

Applications for Affective Computing
Once the affective computing system has sensed
the user's biosignals and recognized the
patterns inherent in the signals, the system's Understanding
module will assimilate the data into its model of the
user's emotional experience. The system is now capable of communicating
useful information about the user to applications that can use such data.
What do affective computing applications look like? How would they differ
from current software applications?
Perhaps the most fundamental application of affective computing will be
to inform next-generation human interfaces that are able to recognize, and
respond to, the emotional states of their users. Users who are becoming
frustrated or annoyed with using a product would "send out signals"
to the computer, at which point the application might respond in a variety
of ways -- ideally in ways that the user would see as
"intuitive".
For example, a computer piano tutor might change its pace and
presentation based upon naturally expressed signals that the user is
interested, bored, confused, or frustrated. A video retrieval system
might help identify not just scenes having a particular actor or
setting, but scenes having a particular emotional content:
fast-forward to the "most exciting" scenes. Your wearable
computer could pay attention to
things that increase your stress, so that it might help you learn
better strategies to boost your immune system when needed, practicing preventive
medicine.
Beyond this quantum leap in the ability of software applications to respond
with greater sensitivity to the user, the advent of affective computing
will immediately lend itself to a host of applications, a number of which
are described below.
Current projects
- AffQuake: AffQuake is an attempt to incorporate signals that
relate to a player's affect into ID Software's Quake II in a way that
alters game play. Several modifications have been made that cause the
player's avatar within Quake to alter its behaviors depending upon one
of these signals. In StartleQuake, when a player becomes startled, his
or her avatar also becomes startled and jumps back. Quake changes the
size of the player's avatar in relation to the user's response as
well, representing player excitement by average skin conductivity
level, and growing the avatar's size when this level is high.
- Affective
Jewelry and Accessories: Wearable jewelry
and other clothing designs with embedded sensors for sensing physiological
changes associated with emotions.
- Affective Tangibles: People naturally express frustration through the use of their motor skills. The purpose of the Affective Tangibles project is to develop physical objects that can be grasped, squeezed, thrown, or otherwise manipulated via a nat
ural display of affect. Current tangibles include a squeeze mouse, affective pinwheels that are mapped to skin conductivity, and a voodoo doll that can be shaken to express frustration. All of these physical manipulations are converted to bits via a new i
nterface we have designed for facilitating such forms of communication.
- Affective Touchables:
Physical objects that sense affective parameters
through being held or touched, and communicate the emotions abstractly
through sight, sound, or haptic changes
- Affective
Tutor—the Learning Companion: We are interested in
constructing an agent that senses affective states like boredom, anxiety,
and engagement, and adjusts its response to the user in accord with the
user's state. This would be aimed at learning situations where the agent
acts as a kind of mentor, occasionally supporting the user in his or her
otherwise self-propelled exploration. It also provides an opportunity for
learning about the role of human emotions expressed during a learning
situation.
- The Galvactivator: A wearable device which maps your skin conductivity to a glowing red LED. Set the baseline, and then use this as a device to learn about and communicate your body's response.
- Interface Tailor : The Interface Tailor is an agent that attempts to adapt the system in response to affective feedback. Frustration is being used as a fitness function to select between a wide variety of different system behaviors. Currently, the
Microsoft Office Assistant (or Paperclip) is one example interface that is being made more adaptive. Ultimately the project seeks to provide a generalized framework for making all software more tailor-able.
- Learning and pattern recognition:
Computers can potentially
learn patterns of behavior (physiological and otherwise) that depend
on the user (personality, goals, preferences, etc.) and on his or her
situation (work, commute, too much caffeine, etc.). We
conduct basic research in Bayesian learning theory, pattern recognition,
and other aspects of modeling that form the crucial underpinnings of
our efforts to build robust, flexible, and adaptive systems.
- Mood
Interfaces: This project explores graphical interfaces in
which physiological signals drive the visual display, allowing users
or their conversational partners to engage in a computer-mediated
dialogue of emotional expression, viewing a graphical representation
of expressions of their current physical/emotional state.
-
Robotic Computer: A personal computer with an active, robotic, monitor, which expresses and responds to social-emotional cues.
RESEARCH AREAS: Emotions | Sensing | Recognizing | Understanding
Synthesizing | Applications | Interfaces | Communication | Wearables

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