7 research outputs found
Word and Face recognition processing based on response times and ex-Gaussian components
[EN] The face is a fundamental feature of our identity. In humans, the existence of specialized processing modules for faces is now widely accepted. However, identifying the processes involved for proper names is more problematic. The aim of the present study is to examine which of the two treatments is produced earlier and whether the social abilities are influent. We selected 100 university students divided into two groups: Spanish and USA students. They had to recognize famous faces or names by using a masked priming task. An analysis of variance about the reaction times (RT) was used to determine whether significant differences could be observed in word or face recognition and between the Spanish or USA group. Additionally, and to examine the role of outliers, the Gaussian distribution has been modified exponentially. Famous faces were recognized faster than names, and differences were observed between Spanish and North American participants, but not for unknown distracting faces. The current results suggest that response times to face processing might be faster than name recognition, which supports the idea of differences in processing nature.Moret-Tatay, C.; Garcia-Ramos, D.; Saiz MauleĂłn, MB.; Gamermann, D.; Bertheaux, C.; Borg, C. (2021). Word and Face recognition processing based on response times and ex-Gaussian components. Entropy. 23(5):1-17. https://doi.org/10.3390/e23050580S11723
Effect of material properties on emotion: a virtual reality study
IntroductionDesigners know that part of the appreciation of a product comes from the properties of its materials. These materials define the objectâs appearance and produce emotional reactions that can influence the act of purchase. Although known and observed as important, the affective level of a material remains difficult to assess. While many studies have been conducted regarding material colors, here we focus on two material properties that drive how light is reflected by the object: its metalness and smoothness. In this context, this work aims to study the influence of these properties on the induced emotional response.MethodWe conducted a perceptual user study in virtual reality, allowing participants to visualize and manipulate a neutral object â a mug. We generated 16 material effects by varying it metalness and smoothness characteristics. The emotional reactions produced by the 16 mugs were evaluated on a panel of 29 people using James Russelâs circumplex model, for an emotional measurement through two dimensions: arousal (from low to high) and valence (from negative to positive). This scale, used here through VR usersâ declarative statements allowed us to order their emotional preferences between all the virtual mugs.ResultStatistical results show significant positive effects of both metalness and smoothness on arousal and valence. Using image processing features, we show that this positive effect is linked to the increasing strength (i.e., sharpness and contrast) of the specular reflections induced by these material properties.DiscussionThe present work is the first to establish this strong relationship between specular reflections induced by material properties and aroused emotions
The role of emotion in a sensory design process
Lâobjet de cette thĂšse Ă©tait dâĂ©tudier le rĂŽle de lâĂ©motion dans un processus de conception sensorielle. Une premiĂšre expĂ©rimentation a permis de mettre en place une mesure Ă©motionnelle du toucher lors de lâexploration tactile de surfaces. Une seconde expĂ©rimentation a permis de mettre en place une mesure Ă©motionnelle visuelle lors de la visualisation dâimages IAPS. Ces mesures ont permis dâobjectiver la mesure Ă©motionnelle des matĂ©riaux et des images en se basant sur deux indicateurs Ă©motionnels, i) la valeur Ă©motionnelle collectĂ©e lors de tests dĂ©claratifs et ii) le coefficient de dilatation de la pupille (Bertheaux et al., 2020a).Le processus dĂ©cisionnaire lors dâun acte dâachat repose sur lâestimation de valeurs utilitaires et hĂ©doniques. Une autre contribution prĂ©sentĂ©e dans ce document rĂ©side dans une nouvelle approche du modĂšle de prĂ©fĂ©rence qui considĂšre les donnĂ©es provenant de lâaxe « Sensations » et de lâaxe « Emotions ». Par ailleurs, un opĂ©rateur dâagrĂ©gation permet dâattribuer un score dâacceptabilitĂ© aux diffĂ©rentes configurationsdu produit Ă©tudiĂ©. Ce modĂšle multidimensionnel de prĂ©fĂ©rence permet de reprĂ©senter le ressenti Ă©motionnel du panel relatif aux produits (Bertheaux et al., 2018, 2019).Une autre approche a permis de prĂ©dire les rĂ©actions Ă©motionnelles lors de lâexamen dâimages de chaises dans un contexte dâachat en ligne. Dans ce cas le modĂšle multidimensionnel de prĂ©fĂ©rence est utilisĂ© pour estimer une valence basĂ©e sur lâĂ©valuation de six descripteurs dâapparence. Une rĂ©gression non linĂ©aire via un modĂšle neuronal a montrĂ© que la valence « estimĂ©e » obtenue par le modĂšle multidimensionnel de prĂ©fĂ©rence Ă©tait corrĂ©lĂ©e Ă la valence exprimĂ©e par le panel (Bertheaux et al., 2020b).The aim of this work was to study the role of emotion in a sensory design process. A first experiment made it possible to set up an emotional measurement of touch during the tactile exploration of surfaces. A second experiment made it possible to set up an emotional measurement during the viewing of IAPS images. The results of these two experiments are based on two emotional indicators, i) the emotional value collected during declarative tests and ii) the coefficient of pupil dilation (Bertheaux et al., 2020a).The decision-making process in an act of purchase is based on the estimation of utility and hedonic values. Another contribution presented in this document is a new approach to the preference model that considers data from "Sensations" and "Emotions" axes. In addition, an aggregation operator makes it possible to assign an acceptability score to the different configurations of the product studied. This multidimensional model allows to represent the emotional feelings of the panel relating to the products (Bertheaux et al., 2018, 2019).Another case study allowed to predict emotional reactions when examining images of chairs in an online shopping context. In this case the multidimensional preference model is used to estimate a valence based on the evaluation of six appearence descriptors. A nonlinear regression via a neuronal model showed that the « estimated » valence obtained by the multidimensional preference model was correlated with the valence expressed by panel (Bertheaux et al., 2020b)
