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Advanced HCI Affective Interaction

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Title: Advanced HCI Affective Interaction


1
Advanced HCIAffective Interaction
  • Affect is dealt with in
  • Preece, Sharp and Rogers (Chapter 5)
  • Benyon, Turner and Turner (Chapter 17)
  • This lecture reviews explanations of why and how
    interactive products influence users emotions,
    and through this, their attitudes and behaviour.

2
Performance Emotion
  • Early cognitive contributions to HCI focus on
    improving users performance
  • Usability
  • Making tasks easier (preventing error, providing
    help etc)
  • Lightening the cognitive load
  • Making tools intuitive
  • Main aim in the late 80s to improve design of
    computer-based work
  • Users emotions only viewed as byproduct of
    unhindered cognitive processing
  • Software/Hardware works user satisfaction/accept
    ance
  • Focus of computing changing from workplace to
    lifestyle
  • iPod, Xbox, Palm Pilot, games, chat, shopping,
    entertainment, leisure
  • Activities associated with pleasure (emotion)
  • Not just productivity

CHILL OUT!
3
Performance Emotion
  • What are emotions?
  • Why, and how, do they affect our performance?
  • In what ways can emotion be taken into account
    when designing programs or devices?
  • 3 main research areas
  • Computer recognition of human emotion
  • Computer adapts its behaviour based on what it
    knows about user
  • Computer simulation of human emotion
  • Computer appears to display human characteristics
  • Computer evocation of human emotion
  • Computer targets human emotions and encourages
    particular responses

4
What is an emotion?
  • A neural impulse that moves an organism to action
  • We cannot choose our emotions (see below)
  • Emotions happen spontaneously in response to
    events in the environment
  • Causes physiological changes visible in behaviour
  • Facial expression, faster heartbeat,
    perspiration, aggression, crying etc.
  • Deeply rooted survival mechanism enabling
    organism to adapt to environment
  • cf. Method Acting
  • The actor replicates the emotional conditions
    of the character in order to add realism to a
    dramatic performance
  • Actor draws on own emotional memory

Pairs of emotions (Plutchik, 1980)Primary
emotions can be combined to form secondary
emotionsDisgust Sadness Remorse
5
Where do emotions come from?
  • Cerebral Cortex (Man)
  • Planning, language etc.
  • Limbic System (other mammals)
  • Emotions
  • Basal Ganglia
  • 2-way messaging system between Cerebral Cortex
    Limbic System
  • Brain Stem (present in reptiles)
  • Basic body functions
  • Hunt, kill, mate, defend territory

Evolution of the brain
  • Common belief was that rationality emotion are
    separate cf. early cognitive view that treats
    user as an information processor
  • Emotion plays some part in decision-making etc.
    Therefore affects performance, response etc.

6
Don Norman Revised model of cognition
  • Visceral level
  • Fast
  • Makes rapid judgements
  • Good/bad safe/dangerous
  • Signals motor system alerts brain
  • Inhibited/enhanced by control systems
  • Behavioural level
  • Learned behaviour coming from experience
  • Largely automaticised
  • Can inhibit/enhance visceral layer
  • Inhibited/enhanced by reflective layer
  • Reflective level
  • No direct access to sensory input or control of
    behaviour
  • Watches over, reflects upon, tries to influence
    behaviour level
  • Responses slow based on assessment, judgement
    decision-making
  • Norman, 2004

7
Emotional responses to stimuli
8
Emotional response to stimuli
  • Ekman, Friesen Ellsworth (1972)
  • identified 6 basic emotions
  • recognised expressed in same way in all cultures

anger
fear
disgust
surprise
happiness
sadness
Which emotions are these people displaying?
(Ekman, Friesen Ellsworth, 1972)
9
Relationships with Computers
  • Humans respond to computers like real people
  • We prefer computers that flatter us
  • We prefer computers which have a similar
    personality to our own
  • We are polite to computers
  • Therefore, we seem to have social relationships
    with computers
  • Emotions are an important component of social
    relationships
  • If computer has a friendly face, will we like
    it more?

10
Facial Action Coding System (FACS)
  • Ekman and Friesen (1978) develop FACS
  • Taxonomy of expressions
  • Defines expressions as 1 of 46 Action Units
  • Contraction or relaxation of one or more muscles
  • Cowe Johnston (Psychology Dept. University
    College, London)
  • system automatically generates a virtual puppet,
    or avatar, then drives it by mimicking the facial
    movements of an actor.
  • Applications?
  • Recognising user expression
  • Generating appropriate responses for avatars

actor
avatar
11
Recognizing emotions
  • Tele-healthcare (Lisetti, et al. 2003)
  • System models patients affective state using
    multiple inputs from wearable sensors and other
    devices such as camera
  • Detected emotions mapped onto intelligent agents
    embodied as avatars
  • Avatar able to chat to patient to confirm emotion
  • 90 success recognizing sadness
  • 80 success for anger
  • 70 success for frustration

