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Human-Centered AI: Enhancing User Interaction with Intelligent SystemsGalhenage Gayan Sudesh Suranga Perer · 2024This research examines Human- Centered AI (HCAI) and its contribution to user involvement and user experience with intelligent systems in the healthcare, finance, and education industries. HCAI focuses on deploying AI in a fashion that considers human abilities, values, and emotions in a way that enhances convenience, adaptability, and reliability. The study adopts a qualitative and quantitative mixed methodology in conducting surveys and interviews with users and AI developers examining the effects of human- centered design attributes explanation and user control on user satisfaction. The results imply that such systems of AI which follow the principles of human-centered design have more acceptance and endorsement among users. In particular, participants stressed the need for effective articulation of decision-making processes by AI tools and provision for some degree of manual control over the tools. At the same time, the analysis has uncovered the existence of persistent ethical problems, such as bias, privacy, reliability of AI systems, which need to be addressed further. According to the findings, the application of the HCAI approach can greatly boost the experience and confidence of users in using AI devices. Practical implications are related to the go and bias justice, implementing and enhancing information on explainability, feedback, privacy and integrated ethics into the systems. In this paper, we present additional development for the application of ethical artificial intelligence. Inde Term — Adaptability, Explainability, Human-Centered AI, Interaction Design, Personalization, Transparency, Trust, User Experience, Usability
Utilizing emotion recognition technology to enhance user experience in real- timeYuanyuan Xu · 2024In recent years, advancements in human-computer interaction (HCI) have led to the emergence of emotion recognition technology as a crucial tool for enhancing user engagement and satisfaction. This study investigates the application of emotion recognition technology in real-time environments to monitor and respond to users’ emotional states, creating more personalized and intuitive interactions. The research employs convolutional neural networks (CNN) and long short-term memory networks (LSTM) to analyze facial expressions and voice emotions. The experimental design includes an experimental group that uses an emotion recognition system, which dynamically adjusts learning content based on detected emotional states, and a control group that uses a traditional online learning platform. The results show that real-time emotion monitoring and dynamic content adjustments significantly improve user experiences, with the experimental group demonstrating better engagement, learning outcomes, and overall satisfaction. Quantitative results indicate that the emotion recognition system reduced task completion time by 14.3%, lowered error rates by 50%, and increased user satisfaction by 18.4%. These findings highlight the potential of emotion recognition technology to enhance user experiences. However, challenges such as the complexity of multimodal data integration, real-time processing capabilities, and privacy and data security issues remain. Addressing these challenges is crucial for the successful implementation and widespread adoption of this technology. The paper concludes that emotion recognition technology, by providing personalized and adaptive interactions, holds significant promise for improving user experience and offers valuable insights for future research and practical applications.
Toward an Interactive Reading Experience: Deep Learning Insights and Visual Narratives of Engagement and EmotionJayasankar Santhosh, Akshay Palimar Pai et al. · 2024Engagement and emotion are critical components that significantly influence a reader’s experience during a reading task. Despite the crucial role of engagement and emotions in shaping our reading experience, accurately tracking these dynamic states during actual reading remains a significant challenge. This study bridges this gap by detecting engagement and emotion levels during a reading task by leveraging the power of state-of-the-art deep learning models and investigating the correlations between the engagement levels and emotions. An experiment was conducted involving 18 university students reading 14 documents followed by a questionnaire to rate their levels of engagement, valence, and arousal after reading each document. A Tobii 4C eye-tracker with a pro license along with an Empatica E4 wristband were utilized to record behavioral and physiological data from the participants. A range of deep learning models were utilized for computing the engagement, valence, and arousal values, employing both user-independent and user- dependent methods. Our investigation revealed distinct yet complementary strengths in two deep learning models: Transformer excelled in user-independent detection of engagement and emotion with an accuracy of 80.38% (engagement), 71.28% (arousal) and 73.98% (valence) while ResNet shined in the user-dependent setting with an accuracy of 93.56% (engagement), 90.62% (arousal) and 88.70% (valence) which highlights the interplay between individual differences and reading dynamics. Intriguingly, we observed strong, document-specific correlations between engagement and emotion states, suggesting that different texts evoke unique affective responses. We developed an interactive dashboard visualizing predicted engagement and emotions, offering real-time feedback and personalized learning possibilities. The dashboard features an engagement gauge that displays the reader’s level of engagement based on predicted class probabilities, and an emotion emoji serving as a visual cue that illustrates the predicted emotional state of the reader. This technology can inform the design of dynamic interfaces that adjust to individual reading styles and emotional responses, potentially enhancing comprehension and involvement. INDEX TERMS Digital reading, physiological sensing, eye tracking, deep learning, affective state.
