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Affective Computing

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Title: Affective Computing


1
Affective Computing
  • Dr. Mark Brosnan
  • 2 South M.J.Brosnan_at_bath.ac.uk

2
Picard (1997)
  • Affective Computing Computing that relates to,
    arises from, or deliberately influences emotions
    (p.3)
  • Recognise emotions
  • Express emotions
  • Have emotions

3
What are emotions? Paul Ekman
  • The 6 basic emotions are happy, sad, angry,
    afraid, surprise and disgust.

4
  • These six emotions are universally recognized and
    universally expressed through the same facial
    features.

5
Sex differences
  • Recognition of Emotional Expressions (Thayer
    Johnsen, 2000)
  • Females are better than males recognizing
    emotional expressions.
  • Females recognize emotions equally well from male
    and female faces.

6
Electronic emotions encyclopaedic Baron-Cohen
et al. (2005)
  • Used a thesaurus to identify every word in the
    English language that describes an emotion.
  • There were 412 human emotions (excluding
    synonyms).
  • virtually all emotions could be assigned to one
    of 24 different groups.

7
24 emotions
  • Afraid, angry, bored, bothered, disbelieving,
    disgusted, excited, fond, happy, hurt,
    interested, kind, liked, romantic, sad, sneaky,
    sorry, sure, surprised, thinking, touched,
    unfriendly, unsure, wanting.

8
Examples of Afraid emotion
  • Afraid, consternation, cowardly, cowed, daunted,
    desperate, discomforted, disturbed, dreading,
    frantic, intimidated, jumpy, nervous, panicked,
    shaken, terrified, threatened, uneasy,
    vulnerable, watchful, worried.

9
Implications
  • There are different ways to categorise emotions
  • A basic, universal set is ideal for AI
  • Transmitted through the face is also useful for
    AI to detect emotion
  • Implications for transmission of emotion
  • There are deficits in emotional processing in
    some humans (and sex differences). What if you
    cant experience emotion?

10
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11
Is Mr. Spock intelligent?
  • Spock is only rational
  • Descartes Error (Damasio, 1994)
  • Elliot searches unlimited search space to make a
    rational decision
  • Missing somatic markers that associate feelings
    with decisions

12
Artificial Intelligence?
  • AI is like Elliot
  • Turing Test (1950 French 2000)
  • Jabberwacky.com
  • Emotion is required for artificial intelligence
    (Hofstadter, 1981)
  • Emotional Intelligence?

13
Professor Jefferson Lister (1949)
  • Not until a machine can write a sonnet or compose
    a concerto because of thoughts and emotions felt,
    and not by the chance fall of symbols, could we
    agree that machine equals brain.

14
Affective communication
  • Social rules extended to computers
  • Media Equation (Reeves and Nass, 1996)
  • Anthropomorphism
  • Mechanomorphism
  • Ethopoeic perceptions

15
Ethopoeic Perceptions
  • People have social relationships with computers
    (Turkle, 1984/ 2004)
  • Ascribe characteristics to computers, gender,
    demonstrate politeness, anger, have a favourite
    in the lab (Reeves and Nass, 1996)

16
Trigger scripts
  • Anthropomorphism
  • - Ascribing feelings and purpose
  • Ethopoeic perceptions
  • - Human-like characteristics but not purposeful

17
Computer Perceptions Scale (Charlton, 2006)
  • No sex differences, less experience related to
    greater ethopoeic perceptions
  • more experience alters perceptions
  • certain sorts of people have more experience

18
Recognise Emotions
  • Vision to recognise facial expression
  • Multimodal
  • GSR polygraph
  • Which emotion happiness, guilt
  • Emotional Turing test
  • Person dependent
  • Person independent

19
Criteria for recognition
  • Input
  • Pattern recognition
  • Reasoning
  • Learning
  • Bias
  • Output

20
Express emotions
  • Kismet (Breazeal and Scassellati, 2002)
  • Emotional expression for communication and social
    co-ordination
  • Emotion for organisation of behaviour (action
    selection, attention and learning)
  • Arbib and Fellous (2004)

21
http//www.ai.mit.edu/projects/humanoid-robotics-g
roup/ kismet/kismet.html
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25
  • More effective expression than humans
  • Human expression identified 50 of the time
  • Computer expression identified 70 of the time
  • (Elliott, 1997)
  • Computers having non-human emotion?

26
Criteria for expression
  • Input
  • Intentional vs. spontaneous pathways
  • Feedback
  • Bias exclusion
  • Social display rules
  • Output

27
Have emotions
  • Can machines feel?
  • How would we know?

28
Criteria for having emotions
  • System has behaviour that appears to arise from
    emotions
  • System has fast primary emotional responses to
    certain inputs
  • System can cognitively generate emotions
  • System can have emotional experience
  • Systems emotions interact with other processes
    (e.g. memory)

29
Do computers need bodies to have emotions?
  • Robot emotions? Arbib (2005)
  • Recognition of own emotion
  • Recognition of other computers emotions
  • Consciousness?
  • Real or simulation?
  • Sci Fi 2001!

