6 research outputs found

    A perceptual and behavioral analysis of facial cues to deception in interactions between children and a virtual agent

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    This study focused on the facial expressions that children exhibit while trying to deceive a virtual agent. An interactive lie elicitation game was developed to record children’s facial expressions during deceptive and truthful utterances. Our participants did this task either alone or in the presence of peers. A manual method and an automatic recognition approach were used to examine facial expressions and facial action units (AUs). Results show that the facial expressions of deceivers differ from those of truth-tellers: most clearly, they try to cover their lie as they smile significantly more often than truthful children. Moreover, co-presence enhances children’s facial expressive behavior and the number of deceptive cues. To understand whether such features serve as cues for deception detection, using data from children playing alone or together with another child, a perception test was carried out to examine observers’ ability to distinguish young deceivers from truth-tellers. Results show that observers found it easier to discriminate between deceivers and truth-tellers who had played the game in the co-present condition. Our research thus shows that virtual agents can be used as tools to elicit lies in a playful manner, which would be relevant for developmental, educational and behavioral analyses of deceit in growing children

    How does user feedback to video prototypes compare to that obtained in a home simulation laboratory?

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    This paper compares the user feedback obtained from viewing a video prototype of a domestic Ambient Intelligence application called MatchMaker to that obtained by evaluating the user experience in a home simulation laboratory. The video was reverse engineered, from the final application to ensure that it provides a valid representation of the system tested in the lab. The comparison indicates that video prototypes give results consistent with the laboratory evaluation. It seems to be harder to uncover issues of appropriation of the technology as only a narrow and typically normative use of it is shown on a video prototype. Given the ease with which feedback from many people can be collected, video prototyping seems better able to identify variety of contextual factors that may influence acceptance and use of the intended system

    Mimo pillow : an intelligent cushion designed with maternal heart beat vibrations for comforting newborn infants

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    Premature infants are subject to numerous interventions ranging from a simple diaper change to surgery while residing in Neonatal Intensive Care Units (NICUs). These neonates often suffer from pain, distress and discomfort during the first weeks of their lives. Although pharmacological pain treatment often is available, it cannot always be applied to relieve a neonate from pain or discomfort. This paper describes a non-pharmacological solution, called Mimo, which provides comfort through mediation of a parent's physiological features to the distressed neonate via an intelligent pillow system embedded with sensing and actuating functions. We present the design, the implementation and the evaluation of the prototype. Clinical tests at Máxima Medical Centre in the Netherlands show that among the 9 of 10 infants who showed discomfort following diaper change, a shorter recovery time to baseline Skin Conductance Analgesimeter (SCA) values could be measured when the maternal heartbeat vibration in the Mimo was switched on and in 7 of these 10 a shorter crying time was measure

    How does user feedback to video prototypes compare to that obtained in a home simulation laboratory?

    No full text
    This paper compares the user feedback obtained from viewing a video prototype of a domestic Ambient Intelligence application called MatchMaker to that obtained by evaluating the user experience in a home simulation laboratory. The video was reverse engineered, from the final application to ensure that it provides a valid representation of the system tested in the lab. The comparison indicates that video prototypes give results consistent with the laboratory evaluation. It seems to be harder to uncover issues of appropriation of the technology as only a narrow and typically normative use of it is shown on a video prototype. Given the ease with which feedback from many people can be collected, video prototyping seems better able to identify variety of contextual factors that may influence acceptance and use of the intended system
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