Emoticontrol : Emotions-based Control of User-Interfaces AdaptationsKARTHIK VAIDHYANATHAN, IIIT Hyderaba · 2023Emotions are integral to human nature, and their existence, duration, and evolution could lead to specific behaviors. If emotions and behaviors are ignored in the design of socio-technical systems, they will fail or cause discomfort. User interfaces (UIs) are elements of interactive systems able to trigger or moderate emotions. UIs are increasingly designed adaptive to users' various characteristics, intending to improve their satisfaction, performance, and decisions. However, previous adaptation supervising approaches are not effectively adopted in real life since they neglect the dynamic behaviors of humans or systems. This paper proposes Emoticontrol, a quality-driven approach to adapting UIs to users' emotions using Model-Free Reinforcement Learning (MFRL). The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users' enhanced quality of experience (QoE). The approach also considers improving the software quality of service (QoS) by designing software architecture alternatives. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in evacuation training. By taking contextual input of the users' basic emotions from face recognition, the application intelligently adapts its UI to quickly lead people to safe areas while keeping them emotionally controlled. We consider software performance a crucial QoS; thus, we adopt and test architectures that facilitate an acceptable level of performance. The evaluation process confirms the efficiency and effectiveness of the MFRL in iterations, as well as compared to other UI adaptation techniques.
User Interface and Architecture Adaption Based onMahyar T. Moghaddam∗, Mina Alipour et al. · 2023This paper shows how emotions and behavior considerations in socio-technical systems lead to high-quality self-adaptations, both at application and architecture levels. In our approach, an interactive control system assesses the reconfigurations that enhance the quality of service (QoS) while considering humans’ quality of experience (QoE). We use a Model-Free Reinforcement Learning (MFRL) approach to self- adapt user interfaces (UIs) to users’ emotions. The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users’ QoE, i.e., task comple- tion and satisfaction. If the control system detects a drop in QoS in emotion-based adaptations or other functions, another level of adaptation reconfigures the architecture towards better quality. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in such potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in emergency training. By taking contextual input of the users’ basic emotions from face recognition and their mobility behavior, the application intelligently adapts its UI to quickly lead people to safe areas while keeping them emotionally stable. In addition to UI adaptation, the system is capable of architecture-level adaptations to decrease response time if required. The evaluation process confirms the efficiency of the MFRL in iterations, as well as compared to other possible UI adaptation techniques. The emerging results also show that architecture-level adaptations positively impact the system performance and users’ emotions and performance. Index Terms—Software Architecture, Emotions, Behaviors, Reinforcement Learning, User Interface, Emergency.
Zero-shot multitask intent and emotion prediction from multimodal data: A benchmark studyMauajama Firdaus b, Dushyant Singh Chauhan c · 2023Empathy involves comprehending and sharing the emotions of another person. In the realm of conversational AI, empathy pertains to the AI’s capacity to understand and respond suitably to the user’s emotions and needs. Conversational AI with empathetic capabilities can heighten the user experience by making interactions more personalized and natural. At present, machine learning algorithms are commonly utilized in existing conversational AI systems to recognize emotions and corresponding empathetic intents from annotated data. Nonetheless, this approach is not without limitations, being expensive and time-consuming. Our present work takes a holistic approach to empathy in conversational AI, where we propose a novel zero-shot multitask framework, the Zero-shot Intent Emotion Detection (ZIED) network, identifies both emotions and intents in a multimodal setting. We developed an end-to-end model that concurrently captures textual, audio, and visual representations and integrates the different modalities using cross-attention mechanisms. Our experimental results, based on the EmoInt-MD dataset, show that incorporating all three modalities results in the best performance for both emotion and empathetic intent detection. We observed a noteworthy improvement of over 6% and 4% for intent and emotion, respectively, for various ratios of seen and unseen classes.
Toward Changing Users behavior with Emotion-based Adaptive SystemsMina Alipour · 2023Interactive computer systems’ designers emphasize the importance of considering humans, their emotions, and behaviors as first-class entities. Emotions are integral parts of human nature, and ignor- ing that can lead the interactive systems to failure, low quality, or discomfort. User interfaces (UIs) are increasingly becoming adap- tive to users’ various characteristics, intending to improve users’ satisfaction, performance, and decisions. However, the previous approaches proposed for supervising such adaptations are not effec- tively adopted in real-life problems. This paper proposes the novel approach to adapting UIs to users’ emotions using Model-Free Re- inforcement Learning (MFRL). The approach aims to maximize applying the essential adaptations and minimize the unnecessary ones towards users’ task completion and satisfaction. We chose emergency evacuation training as a suitable evaluation domain since people experience intense emotions in potential danger. We performed experiments with a mobile application we developed that acts as a recommender system in emergency training. By taking contextual input of the users’ basic emotions from face recognition, the application intelligently adapts its UI to quickly lead people to safe areas while arousing target emotions. The research includes lit- erature analysis, surveys, and further adopting an iterative process in implementation and experimentation. The evaluation process confirms the efficiency and effectiveness of the MFRL in iterations, as well as compared to other possible UI adaptation techniques, i.e., rule-based and sequential adaptation.
