Cantered Design, Gamification and Psychiatry and their methodologies. Therefore, further in this study/document several techniques and phenomena are explained by utilizing multidisciplinary sources whenever suitable solution is found from any disciplinary but staying inside the delimitation of the study and design process

    Designing and evaluating emotional student models for game-based learning

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    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 Impact of a Character Posture Model on the Communication of Affect in an Immersive Virtual Environment

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    This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings
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