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E-motional advantage: performance and satisfaction gains with affective computing

Published: 02 April 2005 Publication History

Abstract

Emotions are now recognized as complex human control systems, crucial to decision making, creativity, playing and learning. Affective technologies may offer improved interaction and commercial promise. In the past, research has focused on technical development work, leaving many questions about user preferences unanswered. For this user-centered study, 60 participants played a simple 'word ladder' game under different controlled conditions. Using 2 x 2 factorial design, and a Wizard of Oz scenario, half the participants interacted with a system that adapted on the basis of the user's emotional expression and half were told the system could react to their emotional expressions. We established that when using an apparently affective system, users perform significantly better and report themselves as feeling significantly happier. We also discuss behavioral responses to the different conditions. These results are relevant to the design of future affective systems.

References

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Bradley, M.M., Lang P.J., Measuring Emotion: the Self-Assessment Manikin and the Semantic Differential. J Behav Ther Exp Psychiatry 25,1, 1994, 49--59.
[2]
Givens, D. B., Nonverbal dictionary of gestures, signs and body language cues. Spokane, Washington: Center for Nonverbal Studies Press, 2004. http://members.aol.com/nonverbal2/eyeblink.htm
[3]
Hayes-Roth, B., Ball, G., Lisetti, C., Picard, R. and Stern, A., Panel on affect and emotion in the user interface. Proc Int. Conf.Intelligent User Interfaces, 1998, 91--94.
[4]
Norman, D., Emotional Design: Why We Love (Or Hate) Everyday Things. Basic Books, 2004.
[5]
Picard, R.W., Affective Computing. Cambridge, MA: The MIT Press, 1997.

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    cover image ACM Conferences
    CHI EA '05: CHI '05 Extended Abstracts on Human Factors in Computing Systems
    April 2005
    1358 pages
    ISBN:1595930027
    DOI:10.1145/1056808
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 02 April 2005

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    Author Tags

    1. affective computing
    2. emotion recognition
    3. human factors
    4. human-computer interaction
    5. wizard-of-oz

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    • (2021)Adapting Software with Affective Computing: A Systematic ReviewIEEE Transactions on Affective Computing10.1109/TAFFC.2019.290237912:4(883-899)Online publication date: 1-Oct-2021
    • (2021)Expanding Affective Computing Paradigms Through Animistic Design PrinciplesHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85623-6_9(115-135)Online publication date: 26-Aug-2021
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    • (2011)Games design and integration with user's emotion2011 International Conference on User Science and Engineering (i-USEr )10.1109/iUSEr.2011.6150539(69-72)Online publication date: Nov-2011
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