

Interaction with Affective Computers
Once we begin to explore applications for affective systems,
interface design challenges and novel strategies for human-computer
interaction immediately begin to suggest themselves. These design
challenges concern both hardware and software. In terms of software,
the human interface to applications can change with the increased
sensitivity that the affective sensing/recognizing/understanding
system will bring to the interaction. In terms of hardware, the design
challenges present themselves even more immediately.
For example, various bio-sensors and
other devices such as pressure sensors may be used
as inputs to an affective computing system, perhaps by placing
them into mice, keyboards, chairs, jewlery, or clothing,
things a user is naturally in physical contact with. Sensing may also
be done without contact, via cameras and microphones or other remote
sensors. How will these sensors evolve into the user's daily
life? Will sensors be embedded in the user's environment, or will they
be part of one's personal belongings, perhaps part of a personal
wearable computer system? In the latter case, how can
we design these systems so that they are unobtrusive to the user and/or
invisible to others? In either case, consideration for the
user's privacy and other needs must be addressed.
A number of our research projects impact upon
issues in interface design; these are listed below.
Research projects related to affective interfaces
- Affective
Avatars: Virtual Reality avatars that accurately and in real
time represent the physical manifestations of affective state of their
users in the real world.
- 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
Carpet: This deformable surface made of conductive cloth and
conductive foam detects continuous pressure with excellent sensitivity and
resolution, and re-expresses the applied pressure musically.
- 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 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.
- Bruzard: A
software platform for enabling the computer's expression of emotion
via a 3D, expressive animated character.
- 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.
-
Conductor's
Jacket: A jacket with an embedded sensor net worn by a conductor
helps extend the conductor's ability to express emotion and intentionality.
- 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.
- Expression
Glasses: A wearable device which allows any viewer to visualize
the confusion and interest levels of the wearer.
- 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.
- 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.
-
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.
- PalmPilot Interface for
Affective Wearables: The PalmPilot provides an easy-to-use
diagnostic and annotation interface for
affective wearable computers.
- Sentic Mouse:
A modified computer mouse that includes a directional pressure sensor for aiding in
recognition of emotional valence (liking/attraction vs. disliking/avoidance).
- 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?
- TurnStyles:
A personalizing conversational speech interface agent designed for affective
communication, which adjusts speaking style to the user.
-
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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