Interactive Music Genre Exploration with Visualization and Mood ControlYu Liang · 2021Recommender systems can be used to help users discover novel items and explore new tastes, for example in music genre explo- ration. However, little work has studied how to improve users’ understandability and acceptance of the novel items as well as sup- port users to explore a new domain. In this paper, we investigate how two different visualizations and mood control influence the perceived control, informativeness and understandability of a mu- sic genre exploration tool, and further to improve the helpfulness for new music genre exploration. Specifically, we compare a bar chart visualization used by earlier work to a contour plot which allows users to compare their musical preferences with both the recommended tracks as well as the new genre. Mood control is implemented with two sliders to set a preferred mood on energy and valence features (that correlate with psychological mood di- mensions). In the online user study, mood control was manipulated between subjects, and the visualizations were compared within subjects. During the study (N=102), we measured users’ subjective perceptions, experiences and the interactions with the system. Our results show that the contour plot visualization is perceived more helpful to explore new genres than the bar chart visualization, as the contour plot is perceived to be more informative and under- standable. Users spent significantly more time and used the mood control more in the contour plot than in the bar chart visualiza- tion. Overall, our results show that the contour plot visualization combined with mood control serves as the most helpful way for new music genre exploration, because the mood control is easier to understand and use when made transparent via an informative visualization. CCS CONCEPTS • Human-centered computing →User studies; Information visualization; User interface design; • Information systems → Recommender systems; Personalization. IUI ’21, April 14–17, 2021, College Station, TX, USA © 2021 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-8017-1/21/04. https://doi.org/10.1145/3397481.3450700
Moodplay: Interactive Music Recommendation Based on Artists' Mood SimilarityIvana Andjelkovic, Denis Parra et al. · 2018A large amount of research in recommender systems focuses on algorithmic accuracy and optimization of ranking metrics. However, recent work has unveiled the importance of other aspects of the recommendation process, including explanation, transparency, control and user experience in general. Building on these aspects, this paper introduces MoodPlay , an interactive music-artists recommender system which integrates content and mood-based filtering in a novel interface. We show how MoodPlay allows the user to explore a music collection by musical mood dimensions, building upon GEMS, a music-specific model of affect, rather than the traditional Circumplex model. We describe system architecture, algorithms, interface and interactions followed by use-case and offline evaluations of the system, providing evidence of the benefits of our model based on similarities between the typical moods found in an artist’s music, for contextual music recommendation. Finally, we present results of a user study (N = 279) in which four versions of the interface are evaluated with varying degrees of visualization and interaction. Results show that our proposed visualization of items and mood information improves user acceptance and understanding of both the underlying data and the recommendations. Furthermore, our analysis reveals the role of mood in music recommendation, considering both artists’ mood and users’ self-reported mood in the user study. Our results and discussion highlight the impact of visual and interactive features in music recommendation, as well as associated human-cognitive limitations. This research also aims to inform the design of future interactive recommendation systems.
Affective modelling of users in HCI using EEGJyotish Kumara, Jyoti kumar · 2016Emotions have potential to play a role in HCI which is primarily dominated by cognitive measures. Human physiological communication channels are dominated by emotions. Emotion affects several human activities like communication, learning, decision making, cognition, perception etc. Further, as emotions are difficult to interpret and hard to measure, technologists and designers have been struggling to incorporate them in design and technology. On the other hand, advancement of technology has both necessitated and enabled us to understand emotions and put them to use in contexts like human computer interaction. This study reports an attempt to model emotions by means of electroencephalography (EEG). Video stimuli of four representative basic emotions based on Navarasa theory of Ancient Indian treatise called Natya Shastra were shown to participants and EEG data was collected. Power spectrum analysis of EEG signals associated with emotions was done. Further, the EEG analysis findings were compared with the subject’s self-reports about their emotional states during the experiment. EEG results have shown significantly consistent frequency patterns across the brain lobes for a given emotion. This study suggests that human emotions can be modeled for use in HCI either as an affect assessment tool or for affect based intelligent interactions. © 2015 The Authors. Published by Elsevier B.V. Peer-review under responsibility of the Scientific Committee of IHCI 2015.
