SlideShare une entreprise Scribd logo
1  sur  25
Mário Carranca, 2009
 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)




                                                         2
           CARRANCA, Mário - Affective Interaction
 Adaptabilityis essential
 Paradox of adaptability and stability
                    Pleasing the user
                          versus
                     satisfying the user’s needs

 Artificial    Intelligence as part of HCI




                                                   3
        CARRANCA, Mário - Affective Interaction
Adaptability




                                                         4
CARRANCA, Mário - Affective Interaction
5
CARRANCA, Mário - Affective Interaction
Explicitly requesting too much information from the user will
result in deterioration of her relationship with the application




                                                                   6
             CARRANCA, Mário - Affective Interaction
 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




                                                      7
            CARRANCA, Mário - Affective Interaction
A cognitive approach




                                                                 8
CARRANCA, Mário - Affective Interaction
 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.




                                                    9
          CARRANCA, Mário - Affective Interaction
 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

                                                   10
         CARRANCA, Mário - Affective Interaction
 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
      



                                                        11
             CARRANCA, Mário - Affective Interaction
 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




                                                  12
        CARRANCA, Mário - Affective Interaction
 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?




                                                  13
        CARRANCA, Mário - Affective Interaction
Real World approaches to Affective Interaction




                                             14
  CARRANCA, Mário - Affective Interaction
 Input:
      Motion and pressure sensors
  
      Cameras
  
      Microphones
  
      Biomedical devices and sensors
  
      Standard input technologies…
  
 Output:
      VR
  
      Robotics
  
      LEDs
  
      Standard output technologies…
  

                                                     15
           CARRANCA, Mário - Affective Interaction
 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



                                                  16
        CARRANCA, Mário - Affective Interaction
 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”



                                                 17
       CARRANCA, Mário - Affective Interaction
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


                                                  18
        CARRANCA, Mário - Affective Interaction
 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


                                                     19
          CARRANCA, Mário - Affective Interaction
Developments in Affective Interaction




                                                 20
CARRANCA, Mário - Affective Interaction
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


                                                     21
           CARRANCA, Mário - Affective Interaction
 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
   




                                                    22
          CARRANCA, Mário - Affective Interaction
 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

                                                        23
          CARRANCA, Mário - Affective Interaction
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


                                                                  24
             CARRANCA, Mário - Affective Interaction
25
CARRANCA, Mário - Affective Interaction

Contenu connexe

En vedette

Аудит маркетинга УТГ 2008
Аудит маркетинга УТГ 2008Аудит маркетинга УТГ 2008
Аудит маркетинга УТГ 2008Vadim Andreev
 
Baird's 2008 Industrial Conference
Baird's 2008 Industrial ConferenceBaird's 2008 Industrial Conference
Baird's 2008 Industrial Conferencefinance46
 
Optimize your Content - SEO Your Site
Optimize your Content - SEO Your SiteOptimize your Content - SEO Your Site
Optimize your Content - SEO Your SiteCaitlin Jeansonne
 
hormel foods 2003_Proxy
hormel foods  2003_Proxyhormel foods  2003_Proxy
hormel foods 2003_Proxyfinance46
 
The 22 Deadly Sins
The 22 Deadly SinsThe 22 Deadly Sins
The 22 Deadly SinsRajesh Goyal
 
molson coors brewing 200710K
molson coors brewing  200710Kmolson coors brewing  200710K
molson coors brewing 200710Kfinance46
 
Building APIs with FRAPI
Building APIs with FRAPIBuilding APIs with FRAPI
Building APIs with FRAPIDavid Coallier
 
PaaSで簡単Railsアプリを公開しよう!
PaaSで簡単Railsアプリを公開しよう!PaaSで簡単Railsアプリを公開しよう!
PaaSで簡単Railsアプリを公開しよう!Yoshitake Takata
 
Menulis di blog dan manfaat yang menyertainya
Menulis di blog dan manfaat yang menyertainyaMenulis di blog dan manfaat yang menyertainya
Menulis di blog dan manfaat yang menyertainyaAmril Taufik Gobel
 
