affective interaction
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AFFECTIVE INTERACTION
Mário Carranca, 2009
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WHAT IS IT? Field of research in Human-Computer
Interaction
“An affective human-computer interaction
is one in which emotional information is communicated by the user in a natural and comfortable way, recognized by the computer, and
used to help improve the interaction.” (Reynolds,
Picard)
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WHY BOTHER? Adaptability is essential Paradox of adaptability and stability
Pleasing the userversus
satisfying the user’s needs
Artificial Intelligence as part of HCI
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WHEN AND HOW?
Adaptability
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A PRACTICAL EXAMPLE
•The user’s work was interrupted by
the text editor's “helpfulness”.
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DON’T ASK, ADAPT!Explicitly requesting too much information from the user will result in deterioration of her relationship with the application
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HUMAN COMMUNICATION Aim on instinctive HCI
Reading the user instead of
prompting the user.
Technological obstaclesStandard HCI technology based on user
initiative and conscious, rational, non-instinctive decisions
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AFFECTIVE HCI
A cognitive approach
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AFFECTION Analysis of a Human-Computer Interface
from an Affective perspective consists on analyzing the impacts of this interaction on the user’s emotional state.
Emotion: short-term subconscious reaction to stimuli
Moods: longer-term settlement of an emotion or chain of emotions.
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A COGNITIVE APPROACH Moods affect:
memory;cognition;evaluation;expectations;opinions;motor behaviour;what emotions are experienced (hence
what other moods can be experienced) (Derbaix, 1999) Moods lead the user in a certain
direction
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EVALUATION OF AN AFFECTIVE INTERFACE
The X-Factors (Subbaraman, 2007):EmotionsSensationsMoodsBeautyExpectationsEvaluations
Heuristic evaluation methods for these factors in an interface:
Psychological (most common in usability evaluation)
Physiological Behavioural
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OBJECTIVES IN AFFECTIVE HCI Triggering user’s moods through stimuli Capture user’s emotions and use them
to improvise and manage situations Generate more ideas and metaphors to
trigger emotional reactions in the interfaces
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RELEVANT CRITICISM How accurate are these evaluation
methods? How intrusive are these evaluation
methods? In what emotion should the designer
focus? Should the designer actively attempt
to manipulate the user’s mood?
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GETTING PRACTICAL
Real World approaches to Affective Interaction
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TECHNOLOGIES Input:
Motion and pressure sensorsCamerasMicrophonesBiomedical devices and sensorsStandard input technologies…
Output:VRRoboticsLEDsStandard output technologies…
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WEARABLE COMPUTER Concept introduced by Picard and
Healey (1997) Computational objects as part of clothes
and wearable accessories The idea is for these objects to be in
constant contact with the wearer, preferably in a way that isn’t disruptive of her activities
The applications of this concept precede Picard and Healey by many years
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HEARING GLOVE (1954) Developed by Norbert Wiener,
acclaimed mathematician and the father of Cybernetics.
The glove intercepted sound stimuli through electromagnetic components
The stimuli were converted into analogous tactile stimuli for the deaf wearer to feel
Wiener defended that:“Analogy is communication, and
communication is analogy”
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KISMET (~1998) Developed at MIT as part of
Cythia Breazeal’s doctoralresearch project (late 1990s)
Capable of demonstratingfacial expressions andvocalizations
Equipped with several multi-purpose cameras anda microphone
Stimuli processed by several computers using MIT cross-department software over different operating systems
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GALVACTIVATOR (1998) Developed at MIT Media Lab by Jocelyn
Scheirer and Rosalind Picard Glove equipped with a LED measures
skin conductivity, or electrodermal response to stimuli, a reliable indicator of psychological arousal
“Arousal has been found to be a strong predictor of attention and memory”
The LED’s intensity changes according to the wearer’s electrodermal response
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IN PORTUGAL...Developments in Affective Interaction
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SAFIRATOOLKIT
SupportingAffectiveInteractions forReal-TimeApplications
Developed by GAIPS at INESC-ID. Researchers searched to inspire themselves in the
way humans make decisions, and compute algorithms that simulate it
It was the first project in this area under the European Commission’s support
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SAFIRA TOOLKIT The SAFIRA Toolkit is aimed at
developing affective applications. Its simple structure allows for easy
integration: 1. Affective Acquisition 2. Emotion Processing 3. Affective Expression 4. Inter-component Messaging
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STUDY RESULTS Evaluator user in an MIT feedback
mechanism experiment: “I liked it being set up such that as soon as I
realized there was a problem, I could gripe.”
Users like to be able to convey their feelings about an interface without wasting time or losing their reduced attention span
Affective interaction is an area with many possibilities to be explored
Technology is still a barrier, but the progress in micro and nanotechnology has proved useful
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REFERENCES Subbamaran, Karthi, http://www.slideshare.net/ESS/affective-
interaction Amadeu, Flávia, “Humano-Computador em Interações Afetivas” Bynum, Terrell Ward, “Norbert Wiener’s Vision: The Impact of “the
Automatic Age” on Our Moral Lives” Picard, Rosalind, “Affective Computing” Ferreira, Cristina Alexandra, “Abordar a computação afectiva sob
várias perspectivas” Paiva et al., “SAFIRA- Supporting Affective Interactions in Real-time
Applications” Paiva et al., “SenToy in FantasyA: Designing an Affective Sympathetic
Interface to a Computer Game”, 2002 Derbaix, C., Pecheux, C.: “Mood and children: Proposition of a
measurement scale”, 1999 Starner et al, “Augmented Reality Through Wearable Computing”,
1997 Post et al, “E-broidery: Design and fabrication of textile-based
computing”, 2000 Picard and Scheirer, “The Galvactivator: A glove that senses and
communicates skin conductivity”, 1997
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QUESTIONS?
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