Developing Emotion-Aware, Advanced Learning Technologies: A Taxonomy of Approaches and FeaturesClaude Frasson, Nathan C. Hall · 2016A growing body of work on intelligent tutoring systems, affective computing, and artificial intelligence in education is exploring creative, technology-driven ap- proaches to enhance learners’ experience of adaptive, positively-valenced emotions while interacting with advanced learning technologies. Despite this, there has been no published work to date that captures this topic’s breadth. We took up this grand challenge by integrating related empirical studies and existing conceptual work and proposing a theoretically-guided taxonomy for the development and improvement of emotion-aware systems. In particular, multiple strategies system developers may use to help learners experience positive emotions are mapped out, including those that require different amounts and types of information about the user, as well as when this information is required. Examples from the literature are provided to illustrate how different emotion- aware system approaches can be combined to take advantage of different types of data, both prior to and during the learner-system interaction. High-level system features that emotion-aware systems can tailor to learners in order to elicit positive emotions are also described and exemplified. Theoretically, the taxonomy is primarily informed by the control-value theory of achievement emotions (Pekrun 2006, 2011) and its assumptions about the relationship between distal and proximal antecedents and the elicitation and Int J Artif Intell Educ (2017) 27:268–297 DOI 10.1007/s40593-016-0126-8 Note. This manuscript is based on an extended version of: Harley, J. M., Lajoie, S. P., Frasson, C., & Hall, N.C. (2015a). An integrated emotion-aware framework for intelligent tutoring systems. In C. Conati & N. Heffernan (Eds.), Lectures Notes in Artificial Intelligence: Vol. 9112. Artificial Intelligence in Education (pp. 620-624). Switzerland: Springer. * Jason M. Harley jharley1@ualberta.ca 1 Educational Psychology, University of Alberta, 6-102 Education North, Edmonton, AB T6G 2G5, Canada 2 Educational and Counselling Psychology, McGill University, 3700 McTavish Street 614, Montréal, QC H3A 1Y2, Canada 3 Computer Science and Operations Research, Université de Montréal, 2920 Chemin de la Tour, Pavillon André-Aisenstadt 2194, Montréal, QC H3C 3J7, Canada regulation of emotion. The taxonomy expands upon a dichotomy of emotion-aware systems proposed by D’Mello and Graesser (2015) and is intended to guide the design of emotion-aware systems that can fos
Understanding perception of algorithmic decisions: Fairness, trust, and emotion in response to algorithmic managementMin Kyung Lee · 2013Algorithms increasingly make managerial decisions that people used to make. Perceptions of algorithms, regardless of the algorithms’ actual performance, can significantly influence their adoption, yet we do not fully understand how people perceive decisions made by algorithms as compared with decisions made by humans. To explore perceptions of algo- rithmic management, we conducted an online experiment using four managerial decisions that required either mechan- ical or human skills. We manipulated the decision-maker (algorithmic or human), and measured perceived fairness, trust, and emotional response. With the mechanical tasks, algorithmic and human-made decisions were perceived as equally fair and trustworthy and evoked similar emotions; however, human managers’ fairness and trustworthiness were attrib- uted to the manager’s authority, whereas algorithms’ fairness and trustworthiness were attributed to their perceived efficiency and objectivity. Human decisions evoked some positive emotion due to the possibility of social recognition, whereas algorithmic decisions generated a more mixed response – algorithms were seen as helpful tools but also possible tracking mechanisms. With the human tasks, algorithmic decisions were perceived as less fair and trustworthy and evoked more negative emotion than human decisions. Algorithms’ perceived lack of intuition and subjective judg- ment capabilities contributed to the lower fairness and trustworthiness judgments. Positive emotion from human decisions was attributed to social recognition, while negative emotion from algorithmic decisions was attributed to the dehumanizing experience of being evaluated by machines. This work reveals people’s lay concepts of algorithmic versus human decisions in a management context and suggests that task characteristics matter in understanding people’s experiences with algorithmic technologies.