Le rĂŽle de lâĂ©motion dans un processus de conception sensorielle
The aim of this work was to study the role of emotion in a sensory design process. A first experiment made it possible to set up an emotional measurement of touch during the tactile exploration of surfaces. A second experiment made it possible to set up an emotional measurement during the viewing of IAPS images. The results of these two experiments are based on two emotional indicators, i) the emotional value collected during declarative tests and ii) the coefficient of pupil dilation (Bertheaux et al., 2020a).The decision-making process in an act of purchase is based on the estimation of utility and hedonic values. Another contribution presented in this document is a new approach to the preference model that considers data from "Sensations" and "Emotions" axes. In addition, an aggregation operator makes it possible to assign an acceptability score to the different configurations of the product studied. This multidimensional model allows to represent the emotional feelings of the panel relating to the products (Bertheaux et al., 2018, 2019).Another case study allowed to predict emotional reactions when examining images of chairs in an online shopping context. In this case the multidimensional preference model is used to estimate a valence based on the evaluation of six appearence descriptors. A nonlinear regression via a neuronal model showed that the « estimated » valence obtained by the multidimensional preference model was correlated with the valence expressed by panel (Bertheaux et al., 2020b).Lâobjet de cette thĂšse Ă©tait dâĂ©tudier le rĂŽle de lâĂ©motion dans un processus de conception sensorielle. Une premiĂšre expĂ©rimentation a permis de mettre en place une mesure Ă©motionnelle du toucher lors de lâexploration tactile de surfaces. Une seconde expĂ©rimentation a permis de mettre en place une mesure Ă©motionnelle visuelle lors de la visualisation dâimages IAPS. Ces mesures ont permis dâobjectiver la mesure Ă©motionnelle des matĂ©riaux et des images en se basant sur deux indicateurs Ă©motionnels, i) la valeur Ă©motionnelle collectĂ©e lors de tests dĂ©claratifs et ii) le coefficient de dilatation de la pupille (Bertheaux et al., 2020a).Le processus dĂ©cisionnaire lors dâun acte dâachat repose sur lâestimation de valeurs utilitaires et hĂ©doniques. Une autre contribution prĂ©sentĂ©e dans ce document rĂ©side dans une nouvelle approche du modĂšle de prĂ©fĂ©rence qui considĂšre les donnĂ©es provenant de lâaxe « Sensations » et de lâaxe « Emotions ». Par ailleurs, un opĂ©rateur dâagrĂ©gation permet dâattribuer un score dâacceptabilitĂ© aux diffĂ©rentes configurationsdu produit Ă©tudiĂ©. Ce modĂšle multidimensionnel de prĂ©fĂ©rence permet de reprĂ©senter le ressenti Ă©motionnel du panel relatif aux produits (Bertheaux et al., 2018, 2019).Une autre approche a permis de prĂ©dire les rĂ©actions Ă©motionnelles lors de lâexamen dâimages de chaises dans un contexte dâachat en ligne. Dans ce cas le modĂšle multidimensionnel de prĂ©fĂ©rence est utilisĂ© pour estimer une valence basĂ©e sur lâĂ©valuation de six descripteurs dâapparence. Une rĂ©gression non linĂ©aire via un modĂšle neuronal a montrĂ© que la valence « estimĂ©e » obtenue par le modĂšle multidimensionnel de prĂ©fĂ©rence Ă©tait corrĂ©lĂ©e Ă la valence exprimĂ©e par le panel (Bertheaux et al., 2020b)
Toward an optimal quantitative design method integrating userâcentered qualitative attributes
The determination of product features, which can be seen as design specifications, is a crucial problem that must be carried out upstream to quickly validate the product configuration according to some attributes in relation to the user perception. To this end, the design methods must evolve toward an analysis compatible with various kind of data that can be qualitative or quantitative. In this paper, a new approach is introduced able to take into account various kind of information in order to determine some quantitative design specifications in accordance with the users perception. This is done through a mathematical formulation that exploit different types of data coming from sensory analysis and physical quantities. This mathematical formulation is then used in an optimization procedure that takes into account a preference order over the sensory attributes. The solution of this optimization problem gives thus the best userâcentered specifications that must be used for the conception of the final product
Word and Face Recognition Processing Based on Response Times and Ex-Gaussian Components
International audienceThe face is a fundamental feature of our identity. In humans, the existence of specialized processing modules for faces is now widely accepted. However, identifying the processes involved for proper names is more problematic. The aim of the present study is to examine which of the two treatments is produced earlier and whether the social abilities are influent. We selected 100 university students divided into two groups: Spanish and USA students. They had to recognize famous faces or names by using a masked priming task. An analysis of variance about the reaction times (RT) was used to determine whether significant differences could be observed in word or face recognition and between the Spanish or USA group. Additionally, and to examine the role of outliers, the Gaussian distribution has been modified exponentially. Famous faces were recognized faster than names, and differences were observed between Spanish and North American participants, but not for unknown distracting faces. The current results suggest that response times to face processing might be faster than name recognition, which supports the idea of differences in processing nature