

Research on Human Emotions
Research psychologists have been studying emotion for a long time; in
fact it is one of the oldest areas of research. Several classic theories of
emotion exist:
James-Lange Theory
According to this theory, actions precede emotions and the brain interprets
said actions as emotions. A situation occurs and the brain interprets the
situation, causing a characteristic physiological response. This may include
any or all of the following: perspiration, heart rate elevation, facial
and gestural expression. These reflexive responses occur before the person
is aware that he is experiencing an emotion; only when the brain cognitively
assesses the physiology is it labeled as an "emotion".
Cannon-Bard Theory
Cannon and Bard opposed the James-Lange theory by stating that the emotion
is felt first, and then actions follow from cognitive appraisal. In their
view, the thalamus and amygdala play a central role; interpreting an emotion-provoking
situation and simultaneously sending signals to the ANS
(autonomic nervous system) and to the cerebral cortex which interprets the
situation cognitively.
Schachter-Singer Theory
Schachter and Singer agreed with James and Lange -- that the experience
of emotions arises from the cognitive labeling of physiological sensation.
However, they also believed that this was not enough to explain the more
subtle differences in emotion self-perception, i.e. the difference between
anger and fear. Thus, they proposed that an individual will gain information
from the immediate situation (ex: a danger is nearby) and use it to qualitatively
label the sensation.
There are many more theories than these, with new ones being refined
almost every day. Current thinking is that emotion involves a dynamic
state that consists of both cognitive and physical events.
We do not conduct basic studies about human emotion in our lab, but many of
the things we build offer an opportunity to learn more about human
emotion. Some projects that fall into this category are listed below.
Research projects in human emotion
- Affective
Jewelry and Accessories: Wearable jewelry
and other clothing designs with embedded sensors for sensing physiological
changes associated with emotions.
- Affective Social
Quotient (ASQ): This project aims to help autistic kids learn
about social-emotional cues. It consists of short digital videos that
embody one of several emotions (currently happy, sad, surprise, and
anger) and a set of physical "dolls" linked by infrared to the system.
The system knows which dolls correspond to which clips, so that the
child can explore emotional situations by picking up dolls with
certain emotions, or the system can prompt the child to pick up dolls
that go with certain clips.
- 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.
- Computer
Response to User Frustration: A human-computer interaction
agent was designed and built to support users in their ability to
recover from negative emotional states, particularly frustration. The
agent uses social-affective feedback strategies, including a kind of
"artificial empathy." Its effectiveness was evaluated against two
control conditions in a 72-subject study. Behavioral results showed
the agent was significantly more effective than the control conditions
in helping relieve frustration levels.
- Digital
Processing of Affective Signals: Analysis of physiological
signals obtained during an experiment yields methods to enable computers
to better recognize a number of intentionally-expressed emotions.
- Detecting Driver Stress:
We outfitted a car with cameras and physiological sensors and used
real-time signals to recognize driver stress as represented by road
conditions, questionnaire responses, and third-party observations.
- Emotion
Recognition in an Actor: A study in pattern recognition
correlation of biosignals from an actor's body during the actor's self-induced
emotional states. Includes a new online-emotion recognition algorithm.
- 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.
- Frustration
Detection: Results of using HMM's to try to detect episodes of likely
frustration in a human-computer interaction, using physiological signals of
skin conductivity and blood-volume pressure.
-
Frustration Experiment Design: A psychological experiment
designed to elicit a "frustration response", and to synchronize
computer events with multiple channels of physiological data
Used to collect data for the Frustration Detection study, above.
- Human emotional
needs, and their relationship to HCI: An inquiry into how
computers should be designed to be able to interact with users who are
emotional and social by nature was begun with an inquiry into emotional
and social needs that humans have. We have begun to describe
both applications and future research to address these needs.
-
Orpheus, the affective CD player: A digital music delivery
system that plays music based on your current mood, and your listening
preferences -- whether, for example, you want to hear sad music when
you are sad, or music to change your mood.
- SmartSHELL: If a
system is smart enough to know when a person is going to be at a
"burned out" performance level, can it help motivate the
person?
- TransForm: A dynamic graphical interface designed to work with the
Conductor's Jacket to communicate emotion visually to the audience.
- User Modeling of Physiology. Normal physiological
processes such as breathing, sneezing, coughing, etc., must be factored
into the user model, since such signals can easily drown out physiological
cues for affective states. We have several efforts that involve understanding
user baselines.
RESEARCH AREAS: Emotions | Sensing | Recognizing | Understanding
Synthesizing | Applications | Interfaces | Communication | Wearables

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