1 Fear, Emotion, and ScienceComputers are beginning to acquire the ability to ex- press and recognize affect, and may soon be given the ability to “have emotions.” The essential role of emotion in both human cognition and perception, as demonstrated by recent neurological studies, indi- cates that affective computers should not only pro- vide better performance in assisting humans, but also might enhance computers’ abilities to make de- cisions. This paper presents and discusses key issues in “affective computing,” computing that relates to, arises from, or influences emotions. Models are sug- gested for computer recognition of human emotion, and new applications are presented for computer- assisted learning, perceptual information retrieval, arts and entertainment, and human health and inter- action. Affective computing, coupled with new wear- able computers, will also provide the ability to gather new data necessary for advances in emotion and cog- nition theory. 1 Fear, Emotion, and Science Nothing in life is to be feared. It is only to be under- stood. – Marie Curie Emotions have a stigma in science; they are believed to be inherently non-scientific. Scientific principles are derived from rational thought, logical arguments, testable hypotheses, and repeatable experiments. There is room alongside science for “non-interfering” emotions such as those involved in curiosity, frustration, and the pleasure of discovery. In fact, much scien- tific research has been prompted by fear. Nonetheless, the role of emotions is marginalized at best. Why bring “emotion” or “affect” into any of the deliberate tools of science? Moreover, shouldn’t it be completely avoided when considering properties to design into computers? After all, computers control significant parts of our lives – the phone system, the stock market, nuclear power plants, jet landings, and more. Who wants a computer to be able to “feel angry” at them? To feel contempt for any living thing? In this essay I will submit for discussion a set of ideas on what I call “affective computing,” computing that relates to, arises from, or influences emotions. This will need some further clari- fication which I shall attempt below. I should say up front that I am not proposing the pursuit of computerized cingulotomies1 or even into the business of building “emotional computers”. 1The making of small wounds in the ridge of the limbic sys- tem known as the cingulate gyrus, a surgical procedure to aid severely depressed patients. Nor will I propose answers
Review of eye tracking metrics involved in emotional and cognitive processesVasileios Skaramagkas, Giorgos Giannakakis et al.Eye behaviour provides valuable information reveal- ing one’s higher cognitive functions and state of affect. Although eye tracking is gaining ground in the research community, it is not yet a popular approach for the detection of emotional and cognitive states. In this paper, we present a review of eye and pupil tracking related metrics (such as gaze, fixations, saccades, blinks, pupil size variation, etc.) utilized towards the detection of emotional and cognitive processes, focusing on visual attention, emotional arousal and cognitive workload. Besides, we investigate their involvement as well as the computational recognition meth- ods employed for the reliable emotional and cognitive assessment. The eye-tracking publicly available datasets employed in relevant research efforts were concentrated and described their specifi- cations and details. The multimodal approaches which combine eye-tracking features with other modalities (e.g. biosignals), along with artificial intelligence and machine learning techniques were also surveyed in terms of their recognition/classification accuracy. The limitations, current open research problems and prospective future research directions were discussed for the usage of eye- tracking as the primary sensor modality. This study aims to comprehensively present the most robust and significant eye/pupil metrics based on available literature towards the development of a robust emotional or cognitive computational model. Index Terms—eye tracking, gaze, pupil, fixations, saccades, smooth pursuit, blinks, stress, visual attention, emotional arousal, cognitive workload, emotional arousal datasets, cognitive work- load datasets Vasileios Skaramagkas, Giorgos Giannakakis, Emmanouil Ktistakis, Dim- itris Manousos, Ioannis Karatzanis are with the Institute of Computer Science, Foundation for Research and Technology Hellas (FORTH), GR-700 13 Heraklion, Crete, Greece (Email: vskaramag@ics.forth.gr, ggian@ics.forth.gr, mandim@ics.forth.gr, karatzan@ics.forth.gr) Giorgos Giannakakis is with the Institute of AgriFood and Life Sciences, University Research Centre, Hellenic Mediterranean University, Heraklion, Greece. Emmanouil Ktistakis is with the Institute of Computer Science, Foundation for Research and Technology Hellas (FORTH) and the Laboratory of Optics and Vision, School of Medicine, University of Crete, Heraklion, Greece (Email: mankti@ics.forth.gr) Nikolaos S. Tachos and Evanthia E. Tripoliti, are with the Department of Biomedical Rese
