I did some brief research on the area of Affective Interaction as part of the Advanced Interaction Techniques course of 2009, and presented the results of my research work
2. Fieldof 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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CARRANCA, Mário - Affective Interaction
3. Adaptabilityis essential
Paradox of adaptability and stability
Pleasing the user
versus
satisfying the user’s needs
Artificial Intelligence as part of HCI
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CARRANCA, Mário - Affective Interaction
6. Explicitly requesting too much information from the user will
result in deterioration of her relationship with the application
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CARRANCA, Mário - Affective Interaction
7. Aim on instinctive HCI
Reading the user
instead of
prompting the user.
Technological obstacles
Standard HCI technology based on user initiative
and conscious, rational, non-instinctive decisions
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CARRANCA, Mário - Affective Interaction
9. 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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10. 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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CARRANCA, Mário - Affective Interaction
11. The X-Factors (Subbaraman, 2007):
Emotions
Sensations
Moods
Beauty
Expectations
Evaluations
Heuristicevaluation methods for these
factors in an interface:
Psychological (most common in usability evaluation)
Physiological
Behavioural
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12. Triggeringuser’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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CARRANCA, Mário - Affective Interaction
13. 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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CARRANCA, Mário - Affective Interaction
14. Real World approaches to Affective Interaction
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CARRANCA, Mário - Affective Interaction
15. Input:
Motion and pressure sensors
Cameras
Microphones
Biomedical devices and sensors
Standard input technologies…
Output:
VR
Robotics
LEDs
Standard output technologies…
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CARRANCA, Mário - Affective Interaction
16. 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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CARRANCA, Mário - Affective Interaction
17. 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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CARRANCA, Mário - Affective Interaction
18. Developed at MIT as part of
Cythia Breazeal’s doctoral
research project (late 1990s)
Capable of demonstrating
facial expressions and
vocalizations
Equipped with several
multi-purpose cameras and
a microphone
Stimuli processed by several computers using MIT
cross-department software over different
operating systems
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CARRANCA, Mário - Affective Interaction
19. 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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CARRANCA, Mário - Affective Interaction
21. Supporting
Affective
Interactions for
Real-Time
Applications
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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CARRANCA, Mário - Affective Interaction
22. 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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CARRANCA, Mário - Affective Interaction
23. 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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24. 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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RosalindPicard, nomerecorrentenestaárea. Lider do Affective Computing Group do Media Lab do MIT.
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Exemplo: e-commerce – pessoamaissusceptível a comprarartigosmaiscaros se seencontrar num estado de espiritopropício
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Exemplos de aplicaçõesdateoriadainteracçãoafectiva
Umavariedade de tecnologias
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Custo dos materiais: $25000Conceito do robot baseado no Gremlin, Gizmo.1 Linux 500mhz, 1 NT 450mhz, 4 Motorolla 68332, 9 PCs 400mhz, 1 PC 500mhz4 color CCD cameras, 2 wide field of view cameras, 1 0.5inch CCD foveal cameraCadaprocessadorrelacionado com umaparte dos mecanismos de captação e expressão de emoção.Video!!
Umaaplicaçãoprática. Emsala de aula, estudantes de ensinosecundáriousaramluvadurante a aula.Verificou-seque, emgeral, o nivel do LED era muitobaixo.Aumentavaquandoaosalunos era pedidoqueelaborassemalgumatarefaqueparaelestivesseinteresseOs alunoscomentaramque a luvalhesproporcionouumamaneira de aprenderemalgomaissobreelespróprios
Com o toolkit foramdesenvolvidasváriasaplicações de demonstração(James the Butler, FantasyA)http://gaips.inesc-id.pt/safira/demonstrators.html
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Adaptabilidadeaoque o utilizadorquerQuando e como?
O utilizador tem de interromper a tarefaparapodercancelarestaopção
Pedir feedback querequerumadistracçãoporparte do utilizador do seutrabalho = mau
Interpretar o que o utilizadorquer, emvez deexplicitamentelhoperguntar
Aproximaçãodapsicologiacognitivaao design de interfaces pessoa-máquina
Emoçõeslevam a Moods (estados de espirito)Moods restringem as experiências dos utilizadores
Usam-se variadosmecanismos e métodosparaavaliarestasreacções