Análisis de coyuntura económica - Argentina
Análisis de coyuntura económica - ArgentinaAnálisis de coyuntura económica - Argentina
Análisis de coyuntura económica - Argentinafinanzas_uca
 
autozone g64620ars
autozone  g64620ars autozone  g64620ars
autozone g64620ars finance46
 
Mj Mgame050809
Mj Mgame050809Mj Mgame050809
Mj Mgame050809klee4vp
 
How to Structure a Blog Post to Create More Leads [V2]
How to Structure a Blog Post to Create More Leads [V2]How to Structure a Blog Post to Create More Leads [V2]
How to Structure a Blog Post to Create More Leads [V2]Mariana Wagner
 
Конкурентный контент анализ 2005
Конкурентный контент анализ 2005Конкурентный контент анализ 2005
Конкурентный контент анализ 2005Vadim Andreev
 

En vedette (20)

Аудит маркетинга УТГ 2008
Аудит маркетинга УТГ 2008Аудит маркетинга УТГ 2008
Аудит маркетинга УТГ 2008
 
ROC's En SVH 032010
ROC's En SVH 032010ROC's En SVH 032010
ROC's En SVH 032010
 
Baird's 2008 Industrial Conference
Baird's 2008 Industrial ConferenceBaird's 2008 Industrial Conference
Baird's 2008 Industrial Conference
 
Comments Regarding Agriculture and Antitrust Enforcement Issues in Our 21st
Comments Regarding Agriculture and Antitrust Enforcement Issues in Our 21stComments Regarding Agriculture and Antitrust Enforcement Issues in Our 21st
Comments Regarding Agriculture and Antitrust Enforcement Issues in Our 21st
 
Optimize your Content - SEO Your Site
Optimize your Content - SEO Your SiteOptimize your Content - SEO Your Site
Optimize your Content - SEO Your Site
 
hormel foods 2003_Proxy
hormel foods  2003_Proxyhormel foods  2003_Proxy
hormel foods 2003_Proxy
 
The 22 Deadly Sins
The 22 Deadly SinsThe 22 Deadly Sins
The 22 Deadly Sins
 
molson coors brewing 200710K
molson coors brewing  200710Kmolson coors brewing  200710K
molson coors brewing 200710K
 
Building APIs with FRAPI
Building APIs with FRAPIBuilding APIs with FRAPI
Building APIs with FRAPI
 
PaaSで簡単Railsアプリを公開しよう!
PaaSで簡単Railsアプリを公開しよう!PaaSで簡単Railsアプリを公開しよう!
PaaSで簡単Railsアプリを公開しよう!
 
Menulis di blog dan manfaat yang menyertainya
Menulis di blog dan manfaat yang menyertainyaMenulis di blog dan manfaat yang menyertainya
Menulis di blog dan manfaat yang menyertainya
 
Sosialemedier221012
Sosialemedier221012Sosialemedier221012
Sosialemedier221012
 
Breaking Technologies
Breaking TechnologiesBreaking Technologies
Breaking Technologies
 
The Piece Of Cake
The Piece Of CakeThe Piece Of Cake
The Piece Of Cake
 
Análisis de coyuntura económica - Argentina
Análisis de coyuntura económica - ArgentinaAnálisis de coyuntura económica - Argentina
Análisis de coyuntura económica - Argentina
 
Seo010610
Seo010610Seo010610
Seo010610
 
autozone g64620ars
autozone  g64620ars autozone  g64620ars
autozone g64620ars
 
Mj Mgame050809
Mj Mgame050809Mj Mgame050809
Mj Mgame050809
 
How to Structure a Blog Post to Create More Leads [V2]
How to Structure a Blog Post to Create More Leads [V2]How to Structure a Blog Post to Create More Leads [V2]
How to Structure a Blog Post to Create More Leads [V2]
 
Конкурентный контент анализ 2005
Конкурентный контент анализ 2005Конкурентный контент анализ 2005
Конкурентный контент анализ 2005
 

Similaire à Affective Interaction

Finalpptonmindreadingcomputer 140105222853-phpapp01
Finalpptonmindreadingcomputer 140105222853-phpapp01Finalpptonmindreadingcomputer 140105222853-phpapp01
Finalpptonmindreadingcomputer 140105222853-phpapp01ranjeetdon
 