Psychology of Objects and Their Interaction with Our Culture and Society2022Numerous designers, sociologists, and psychologists have written about the relationships we establish with objects. Some speak of emotional connections, while others completely distance themselves from the connotation of emotions, valuing only the object’s function. Also, it should be noted that we are talking about inanimate objects, which can only offer us experiences related to the function for which they were created. This article aims to investigate the relationship between the object and the consumer, considering the society in which we live. We are taking into account the psychology of objects and how they play such an essential role in our lives, from their origins to the present. The evolution of object design is parallel to that of society, and it must be so because it has to respond to the needs of each moment. Most of the objects are created for practical purposes, but despite not having a defined use, one could say that decorative objects also have their function: to embellish. The field of study of this article intends to demonstrate also that even practical objects, if they have an aesthetic aspect, are easier to use, respecting specific criteria to be listed. It is about searching, classifying and analyzing each criterion to find a tool for understanding and hierarchical organization with which the individual can order the surrounding stimuli within their world of values and concepts. The methodology used is monographic- theoretical (we are dealing with a topic, an “abstract problem that may or may not have been the subject of other reflections”). It is divided into two parts, one about the theory of objects and the other that deals with the interaction of the object, through its interface, with society, and its psychological qualities. We will also establish right from the beginning the concept of interface as a communicating form and as a communication context of the object. We will take the interface as a communicating aspect of the object with the world, a “language” specific to each object. Just as we humans have our language to communicate, each object has its interface corresponding to its destination (the function for which it was designed). And depending on the “language” used (the interface), we get one response or another from the interlocutor. Each interface represents an identity, the identity of each object through which it communicates with the outside. We will refer to an influential author, Donald Norman, among others, who
A Novel User Emotional Interaction Design Model Using Long and Short-Term Memory Networks and Deep Learning2021Emotional design is an important development trend of interaction design. Emotional design in products plays a key role in enhancing user experience and inducing user emotional resonance. In recent years, based on the user's emotional experience, the design concept of strengthening product emotional design has become a new direction for most designers to improve their design thinking. In the emotional interaction design, the machine needs to capture the user's key information in real time, recognize the user's emotional state, and use a variety of clues to finally determine the appropriate user model. Based on this background, this research uses a deep learning mechanism for more accurate and effective emotion recognition, thereby optimizing the design of the interactive system and improving the user experience. First of all, this research discusses how to use user characteristics such as speech, facial expression, video, heartbeat, etc., to make machines more accurately recognize human emotions. Through the analysis of various characteristics, the speech is selected as the experimental material. Second, a speech-based emotion recognition method is proposed. The mel-Frequency cepstral coefficient (MFCC) of the speech signal is used as the input of the improved long and short-term memory network (ILSTM). To ensure the integrity of the information and the accuracy of the output at the next moment, ILSTM makes peephole connections in the forget gate and input gate of LSTM, and adds the unit state as input data to the threshold layer. The emotional features obtained by ILSTM are input into the attention layer, and the self-attention mechanism is used to calculate the weight of each frame of speech signal. The speech features with higher weights are used to distinguish different emotions and complete the emotion recognition of the speech signal. Experiments on the EMO-DB and CASIA datasets verify the effectiveness of the model for emotion recognition. Finally, the feasibility of emotional interaction system design is discussed.
COLLABORATIVE EMOTIONAL MAPPING AS A TOOL FOR URBAN MOBILITY PLANNING2021In this article, we present a framework to collect and represent people’s emotions, considering the urban mobility context of Curitiba. As a procedure, we have interviewed individuals during an intermodal challenge. The participants have described their experiences of urban mobility while using different transport modes. We have we used emojis as graphic symbols representing emotional data, once it is a modern language widely incorporated in everyday life as well as evokes a natural emotional association with the data we collected. We built an online geoinformation solution for visualising the emotional phenomenon. As a result, we found that the proposed methodology captures environmental factors as well as specific urban features triggering positive and negative/neutral emotions. Therefore, we validated the methodology of collaborative emotional mapping through volunteered geographic information, collecting and representing emotions on maps through emojis. Thus, here we argue this is a valid way to represent emotions and incorporate a modern language to maps. Based on the results and broader literature, we affirm this is a valuable alternative to increase knowledge about cities, once mapping emotions could assist urban planners in identifying variables, generating positive and negative feelings over the city space, which drives urban planning within a citizen-centred perspective.
