Title: Affective Computing
1Affective Computing
- Dr. Mark Brosnan
- 2 South M.J.Brosnan_at_bath.ac.uk
2Picard (1997)
- Affective Computing Computing that relates to,
arises from, or deliberately influences emotions
(p.3) - Recognise emotions
- Express emotions
- Have emotions
3What 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.
5Sex 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.
6Electronic 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.
724 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.
8Examples of Afraid emotion
- Afraid, consternation, cowardly, cowed, daunted,
desperate, discomforted, disturbed, dreading,
frantic, intimidated, jumpy, nervous, panicked,
shaken, terrified, threatened, uneasy,
vulnerable, watchful, worried.
9Implications
- 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(No Transcript)
11Is 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
12Artificial Intelligence?
- AI is like Elliot
- Turing Test (1950 French 2000)
- Jabberwacky.com
- Emotion is required for artificial intelligence
(Hofstadter, 1981) - Emotional Intelligence?
13Professor 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.
14Affective communication
- Social rules extended to computers
- Media Equation (Reeves and Nass, 1996)
- Anthropomorphism
- Mechanomorphism
- Ethopoeic perceptions
15Ethopoeic 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)
16Trigger scripts
- Anthropomorphism
- - Ascribing feelings and purpose
- Ethopoeic perceptions
- - Human-like characteristics but not purposeful
17Computer 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
18Recognise Emotions
- Vision to recognise facial expression
- Multimodal
- GSR polygraph
- Which emotion happiness, guilt
- Emotional Turing test
- Person dependent
- Person independent
19Criteria for recognition
- Input
- Pattern recognition
- Reasoning
20Express 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)
21http//www.ai.mit.edu/projects/humanoid-robotics-g
roup/ kismet/kismet.html
22(No Transcript)
23(No Transcript)
24(No Transcript)
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?
26Criteria for expression
- Input
- Intentional vs. spontaneous pathways
- Feedback
- Bias exclusion
- Social display rules
- Output
27Have emotions
- Can machines feel?
- How would we know?
28Criteria 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)
29Do 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!
30Design 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?
31Interacting with Computers
- Special Issue (2002, 14(2))
- Affective Computing
32Scheirer et al. (2002)
- Frustration
- Slow computer game
- Mouse clicking behaviour
33Klein 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
34Experiment
- Game 1
- Agent intervention
- Game 2
- Affect support agent lead to greater involvement
in longer play with Game 2
35Picard and Klein (2002)
- Emotion skill needs
- Emotional self awareness
- Manage emotions
- Self-motivate
- Affect perception
- Empathy
- Experiential emotional needs
36Hone (2006)
- Empathetic agents more effective
- Embodied
- Female embodied agents more effective
37(No Transcript)
38Tractinsky (2004)
- Affective HCI is difficult to study
- Affective HCI is hard to do
- Design interactive technologies that help users
help themselves
39Muller (2004)
- 2 Criticisms
- Computers Are Social Actors (CASA)?
- Other technologies are anthropomorphised too
(boats, cars, toys etc) - Need to better understand emotions
40Affect 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).
44Affective interaction
- concerns non-instrumental quality aspects
(Hassenzahl, 2005, cited Mahlke, 2005) of the
user experience - hedonics, aesthetics and pleasure/fun.
45Hedonics
- 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).
46Pleasure/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)
47Aesthetics
- Attractive things work better (Norman, 2004
p.17)
48Evaluating 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).
49Subjective 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
50Observation
- 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)
51Biometrics
- 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
52Indirect 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
53Self report
- Adam Hardy (2006) evaluating a browser for
digital photos - After Morris (1995)
54valence
55arousal
56dominance