4,268 research outputs found

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    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

    The Importance of Developmental Science for Studies in Bullying and Victimization

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    Research on bullying and victimization, especially in school settings, has become an important area of developmental research, with strong practical implications. In this article we overview some considerations from neuropsychology, quantitative genetics, developmental neuroscience, we discuss CU traits and conduct problems, individual, group, class and school levels of analysis, developmental changes by age and context, and cross-cultural aspects. Together we argue that these can help bring about a developmental science perspective on to this area of research

    Human-centred artificial intelligence for mobile health sensing:challenges and opportunities

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    Advances in wearable sensing and mobile computing have enabled the collection of health and well-being data outside of traditional laboratory and hospital settings, paving the way for a new era of mobile health. Meanwhile, artificial intelligence (AI) has made significant strides in various domains, demonstrating its potential to revolutionize healthcare. Devices can now diagnose diseases, predict heart irregularities and unlock the full potential of human cognition. However, the application of machine learning (ML) to mobile health sensing poses unique challenges due to noisy sensor measurements, high-dimensional data, sparse and irregular time series, heterogeneity in data, privacy concerns and resource constraints. Despite the recognition of the value of mobile sensing, leveraging these datasets has lagged behind other areas of ML. Furthermore, obtaining quality annotations and ground truth for such data is often expensive or impractical. While recent large-scale longitudinal studies have shown promise in leveraging wearable sensor data for health monitoring and prediction, they also introduce new challenges for data modelling. This paper explores the challenges and opportunities of human-centred AI for mobile health, focusing on key sensing modalities such as audio, location and activity tracking. We discuss the limitations of current approaches and propose potential solutions

    Cultural robotics : The culture of robotics and robotics in culture

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    Copyright 2013 Samani et al.; licensee InTech. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly citedIn this paper, we have investigated the concept of "Cultural Robotics" with regard to the evolution o social into cultural robots in the 21st Century. By defining the concept of culture, the potential development of culture between humans and robots is explored. Based on the cultural values of the robotics developers, and the learning ability of current robots, cultural attributes in this regard are in the process of being formed, which would define the new concept of cultural robotics. According to the importance of the embodiment of robots in the sense of presence, the influence of robots in communication culture is anticipated. The sustainability of robotics culture based on diversity for cultural communities for various acceptance modalities is explored in order to anticipate the creation of different attributes of culture between robot and humans in the futurePeer reviewe

    Capturing emotions: experience sampling at live music events

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    Purpose – Using techniques developed mainly in subjective well-being and “happiness” studies, the purpose of this paper is to discuss the applicability of these and related methods for understanding and evaluating the emotional responses experienced within the live music event environment. Design/methodology/approach – The concept of “experience” is debated and set within the context of music events designed to create a specific type of emotional experience for the attendees. The main tools for researching experiences over a time period are considered focusing on the “experience sampling method” (ESM) (Csikszentmihalyi, 1997) and the “day reconstruction method” (Kahneman et al., 2004). These methods are critiqued in terms of their usefulness and practicality as research tools in the study of audience emotions. Findings – A revised method was then developed and a small-scale trial undertaken at a live music event, the results of which are presented and discussed. A conceptual model illustrating the interconnectedness of experience is introduced as an example of the application of the data gathered through this method to theory development. The paper concludes by reflecting on both the methodological appropriateness and practicality of ESMs as a way of gathering valuable data on the emotions engendered by events. Research limitations/implications – An obstacle yet to be overcome is using this data to predict attitudinal and behavioural change related to arts marketing goals. However, studies in other areas have clearly shown that emotional response is a significant indicator of future behaviour suggesting that the potential is there. Practical implications – The trialled method provides a useful starting point for better understanding the complexity of emotional effects triggered at live music events. Originality/value – The paper concludes that an adaptation of these methods has the potential to provide much needed rich and credible data on the feelings and emotional reactions triggered by different elements of a live event

    Challenging Modernism through Hyperreality in Mosquitoes Play Script

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    The purpose of this research is to challenge the modernism view and principles by revealing the negative issues and impacts of technology as portrayed in Mosquitoes (2017) play script written by Lucy Kirkwood. The research uses a qualitative method in showing and elaborating the findings. To challenge the modernism view, the research undertaken uses postmodernism lens with Jean Baudrillard’s theory of simulation, simulacra, and hyperreality in analyzing situation and forms of those concepts which are hidden in the text. This research discovers that the advancement of technology makes the characters very dependent on technology itself, especially on computers, mobile phones, and the internet. However, this technological dependence is not accompanied by significant benefits as modernists assert, but rather tends to produce detrimental effects for the characters. The detrimental effect of using technology is that the characters are trapped in a world of hyperreality manifested in the form of fake news and cybercrimes, causing some serious problems that must be dealt with by them since the boundaries between real and fake have collapsed. This cause-effect regarding technology and hyperreality emphasizes a paradox that technology which is supposed to be controlled by humans yet control humans themselves because technology takes a role in shaping the way humans think and behave. In essence, the findings of this research reinforce that the positive view of modernism on advancement in human civilization is not fully materialized

    Good practice guidance for the providers of social networking and other user-interactive services

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