Emotional design: the development of a process to envision emotion-centric new product ideas2019There is ample evidence, in many sectors, of the crucial importance of the emotional experiences in the interaction between users and products. Generating products with richer and significant emotional features is a complex challenge. In order to better face this challenge, professionals responsible for designing and developing new products could be facilitated with techniques and tools to understand emotions and to convey specific emotions in the new products. This paper presents the development of a process to support product design teams to envision emotion-focused new product ideas - Emotion- Driven Innovation (E-DI). We have adopted the process research methodology proposed by Platts, which encompasses four main steps: 1) state-of-the-art review, 2) process creation, 3) process development, and 4) process validation. This paper presents the results of the three first steps. The state-of-the-art literature review has been the foundation of the process creation step, which resulted in a three-phase workshop-based process: Emotion Knowledge Acquisition, Emotion Goal Definition, and Idea Generation. In the third step of the research methodology, the feasibility, usability, and utility have been tested through four studies which have involved master design students from Portugal and Italy. The results of these four tests show that Emotion-Driven Innovation process supports designers 1) to identify the occurrence of emotions in certain category of products present in the market, 2) to apply this information to make strategic decisions when defining the emotional intentions for the new product, and 3) to focus their creative thinking to develop strong and meaningful emotion-centric ideas. Teresa Alaniz et al. / Procedia Computer Science 158 (2019) 474–484 475 emotional attachment to products (Mugge, Schifferstein, & Schoormans, 2005; Schifferstein & Zwartkruis-Pelgrim, 2008). Emotions are “high-intensity, specific feeling states that are directed at a particular object, and direct ongoing thoughts and behaviours” (Desmet, Vastenburg, and Romero, 2016). Generating products with significant emotional features is a complex challenge, as professionals responsible for designing and developing new products should be able to focus the design effort in eliciting specific emotions. This challenge has been addressed in the design literature of the last 20 years, resulting in the development of different tools supporting the task of “designing for emotions” (e.g. Desm
Emotion and Decision MakingJennifer S. Lerner · 2015A revolution in the science of emotion has emerged in recent decades, with the potential to create a paradigm shift in decision theories. The research reveals that emotions constitute potent, pervasive, predictable, sometimes harmful and sometimes beneficial drivers of decision making. Across dif- ferent domains, important regularities appear in the mechanisms through which emotions influence judgments and choices. We organize and analyze what has been learned from the past 35 years of work on emotion and de- cision making. In so doing, we propose the emotion-imbued choice model, which accounts for inputs from traditional rational choice theory and from newer emotion research, synthesizing scientific models. 799 Annu. Rev. Psychol. 2015.66:799-823. Downloaded from www.annualreviews.org Access provided by 109.228.76.45 on 09/07/22. For personal use only. Click here for quick links to Annual Reviews content online, including: • Other articles in this volume • Top cited articles • Top downloaded articles • Our comprehensive search Further ANNUAL REVIEWS Bounded rationality: the idea that decision making deviates from rationality due to such inherently human factors as limitations in cognitive capacity and willpower, and situational constraints Normative: how and/or what people should ideally judge or decide Emotion: multifaceted, biologically mediated, concomitant reactions (experiential, cognitive, behavioral, expressive) regarding survival-relevant events JDM: judgment and decision making Contents
Emotions in Design for ValuesPieter Desmet · 2015The contributions to this handbook show that technology is not value neutral, as is often thought. In this chapter, we argue that the inherent value-ladenness of technology evokes positive and negative emotions of the people who encounter or use it, by touching upon their personal and moral values. These emotions enable people to make concrete practical and moral judgments and to act accord- ingly. In this chapter, it is therefore proposed that emotions of users and designers alike should not be marginalized as being irrational and irrelevant, but instead be embraced as valuable gateways to values. Emotions reveal those values that matter to our well-being given a particular design or technology, and they are an important source of moral knowledge by being crucial to our capacity of moral reflection. This chapter discusses six sources of emotions in human-technology interaction and proposes how an understanding of user emotions can support design processes. In addition, the chapter discusses how emotions can resolve the lack of moral considerations in traditional approaches that assess the desirability of technology. It is argued that emotions do this by opening the gateway to moral considerations, such as responsibility, autonomy, risk, justice, and equity. This means that moral emotions can – and should – play an important role in the development of technology and can be considered to be indicators of success and failure in value-driven design processes.
Unconscious Human Behaviour in Product Design: Designers' Perception, Analysis, and Reflection2014The purpose of this paper is to evaluate a new perimeter of design thinking with respect to the value of unconscious human behaviour, as well as the direction for the development of innovative product design. In this study, Verbal Protocol Analysis (VPA) is used as a method to bring out into the open that somewhat mysterious cognitive ability of designers. Designers were asked to sketch a conceptual product design based on given design brief. The design brief consist with four images of interaction between user and products which are categorized into four attributes of unconscious everyday human behaviour. In this session, designers verbalized their thoughts, feelings and beliefs while doing their conceptual sketches. There are two objectives in this study. The first objective of this paper is to find out what words are generally used by designers to describe their perception towards the theory of unconscious human behaviour in product design. The second objective is to determine how designers reflect the theory by generating the innovative concept. This has led to the following implications: 1. The identification of general understanding and perception of the theory of unconscious human behaviour in product design, including the similarities and contradicting elements. 2. The development of an understanding on how these perceptions, expressed as an adjective, influences or can be used as a basis of identifying problem in design. The study has shown that in finding a fit between human values, designers should start to understand critically and look at every tiny factor existing in human unconscious behaviour. It is hoped the study will establish an understanding of the value of unconscious human behaviour, achieve a new knowledge and develop significant information on understanding the user’s implicit needs to design concept of an innovative solution. Key Words: unconscious human behaviour; design thinking; conceptual sketches
