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Affective Computing

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Title: Affective Computing


1
Affective Computing
  • Affective Computing A Rationale for Measuring
    Mood with Mouse and Keyboard
  • 4/12/04
  • Based on a fine paper byPhilippe Zimmermann

2
Outline
  • Introduction
  • Affect, Emotion, Mood
  • Structure and Labeling of Affect
  • Mood Measurement Methods
  • Mood Induction Methods
  • Discussion
  • Method
  • Analysis
  • Conclusions

3
Introduction
  • Measure User Affect
  • Use non-invasive, unobtrusive measurement method
  • Use standard computer devices (Mouse, Keyboard)
  • Extract data from log files of mouse and keyboard
    movements to analyze correlations with affective
    state

4
Affect, Emotion, Mood
  • Affect - refers to either an emotion or a mood
  • Emotion A reaction to a specific cause or
    stimulus. An intense experience of short
    duration. Can cause moods
  • Mood Subtle, longer lasting, more in the
    background affective state of the user
  • An affective computer can take advantage of mood
    by presenting stimuli that sustain a certain
    mood, or counteract undesired moods.
  • Frustrated users could be prompted to take a
    break
  • E-Commerce website could take advantage of the
    study that said a low-risk purchase is more
    likely while in a good mood, and a high-risk
    purchase is more likely in a neutral or negative
    mood

5
Structure and Labeling of Affect
  • Three basic emotional dimensions
  • Affective Valence (pleasure)
  • Positive (Pleasant) to Negative (unpleasant)
  • Arousal
  • Calm (low-arousal) to Excited (high-arousal)
  • Dominance (control)
  • Controlled to In Control

6
Mood Measurement Methods
  • Physiological
  • Heart Rate, Blood Pressure, Respiration, Muscle
    Action
  • Psychological
  • Self Reports - Verbal, Ckecklists, Questionaires
  • Behavioral
  • Facial expressions, Gestures, Movement
  • Studies show relation of mouse click patterns to
    user frustration

7
Mood Induction Methods
  • Mood changed by reading statements
  • This method results in a short term mood change
  • Mood changed by watching video with audio
  • This results in a longer mood change

8
Discussion
  • Physiological Signals will distract the user too
    much (You need wires connected to you to gather
    data such as heart rate and blood pressure)
  • Self Reports of current mood can be inaccurate as
    the questions asked of the user to determine mood
    might invoke a mood.
  • Using only a keyboard and a mouse will be
    non-invasive, and should not have the ability to
    change the users mood.

9
Method
  • Film clips were used to induce moods.
  • After watching the clip, the users were prompted
    with a brief survey on their computer to rate
    their current mood.
  • Users were required to shop on an e-commerce
    website.
  • Physiological (pulse, respiration, etc) data was
    taken.
  • Mouse and keyboard movements were recorded in the
    background to a log file. Button Up/Down, mouse
    coordinates, and what key pressed were logged

10
Method (2)
  • Users Filled out the mood survey, watched the
    clip, shopped the e-commerce site, and then
    filled out the survey again.
  • The experiment lasted 1.5 to 2 hours

11
Analysis
  • Using the physiological data and the surveys, the
    user's mood will be verified to be one of the 5
    different affective states
  • The log files with the Keyboard and Mouse log
    files will be examined with the known mood
    changes to look for patterns.
  • Number of mouse clicks per minute
  • Duration of mouse clicks
  • Distance of a single mouse movement
  • Number and length of pauses in movement
  • Minimum/Maximum/Average mouse speed
  • Keystroke rate per second
  • Average Duration of Keystroke

12
Conclusion
  • If a system knows how a user feels it can
    appropriately react to those moods
  • Questions
  • Should a system try to change your mood?
  • What emotions should Human Computer Interaction
    be concerned?
  • How Accurate does the measurement have to be?
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