3,928 research outputs found
Visual Anxiolytics: developing theory and design guidelines for abstract affective visualizations aimed at alleviating episodes of anxiety
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 usersâ 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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Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy
Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from âjustâ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architectsâ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the âexpressive infrastructureâ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw âon a Westnocentric literary and sensory paletteâ (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)
Investigating Perceptual Congruence Between Data and Display Dimensions in Sonification
The relationships between sounds and their perceived meaning and connotations are complex, making auditory perception an important factor to consider when designing sonification systems. Listeners often have a mental model of how a data variable should sound during sonification and this model is not considered in most data:sound mappings. This can lead to mappings that are difficult to use and can cause confusion. To investigate this issue, we conducted a magnitude estimation experiment to map how roughness, noise and pitch relate to the perceived magnitude of stress, error and danger. These parameters were chosen due to previous findings which suggest perceptual congruency between these auditory sensations and conceptual variables. Results from this experiment show that polarity and scaling preference are dependent on the data:sound mapping. This work provides polarity and scaling values that may be directly utilised by sonification designers to improve auditory displays in areas such as accessible and mobile computing, process-monitoring and biofeedback
Affect and embodiment in HRI
Both affect and embodiment have enormous importance for the field of HRI, which is increasingly interested in how the manifestation of the forms of robot embodiment influences the emotional state of the user. Designing and evaluating the affectivity of the robot body has become a frontier topic in HRI. To date, this is one of the few HRI workshops dedicated to affective robotics, and we propose three objectives: to identify relevant questions for the design of robotic bodies with high affective qualities; to consider cross-currents in ethical, philosophical, and methodological questions in studying emotional relations between humans and robots; and to foster synergies among designers, engineers, and social scientists in affective robotics
Emotional Qualities of VR Space
The emotional response a person has to a living space is predominantly
affected by light, color and texture as space-making elements. In order to
verify whether this phenomenon could be replicated in a simulated environment,
we conducted a user study in a six-sided projected immersive display that
utilized equivalent design attributes of brightness, color and texture in order
to assess to which extent the emotional response in a simulated environment is
affected by the same parameters affecting real environments. Since emotional
response depends upon the context, we evaluated the emotional responses of two
groups of users: inactive (passive) and active (performing a typical daily
activity). The results from the perceptual study generated data from which
design principles for a virtual living space are articulated. Such a space, as
an alternative to expensive built dwellings, could potentially support new,
minimalist lifestyles of occupants, defined as the neo-nomads, aligned with
their work experience in the digital domain through the generation of emotional
experiences of spaces. Data from the experiments confirmed the hypothesis that
perceivable emotional aspects of real-world spaces could be successfully
generated through simulation of design attributes in the virtual space. The
subjective response to the virtual space was consistent with corresponding
responses from real-world color and brightness emotional perception. Our data
could serve the virtual reality (VR) community in its attempt to conceive of
further applications of virtual spaces for well-defined activities.Comment: 12 figure
Plug-in to fear: game biosensors and negative physiological responses to music
The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the âultimate gaming experienceâ hinges not only on technological advancements alone but also on the game industryâs understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by âfearfulâ or âunpleasantâ musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate âplugged-inâ experience
Layered encounters: mainstream cinema and the disaggregate digital composite
The digital surface in cinema has, throughout its relatively brief history, been subject to a familiar âiconophobicâ tendency, documented by Rosalind Galt (2011), to denigrate surface decoration as âempty spectacleâ (p. 2). In early scholarship on computer generated (CG) images in cinema, the digital surfaceâs alleged seamlessness and ânew depthlessnessâ (Sobchack (1994, p. 123n) and Landon (1992, p.66) respectively, in Pierson, 1999, p.167) frequently became an overdetermined nexus of loss: of material presence, of an indexical relation to the world and lived experience, and of the continuation of older traditions of narrative cinema. Today, digital visual effects sequences in mainstream cinema continue to be framed by film reviewers in negative terms: as variously lacking imagination, realism, narrative depth, and affective power. Digital visual effects and digital media scholarship have done much to reclaim the cultural significance of mainstream digital visual effects sequences and their capacity to speak to a rapidly evolving and increasingly encompassing digital media ecology. Yet the formal heterogeneity of this evolving period of mainstream aesthetic consolidation and experimentation with digital images, surfaces and spaces has yet to be fully acknowledged. This article seeks to contribute to this broader task by focussing on the mainstream cinematic history of the digital composite, and specifically those moments where it displays a particularly self-reflexive character. If the digital composite has traditionally been characterised by its attempt to totally erase signs of its composite nature, across the period of CG imagesâ proliferation in cinema an occasional figure emerges seeks to do the opposite: a digital composite that formally fragments, foregrounds, and scrutinises the digital surfaces that constitute it. Drawing on scholarship on the computer image, digital media and the post-cinematic, this article will argue that these returns of the self-conscious digital composite speak meaningfully to their historical context
Exploring affective design for physical controls
Physical controls such as knobs, sliders, and buttons are experiencing a revival as many computing systems progress from personal computing architectures towards ubiquitous computing architectures. We demonstrate a process for measuring and comparing visceral emotional responses of a physical control to performance results of a target acquisition task. In our user study, participants experienced mechanical and rendered friction, inertia, and detent dynamics as they turned a haptic knob towards graphical targets of two different widths and amplitudes. Together, this process and user study provide novel affect- and performance-based design guidance to developers of physical controls for emerging ubiquitous computing environments. Our work bridges extensive human factors work in mechanical systems that peaked in the 1960âs, to contemporary trends, with a goal of integrating mechatronic controls into emerging ubiquitous computing systems. Author Keywords Haptic display, physical control, design process, affect
Affective Digital Presence in Creative Practice
Centre for Arts and Learning 2020-21
Affective Digital Presence in Creative Practice Tuesday 3 November, 6.30-8
Miranda Matthews and Francis Gilbert
In these times of challenge and change we are called upon to reflect on what it means to connect with one another through digital platforms. Since March 2020 many of our physical embodied interactions in practice have been resituated and transferred, as forms of possibility in virtual learning environments. These digital platforms can seem like sanitised machinic assemblages in which the affect of human presence sometimes make itself apparent, and sometimes finds ways of forming resistance. Presence of the other is at once incredibly close, and yet phenomenally distant. Technology can create rapid connections, yet many do not yet have the resources to access emerging opportunities. These are some of the factors that raise important debates in the arts and learning. In this yearâs programme of CAL Events we will be looking at how arts practitioners interact with digital interfaces to build affective and inclusive connections, for emotive and interactive learning environments.
Miranda Matthews and Francis Gilbert will be discussing the significance of affect in online learning spaces through arts practice. The combination of free writing and drawing as emotive, expressive, emancipating and cathartic experiences will be contextualised through interdisciplinary practice research. This evening will include workshops in free writing and drawing, as practice based explorations of what it feels like to be human in an online space
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