The focus of UX research is to design and develop systems that must support usability and user’s affective needs and goals[10-11]. UX research has gained more interest due to limitations of the conventional usability models [4]. UX studies do not only focus on task related aspects but also on affective qualities, sensation, meaning and value of interactive systems, products and services [12-14]. In order to better understand the concept of UX, many frameworks and models are proposed e.g. [11, 14, 15] that include various integrated UX constructs and measures. These frameworks are presented from different perspectives that include interaction-centered, user-centered and system-centered [16, 17]. It is also focused to understand and document different types of experience created while interacting with systems. Experience is described as a constant stream of “self-talk” that occurs while interaction is carried out with products e.g. using instant messaging systems. An experience is described as something that can be articulated e.g. watching a movie and sitting on free fall ride. Co-experience is described as the motions and meanings created together while interacting with products e.g. playing mobile messaging games with friends. UX can be created either positive or negative depending on systems qualities perceived by users [18-20]. It introduces a valid point of interest to research that how positive UX of interactive systems can be created, measured and modeled [19]. Thus, UX is being studied extensively in HCI field to design systems to be more useful, pleasant and attractive [14, 18]. Despite the availability of different frameworks and models, there is still no consensus on the definition of UX [3, 10, 21]. It is argued that UX encompasses various integrated aspects and shares diverse views. The wider scope and incoherent views on UX make it more complex [4, 10]. It presents many challenges such as selecting and validating the core constructs, factors and relevant2006In recent years, the notion of User Experience (UX) has gained a greater attention among HCI researchers in academia and industry. Due to its importance, several frameworks and models have been proposed to design and assess UX of interactive systems. These models guide to improve the design and help to determine the quality of interactive systems, products and services. UX is highly subjective, dynamic, and context dependent; it evolves during the interaction with the system. Different factors collectively influence UX and present a challenging task to define, model, measure and validate it. The less attention is paid to understand and underline these factors; this paper is an attempt to understand and underline the core UX factors based on literature review. These factors make UX more complex, diverse and vague in nature. It is recommended to incorporate the management aspect in UX process that may help to overwhelming the issues of complexity, diversity and vagueness.
Emotion in Human–Computer InteractionScott Brave · 2002Emotion is a fundamental component of being human. Joy, hate, anger, and pride, among the plethora of other emotions, motivate action and add meaning and richness to virtually all human experience. Traditionally, human–computer interaction (HCI) has been viewed as the "ultimate" exception; users must discard their emotional selves to work efficiently and rationality with computers, the quintessentially unemotional artifact. Emotion seemed at best marginally relevant to HCI and at worst oxymoronic. Recent research in psychology and technology suggests a different view of the relationship between humans, computers, and emotion. After a long period of dormancy and confusion, there has been an explosion of research on the psychology of emotion (Gross, 1999). Emotion is no longer seen as limited to the occasional outburst of fury when a computer crashes inexplicably, excitement when a video game character leaps past an obstacle, or frustration at an incomprehensible error message. It is now understood that a wide range of emotions plays a critical role in every computer-related, goal-directed activity, from developing a three-dimensional (3D) CAD model and running calculations on a spreadsheet, to searching the Web and sending an e-mail, to making an online purchase and playing solitaire. Indeed, many psychologists now argue that it is impossible for a person to have a thought or perform an action without engaging, at least unconsciously, his or her emotional systems (Picard, 1997b).
Mapping the Passions: Toward a High-Dimensional Taxonomy of Emotional Experience and Expression1985What would a comprehensive atlas of human emotions include? For 50 years, scientists have sought to map emotion- related experience, expression, physiology, and recognition in terms of the “basic six”—anger, disgust, fear, happiness, sadness, and surprise. Claims about the relationships between these six emotions and prototypical facial configurations have provided the basis for a long-standing debate over the diagnostic value of expression (for review and latest installment in this debate, see Barrett et al., p. 1). Building on recent empirical findings and methodologies, we offer an alternative conceptual and methodological approach that reveals a richer taxonomy of emotion. Dozens of distinct varieties of emotion are reliably distinguished by language, evoked in distinct circumstances, and perceived in distinct expressions of the face, body, and voice. Traditional models—both the basic six and affective-circumplex model (valence and arousal)—capture a fraction of the systematic variability in emotional response. In contrast, emotion- related responses (e.g., the smile of embarrassment, triumphant postures, sympathetic vocalizations, blends of distinct expressions) can be explained by richer models of emotion. Given these developments, we discuss why tests of a basic-six model of emotion are not tests of the diagnostic value of facial expression more generally. Determining the full extent of what facial expressions can tell us, marginally and in conjunction with other behavioral and contextual cues, will require mapping the high-dimensional, continuous space of facial, bodily, and vocal signals onto richly multifaceted experiences using large-scale statistical modeling and machine-learning methods.
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