12
Expressing emotion affective input to
interactive systems
  • Can humans express emotions to computers?
  • What if human wants to explicitly identify an
    emotion to influence the behaviour of a character
    in a game?
  • SenToy
  • Doll-based interface to game
  • Gestures indicate emotions
  • Emotions affect game strategy

happiness
sadness
anger
fear
surprise
gloating
13
Expressing emotion affective input to
interactive systems
  • Users a little confused
  • Hard to understand opponents emotions
  • BUT many related to doll (projection)
  • Higher satisfaction

Bullock, A. and Gambäck, B. (2003)
14
The tenuous area of Affective Computing
  • Rash of projects exploring Affective Computing
  • Example Gustbowl project (Keller, van der Hoog,
    and Stappers, 2004)
  • Digital communication technology is increasingly
    affecting the way people organize their social
    contacts. Product designers therefore must
    understand users needs, not only on a functional
    level (what information they share) but also on
    an affective, experiential level (what emotions
    are involved). Technological communications
    solutions can easily fail because they reduce
    affective interactions to functional ones. Our
    team from Delft University of Technologys
    ID-Studiolab (http//studiolab.io.tudelft.nl)
    designed the Gustbowl to promote and support
    informal, unobtrusive interactions in families
    whose members live apart. The Gustbowl helps
    families keep in touch, rather than just exchange
    information, by letting members be a part of each
    others daily routines.
  • Use scenario son throws keys into the Gustbowl
    mother notices the wobble and sees the picture
    appear in her Gustbowl.
  • Can such projects really be classed as affective
    computing?

15
The tenuous area of Affective Computing
  • Example A Foundation for Emotional Expressivity
    (Stahl et al. )
  • To express emotions to others in mobile text
    messaging in our view require designs that can
    both capture some of the ambiguity and subtleness
    that characterizes emotional interaction and keep
    the media specific qualities. Through the use
    of a body movement analysis and a dimensional
    model of emotion experiences, we arrived at a
    design for a mobile messaging service, eMoto.
    The service makes use of the sub-symbolic
    expressions colors, shapes and animations, for
    expressing emotions in an open-ended way.

8 backgrounds each expressing a different
emotion?
16
Subjective association between colour emotion?
  • Can we agree on emotion - colour linkage?
  • What would you say your emotional state is at the
    moment?
  • Dont say boredom!

17
Computers as Persuasive Technology
  • Captology (Fogg, 2002)
  • Interactive technology to persuade people to
    change ideas behaviour
  • Computing technologies have some advantages over
    human persuaders. For example, computers can
  • Be more persistent than humans
  • Offer greater anonymity
  • Manage huge volumes of data
  • Go where humans cannot go or may not be welcome
  •  Computing technologies persuade in different
    ways, depending on their role
  • Tool
  • Social actor
  • Medium

18
Computers as Persuasive Technology
  • A tool can be persuasive by
  • Making target behaviour easier to do
  • Leading people through a process
  • Performing calculations or measurements that
    motivate people
  • A social actor can be persuasive by
  • Rewarding people by giving positive feedback
  • Modelling a target behaviour or attitude
  • Providing social support
  • A medium can be persuasive by
  • Allowing people to explore cause and effect
    relationships
  • Providing people with various experiences that
    motivate them
  • Helping people to rehearse a behaviour

19
Persuasive Technology some difficulties
  • Ethical issues
  • When and how am I being persuaded? Do I know?
  • Intrusive?
  • Research
  • How easy is it to study persuasive technology?
  • If your bank is doing this, will they tell you?
  • How can you find out the effect?
  • Even if you can find out
  • Arent people who have been persuaded likely to
    be defensive?

20
References
  • Bullock, A. and Gambäck, B. (2003). Evaluating
    affective interaction in gaming. Presented at the
    8th European Conference on Computer Supported
    Cooperative Work (ECSCW 03), 14th-18th September
    2003, Helsinki, Finland.
  • Ekman, P., Friesen, W.V. and Ellsworth, P.
    (1972). Emotion in the Human Face. Pergamon, NY.
  • Ekman, P. and Friesen, W.V. (1978). The Facial
    Action Coding System. Consulting Psychologists
    Press, Palo Alto, CA.
  • Fogg, B.J. (2002). Persuasive Technology Using
    Computers to Change What We Think and Do. Morgan
    Kaufmann.
  • Keller, I., Van der Hoog, W. and Stappers P.J.
    (2004). Gust of Me Reconnecting Mother and Son.
    IEEE Pervasive Comp. 3,1(2004), 22-28.
  • Lisetti, C., Nasoz, F., LeRouge, C., Ozyer, O.
    and Alvarez, K. Developing multimodal intelligent
    affective interfaces for tele-home health care.
    Int. J. Human-Computer Studies 59 (2003),
    245-255.
  • Norman, D. (2004). Emotional Design Why we love
    (or hate) everyday things. Basic Books, NY.
  • Plutchik, R. (1980). Emotion A
    Psychobioevolutionary Synthesis. Harper and Row,
    NY.
  • Reeves, B. and Nass, C. (1996) The Media
    Equation How people treat computers, television,
    and new media like real people and places.
    Cambridge University Press, New York.
  • Ståhl, A., Sundström, P., and Höök, K. (2005). A
    Foundation for Emotional Expressivity. In
    Designing For User Experience, DUX 2005, 3-5 Nov,
    2005, Fort Mason, San Francisco, CA.
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