advanced hci affective interaction
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Advanced HCI Affective 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 usersâ emotions, and through this, their attitudes and behaviour. - PowerPoint PPT PresentationTRANSCRIPT
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 1
Advanced HCI
Affective 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 usersâ emotions, and through this, their attitudes and behaviour.
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 2
Performance & Emotion
⢠Early cognitive contributions to HCI focus on improving usersâ performance
⢠Usabilityâ Making tasks easier (preventing error,
providing help etc)â Lightening the âcognitive loadââ Making tools intuitive
⢠Main aim in the late â80s: to improve design of computer-based work
â Usersâ emotions only viewed as byproduct of unhindered cognitive processing
â Software/Hardware works = user satisfaction/acceptance
⢠Focus of computing changing: from workplace to lifestyle
â iPod, Xbox, Palm Pilot, games, chat, shopping, entertainment, leisureâŚ
â Activities associated with pleasure (emotion)â Not just productivity
CHILL OUT!
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 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:
â Computer recognition of human emotionÂť Computer adapts its behaviour based on what it knows about
userâ Computer simulation of human emotion
Âť Computer appears to display human characteristicsâ Computer evocation of human emotion
Âť Computer targets human emotions and encourages particular responses
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 4
What is an emotion?
⢠A neural impulse that moves an organism to action
â We cannot choose our emotions (see below)
â Emotions happen spontaneously in response to events in the environment
â Causes physiological changes visible in behaviour
Âť Facial expression, faster heartbeat, perspiration, aggression, crying etc.
â Deeply rooted survival mechanism enabling organism to adapt to environment
⢠cf. Method Actingâ The actor âreplicatesâ the
emotional conditions of the character in order to add realism to a dramatic performance
â Actor draws on own âemotional memoryâ
Pairs of emotions (Plutchik, 1980)Primary emotions can be combined to form secondary emotionsDisgust + Sadness = Remorse
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 5
Where do emotions come from?
Cerebral Cortex (Man)â Planning, language etc.
Limbic System (other mammals)â Emotions
Basal Gangliaâ 2-way messaging system between
Cerebral Cortex & Limbic System Brain Stem (present in
reptiles)â Basic body functionsâ Hunt, kill, mate, defend territoryâŚ
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.
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 6
Don Norman: Revised model of cognition
⢠Visceral levelâ Fastâ Makes rapid judgementsâ Good/bad;
safe/dangerousâ Signals motor system &
alerts brainâ Inhibited/enhanced by
control systems⢠Behavioural level
â Learned behaviour coming from experience
â Largely automaticisedâ Can inhibit/enhance
visceral layerâ Inhibited/enhanced by
reflective layer
Sensory
Motor
Visceral
Behavioural
Reflective
control
control
⢠Reflective levelâ No direct access to sensory
input or control of behaviourâ Watches over, reflects upon,
& tries to influence behaviour level
â Responses slow based on assessment, judgement & decision-making
⢠Norman, 2004
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 7
Emotional responses to stimuli
stimulus event cognition feeling state overt behaviour
effect
threat âdangerâ fear escape safety
obstacle âenemyâ anger attack destroy obstacle
gain of valued object
âpossessâ joy retain or repeat
gain resources
loss of valued object
âabandonmentâ
sadness cry reattach to lost object
member of oneâs group
âfriendâ acceptance groom mutual support
unpalatable object
âpoisonâ disgust vomit eject poison
new territory âexamineâ expectation map knowledge of territory
unexpected event
âwhat is it?â surprise stop gain time to orient
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 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
(Ekman, Friesen & Ellsworth, 1972)
Which emotions are these people displaying?
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 9
Relationships with Computers
⢠Humans respond to computers like real people
â We prefer computers that flatter us
â We prefer computers which have a similar personality to our own
â We are polite to computers
⢠Therefore, we seem to have social relationships with computers
â Emotions are an important component of social relationshipsâŚ
⢠If computer has a friendly face, will we âlikeâ it more?
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 10
Facial Action Coding System (FACS)
⢠Ekman and Friesen (1978) develop FACS
â Taxonomy of expressionsâ Defines expressions as 1 of
46 âAction UnitsâÂť 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?â Recognising user expressionâ Generating appropriate
responses for avatars
actor
avatar
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 11
Recognizing emotions
⢠Tele-healthcare (Lisetti, et al. 2003)
⢠System models patientâs 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
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 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
â Doll-based interface to gameâ Gestures indicate emotionsâ Emotions affect game strategy
happiness sadness anger fear surprise gloating
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 13
Expressing emotion: affective input to interactive systems
⢠Users a little confused⢠Hard to understand opponentâs
emotions⢠BUT many related to doll
(projection)⢠Higher satisfaction
Bullock, A. and Gambäck, B. (2003)
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 14
The tenuous area of âAffective Computingâ
⢠Rash of projects exploring âAffective Computingâ⢠Example: Gustbowl project (Keller, van der Hoog, and Stappers, 2004)⢠âDigital communication technology is increasingly affecting the way people organize their social contacts. Product designers therefore must understand usersâ 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 Technologyâs 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 otherâs daily routines.â
⢠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 âaffective computingâ?
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 15
The tenuous area of âAffective Computingâ
⢠Example: A Foundation for Emotional Expressivity (Stahl et al. )⢠âTo 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.â
8 backgrounds each âexpressingâ a different emotion?
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 16
Subjective association between colour & emotion?
⢠Can we agree on emotion - colour linkage?
⢠What would you say your emotional state is at the moment?
⢠Donât say âboredomâ!
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 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:
â Be more persistent than humansâ Offer greater anonymityâ Manage huge volumes of dataâ Go where humans cannot go or may not be welcome
⢠Computing technologies persuade in different ways, depending on their role:
â Toolâ Social actorâ Medium
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 18
Computers as Persuasive Technology
⢠A tool can be persuasive by:â Making target behaviour easier to doâ Leading people through a processâ Performing calculations or measurements that motivate people
⢠A social actor can be persuasive by:â Rewarding people by giving positive feedbackâ Modelling a target behaviour or attitudeâ Providing social support
⢠A medium can be persuasive by:â Allowing people to explore cause and effect relationshipsâ Providing people with various experiences that motivate themâ Helping people to rehearse a behaviour
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 19
Persuasive Technology: some difficulties
⢠Ethical issuesâ When and how am I being persuaded? Do I know?â Intrusive?
⢠Research â How easy is it to study persuasive technology?â If your bank is doing this, will they tell you?â How can you find out the effect?â Even if you can find out:â Arenât people who have been âpersuadedâ likely to be defensive?
CG007: Advanced Human-Computer Interaction Lecture: Affective Interaction
Slide 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 Psychologistsâ 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.
⢠Stühl, A., SundstrÜm, P., and HÜÜk, K. (2005). A Foundation for Emotional Expressivity. In: Designing For User Experience, DUX 2005, 3-5 Nov, 2005, Fort Mason, San Francisco, CA.