30
Design questions
  • 1. Should computers be allowed to keep their
    emotions from their designers?
  • 2. Should what is considered good and bad be
    hard-wired or learned?
  • 3. Should a computers mood be affected by others
    moods?
  • 4. Do computers need negative emotions, anger,
    fear, misery?

31
Interacting with Computers
  • Special Issue (2002, 14(2))
  • Affective Computing

32
Scheirer et al. (2002)
  • Frustration
  • Slow computer game
  • Mouse clicking behaviour

33
Klein and Picard (2002)
  • This computer responds to user frustration
  • Affect-support agent
  • Text and buttons in a GUI
  • Demonstrate empathy to support user
  • Control 1 Emotions ignored
  • Control 2 Vent frustration

34
Experiment
  • Game 1
  • Agent intervention
  • Game 2
  • Affect support agent lead to greater involvement
    in longer play with Game 2

35
Picard and Klein (2002)
  • Emotion skill needs
  • Emotional self awareness
  • Manage emotions
  • Self-motivate
  • Affect perception
  • Empathy
  • Experiential emotional needs

36
Hone (2006)
  • Empathetic agents more effective
  • Embodied
  • Female embodied agents more effective

37
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38
Tractinsky (2004)
  • Affective HCI is difficult to study
  • Affective HCI is hard to do
  • Design interactive technologies that help users
    help themselves

39
Muller (2004)
  • 2 Criticisms
  • Computers Are Social Actors (CASA)?
  • Other technologies are anthropomorphised too
    (boats, cars, toys etc)
  • Need to better understand emotions

40
Affect and the user experience
41
  • Usability is viewed as one of the cornerstones of
    HCI. The term has traditionally been synonymous
    with simplicity, ease of use and learning
    (Carroll, 2004).
  • Definitions commonly used in HCI, such as within
    standards, e.g. ISO 9241-11 (ISO, 1998 e.g.
    Mahlke, 2005 MacFarlane, Sim Horton, 2005),

42
  • These focus on the efficient achievement of tasks
    and goals and the associated cognitive
    information processes.
  • However, there has been a significant shift in
    how HCI is perceived and this has brought with it
    the need to either broaden the definition of
    usability (Carroll, 2004) or accept that it is no
    longer the only consideration when designing a
    user-centred system (e.g. De Angeli, Lynch
    Johnson, 2002 Hassenzahl, 2003).

43
  • Affective qualities such as engagement and fun
    are increasingly regarded as forming a vital
    aspect of the user experience (Swallow, Blythe
    Wright, 2005).
  • The functional vision of computers as tools for
    cognition now includes an experiential vision of
    interactive systems as a medium for emotions,
    sociability and pleasure (De Angeli, Sutcliffe
    Hartmann, 2006).

44
Affective interaction
  • concerns non-instrumental quality aspects
    (Hassenzahl, 2005, cited Mahlke, 2005) of the
    user experience
  • hedonics, aesthetics and pleasure/fun.

45
Hedonics
  • Quality dimensions with no obvious relation to
    the task the user wants to accomplish with the
    system (Hassenzahl et al, 2000, p.202).
  • Correlations have been found between hedonic
    qualities and user satisfaction (Hassenzahl et
    al., 2000 Hassenzahl, 2001).

46
Pleasure/fun
  • Inherent enjoyment in the activity for its own
    sake (Draper, 1999 p. 118)
  • Things are fun when they attract, capture, and
    hold our attention by provoking new or unusual
    perceptions, arousing emotions in contexts that
    typically arouse none, or arousing emotions not
    typically aroused in a given context. (Carrol,
    2004 p. 39)

47
Aesthetics
  • Attractive things work better (Norman, 2004
    p.17)

48
Evaluating affective interaction
  • Is it possible to meaningfully measure such
    concepts as enjoyment and fun? (Sampson, 2006)
  • Or to find the relationships between design
    features and emotional responses? (Desmet,
    Overbeeke Tax, 2001).

49
Subjective self-reporting
  • This usually consists of administering a
    questionnaire after the event to elicit ratings
    of user feelings (Isbister et al., 2006 Picard
    Daily, 2005).
  • Butrequires accurate recall
  • Butonly generate data when a question is asked

50
Observation
  • Think-aloud commentary
  • Coding of cues of emotion, such as facial and
    verbal expressions, body language and gesture
    (Hazlett, 2006 Mandryk, Atkins Inkpen, 2004
    Isbister et al., 2006).
  • Butcan only be event-based (e.g. participant
    smiles)

51
Biometrics
  • Heart rate or Galvanomic Skin Response (GSR)
  • Facial Electromyography (EMG)
  • non-intrusive (relatively) objective,
    quantitative .
  • Butmeasure stimulation, difficulty
    distinguishing between specific affects .
  • Butcomplex and costly

52
Indirect task assessment
  • If positive affect increases creativity (e.g.
    Norman, 2004), then users should be more creative
    after a positive task than after a negative task.
  • Perceived time on task relative to actual time

53
Self report
  • Adam Hardy (2006) evaluating a browser for
    digital photos
  • After Morris (1995)

54
valence
55
arousal
56
dominance
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