Gesture recognition using artificial neural network,a technology for identify...
Gesture recognition using artificial neural network,a technology for identify...Gesture recognition using artificial neural network,a technology for identify...
Gesture recognition using artificial neural network,a technology for identify...NidhinRaj Saikripa
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computerJudy Francis
 
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1Salvatore Iaconesi
 
Evaluating Interactive User-Centered Mobile Application with 3D Features
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesEvaluating Interactive User-Centered Mobile Application with 3D Features
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computerrajasri999
 
Crafting Innovation: Connected Human Systems
Crafting Innovation: Connected Human Systems Crafting Innovation: Connected Human Systems
Crafting Innovation: Connected Human Systems Sam Margolis
 
Mindreadingcomputer
Mindreadingcomputer Mindreadingcomputer
Mindreadingcomputer ZULFIN
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computerprincep12
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computerprincep12
 
Anant National University - Interaction design - lesson 1
Anant National University - Interaction design - lesson 1Anant National University - Interaction design - lesson 1
Anant National University - Interaction design - lesson 1Ekta Rohra Jafri
 
Abracadabra Robotics Pitch
Abracadabra Robotics PitchAbracadabra Robotics Pitch
Abracadabra Robotics PitchMarina Fridin
 
Next Generation Interfaces: Useful or Novelty?
Next Generation Interfaces: Useful or Novelty?Next Generation Interfaces: Useful or Novelty?
Next Generation Interfaces: Useful or Novelty?Amy Cueva
 
Presentation on Six Sense Technology
Presentation on Six Sense TechnologyPresentation on Six Sense Technology
Presentation on Six Sense TechnologyDeepshikha1Maurya1
 

Similaire à Affective Interaction (20)

Finalpptonmindreadingcomputer 140105222853-phpapp01
Finalpptonmindreadingcomputer 140105222853-phpapp01Finalpptonmindreadingcomputer 140105222853-phpapp01
Finalpptonmindreadingcomputer 140105222853-phpapp01
 
Gesture recognition using artificial neural network,a technology for identify...
Gesture recognition using artificial neural network,a technology for identify...Gesture recognition using artificial neural network,a technology for identify...
Gesture recognition using artificial neural network,a technology for identify...
 
Blue eyes technology
Blue eyes technologyBlue eyes technology
Blue eyes technology
 
Usability and Health IT
Usability and Health ITUsability and Health IT
Usability and Health IT
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computer
 
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computer
 
Evaluating Interactive User-Centered Mobile Application with 3D Features
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesEvaluating Interactive User-Centered Mobile Application with 3D Features
Evaluating Interactive User-Centered Mobile Application with 3D Features
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computer
 
Crafting Innovation: Connected Human Systems
Crafting Innovation: Connected Human Systems Crafting Innovation: Connected Human Systems
Crafting Innovation: Connected Human Systems
 
Mindreadingcomputer
Mindreadingcomputer Mindreadingcomputer
Mindreadingcomputer
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computer
 
Mind reading computer
Mind reading computerMind reading computer
Mind reading computer
 
Anant National University - Interaction design - lesson 1
Anant National University - Interaction design - lesson 1Anant National University - Interaction design - lesson 1
Anant National University - Interaction design - lesson 1
 
Abracadabra Robotics Pitch
Abracadabra Robotics PitchAbracadabra Robotics Pitch
Abracadabra Robotics Pitch
 
210901 decs seminar
210901 decs seminar210901 decs seminar
210901 decs seminar
 
Next Generation Interfaces: Useful or Novelty?
Next Generation Interfaces: Useful or Novelty?Next Generation Interfaces: Useful or Novelty?
Next Generation Interfaces: Useful or Novelty?
 
