1,250 research outputs found

    Affective Interaction in Smart Environments

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    AbstractWe present a concept where the smart environments of the future will be able to provide ubiquitous affective communication. All the surfaces will become interactive and the furniture will display emotions. In particular, we present a first prototype that allows people to share their emotional states in a natural way. The input will be given through facial expressions and the output will be displayed in a context-aware multimodal way. Two novel output modalities are presented: a robotic painting that applies the concept of affective communication to the informative art and an RGB lamp that represents the emotions remaining in the user's peripheral attention. An observation study has been conducted during an interactive event and we report our preliminary findings in this paper

    Look! It's moving! Is it alive? How movement affects humans' affinity to living and non-living entities

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    CCBY This article is about the relation between human observers and various human and non-human entities. Our focus is on humans & #x0027; perception of movement. In particular how it affects the relationship to entities. We explore the way the movement of natural entities, locomoting animals and robots or the expressivity of dancers, play a vital part in our perception of these things. Humans & #x0027; intuitive process of categorizing and attributing characteristics as a dialog and understanding of things, as found in the concept of metaphor, is central to our method

    The use and importance of emotional design in contemporary design practice

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 83-89)Text in English; Abstract: Turkish and Englishx, 89 leavesThis thesis investigated emotional design concept. Products evoke emotions in people. This thesis suggests that emotions are at a basic importance for the success of a product since they influence product evaluation, purchase decision and product experience of users significantly. It is also claimed that, by the means of emotions, a higher user satisfaction, product longevity and a better product performance can be achieved, which will result in an enriched life.To provide an insight to emotional design concept, thesis investigated how products evoke emotions in people. Two recent design projects based on the traditions in emotion research were investigated in depth. Learning to Talk with Your Body project that is based on Jamesian tradition revealed that products could be designed to elicit predefined emotional responses in users. Emotionally Intelligent Alarm Clock project that is based on the cognitive tradition showed that it is possible to reach a higher user experience . thus an enriched life . through emotions. Aesthetics was considered as the most appropriate term encompassing the emotional attributes of products. Recent studies showed that, besides being appealing,aesthetic (attractive) products are perceived to perform better. Aesthetics generates a positive motivation for the user by contributing to the meaningfulness of the product.Thus aesthetics was accepted as a part of function. Roles of form, material and color in evoking emotions were investigated.Detailed observations about the emotional experiences of users with products and environment are fundamental necessities. Observing a user in a holistic structure, within a framework of a relational environment instead of evaluating user.s isolated performances in isolated activities will give a better understanding of user emotions

    Heart Rate Monitoring as an Easy Way to Increase Engagement in Human-Agent Interaction

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    Physiological sensors are gaining the attention of manufacturers and users. As denoted by devices such as smartwatches or the newly released Kinect 2 -- which can covertly measure heartbeats -- or by the popularity of smartphone apps that track heart rate during fitness activities. Soon, physiological monitoring could become widely accessible and transparent to users. We demonstrate how one could take advantage of this situation to increase users' engagement and enhance user experience in human-agent interaction. We created an experimental protocol involving embodied agents -- "virtual avatars". Those agents were displayed alongside a beating heart. We compared a condition in which this feedback was simply duplicating the heart rates of users to another condition in which it was set to an average heart rate. Results suggest a superior social presence of agents when they display feedback similar to users' internal state. This physiological "similarity-attraction" effect may lead, with little effort, to a better acceptance of agents and robots by the general public.Comment: PhyCS - International Conference on Physiological Computing Systems, Feb 2015, Angers, France. SCITEPRESS, \<http://www.phycs.org/\&g

    Move, hold and touch: A framework for Tangible gesture interactive systems

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    © 2015 by the authors. Technology is spreading in our everyday world, and digital interaction beyond the screen, with real objects, allows taking advantage of our natural manipulative and communicative skills. Tangible gesture interaction takes advantage of these skills by bridging two popular domains in Human-Computer Interaction, tangible interaction and gestural interaction. In this paper, we present the Tangible Gesture Interaction Framework (TGIF) for classifying and guiding works in this field. We propose a classification of gestures according to three relationships with objects: move, hold and touch. Following this classification, we analyzed previous work in the literature to obtain guidelines and common practices for designing and building new tangible gesture interactive systems. We describe four interactive systems as application examples of the TGIF guidelines and we discuss the descriptive, evaluative and generative power of TGIF

    Expression of Grounded Affect: How Much Emotion Can Arousal Convey?

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    Springer: © 2020 Springer Nature Switzerland AG. This is a post-peer-review, pre-copyedit version of Hickton L., Lewis M., Cañamero L. (2020) Expression of Grounded Affect: How Much Emotion Can Arousal Convey?. In: Mohammad A., Dong X., Russo M. (eds) Towards Autonomous Robotic Systems. TAROS 2020. Lecture Notes in Computer Science, vol 12228. Springer, Cham. The final authenticated version is available online at: https://doi.org/10.1007/978-3-030-63486-5_26.In this paper we consider how non-humanoid robots can communicate their affective state via bodily forms of communication (kinesics), and the extent to which this influences how humans respond to them. We propose a simple model of grounded affect and kinesic expression before presenting the qualitative findings of an exploratory study (N=9), during which participants were interviewed after watching expressive and non-expressive hexapod robots perform different ‘scenes’. A summary of these interviews is presented and a number of emerging themes are identified and discussed. Whilst our findings suggest that the expressive robot did not evoke significantly greater empathy or altruistic intent in humans than the control robot, the expressive robot stimulated greater desire for interaction and was also more likely to be attributed with emotion

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Ethics of Robotic Aesthetics

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    This article explores the relationship between expressivity morphology and acceptance, defining the conditions that make service robots desirable by man. In the attempt to define “an ethic for robotic aesthetics”, it is discussed the evolution happened in robot design and how they where perceived by people, both in scientific community and in pop culture. The conception of robots begin with an approach strongly oriented to a biological imitation, especially anthropomorphic, conversely, nowadays, the scenario is various and robots assume a multitude of synthetic aesthetic languages and, moreover, are characterized on the base of the context. In the final part of this article, it is described, through a series of examples, the contemporary scenario in which to the multitude of languages is added also the contamination of the digital world, outlining new morphological types. One of the examples is Virgil, a service robot for Cultutal Heritage enhancement, designed by the research team JOLCRAB Telecom Italia/Politecnico di Torino
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