Mind reading-computer
Mind reading-computerMind reading-computer
Mind reading-computer
 
Mobile UX
Mobile UXMobile UX
Mobile UX
 
Presentation on Six Sense Technology
Presentation on Six Sense TechnologyPresentation on Six Sense Technology
Presentation on Six Sense Technology
 

Affective Interaction

  • 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) 2 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 3 CARRANCA, Mário - Affective Interaction
  • 4. Adaptability 4 CARRANCA, Mário - Affective Interaction
  • 5. 5 CARRANCA, Mário - Affective Interaction
  • 6. Explicitly requesting too much information from the user will result in deterioration of her relationship with the application 6 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 7 CARRANCA, Mário - Affective Interaction
  • 8. A cognitive approach 8 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. 9 CARRANCA, Mário - Affective Interaction
  • 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 10 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  11 CARRANCA, Mário - Affective Interaction
  • 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 12 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? 13 CARRANCA, Mário - Affective Interaction
  • 14. Real World approaches to Affective Interaction 14 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…  15 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 16 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” 17 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 18 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 19 CARRANCA, Mário - Affective Interaction
  • 20. Developments in Affective Interaction 20 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 21 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  22 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 23 CARRANCA, Mário - Affective Interaction
  • 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 24 CARRANCA, Mário - Affective Interaction
  • 25. 25 CARRANCA, Mário - Affective Interaction

Notes de l'éditeur

  1. RosalindPicard, nomerecorrentenestaárea. Lider do Affective Computing Group do Media Lab do MIT.
  2. Psicológicos:repercussõespsicológicas. Descriçõesverbais (think-aloud);;Checklists;;Questionários;;Self-Reporting;;Fisiológicos:reacçõesfisicas. Ritmocardíaco;;pressãosanguinea;;respiração;;EEG;;actividade muscularComportamentais: mudanças de comportamento. Expressõesfaciais;;Postura;;Modulaçãodavoz;;Desempenhocognitivo;;Gestos
  3. Exemplo: e-commerce – pessoamaissusceptível a comprarartigosmaiscaros se seencontrar num estado de espiritopropício
  4. Problema da incorrecta interpretação das leituras. Algumas (biomédicas) são geralmente certeiras a um primeiro nivel. Outras estão sujeitas a interpretaçãoProblema da instrusividade. Os utilizadores apreciam a sua privacidade. Alguns deles – nomeadamente os biomédicos – são muito intrusivosUm problema que pode surgir: despoletar uma emoção pode desencadear outras involuntariamenteQuestões éticas
  5. Exemplos de aplicaçõesdateoriadainteracçãoafectiva
  6. Umavariedade de tecnologias
  7. Idealmente, a presença dos mecanismoscomputacionais é imperceptivelpara o utilizador no dia a diaRealidadeaumentada: utilizadorpode-se focarnarealidadefisica(tarefas do dia-a-dia), aomesmo tempo queestáemcontactoconstante com a realidade virtual (mecanismoscomputacionais)
  8. Wiener:matemáticoamericanofamosopordesenvolvimentosnoscamposdaengenhariaelectrónica, datelecomunicação, e de sistemas de controlo. Fundadordacibernética.Cibernética: formaliza a noção de feedback, e estáintrinsecamenterelacionada com o estudo de sistemas de controlo. Aplica-se nãoapenas a nivelfisico e electrónico, comotambém a nível social.Desenvolveuaindaoutrasaplicaçõesàsemelhançadaluvaauditiva.Apologistadacomunicaçãoporanalogia.
  9. 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!!
  10. 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
  11. Com o toolkit foramdesenvolvidasváriasaplicações de demonstração(James the Butler, FantasyA)http://gaips.inesc-id.pt/safira/demonstrators.html
  12. Aplicaçõesque se adaptamaoutilizadorÉ sugeridoque o principio orientadordeve ser o de satisfazer o utilizador, e não o da performance oudesempenhomáximos
  13. Adaptabilidadeaoque o utilizadorquerQuando e como?
  14. O utilizador tem de interromper a tarefaparapodercancelarestaopção
  15. Pedir feedback querequerumadistracçãoporparte do utilizador do seutrabalho = mau
  16. Interpretar o que o utilizadorquer, emvez deexplicitamentelhoperguntar
  17. Aproximaçãodapsicologiacognitivaao design de interfaces pessoa-máquina
  18. Emoçõeslevam a Moods (estados de espirito)Moods restringem as experiências dos utilizadores
  19. Usam-se variadosmecanismos e métodosparaavaliarestasreacções