Collaborative Research: Closing the Affective Gap

合作研究:缩小情感差距

基本信息

  • 批准号:
    0752684
  • 负责人:
  • 金额:
    $ 21.24万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2007
  • 资助国家:
    美国
  • 起止时间:
    2007-01-31 至 2009-12-31
  • 项目状态:
    已结题

项目摘要

Our emotions and moods play a central role in our everyday experiences. To design interfaces that more adequately engage this full range of human experience, some researchers now advocate affective computing, in which computers automatically sense, process, and respond to human emotions, but having computers measure and report on intimate data without users' explicit awareness and consent raises substantial concerns around who is in control. Furthermore, it is challenging to accurately sense complex and elusive emotions influenced by many physiological, individual, and cultural factors that are unavailable to computational sensors, and the need to simplify emotions in order to computationally model them may lead to interfaces that flatten our emotional experiences rather than engaging our emotions in their full everyday richness. Such problems are based on a fundamental affective gap, a disjunction between the subjective, situated, cultural, and social ways in which people think about and experience emotions and the objective, formalized ways in which computers model them. In this project the PIs will attempt to close the affective gap by sharing the burden of affective interpretation between people and machines. In this model, people and machines collaborate to construct affective experiences; machines track user behavior and supply feedback, which users interpret to develop affective awareness. Shifting the center of interpretation and reflection from the system towards the user keeps users in charge of emotional meaning-making, addresses emotions that computational systems alone cannot truly understand, and focuses our design efforts not on formalizations of affect but on rich, complex, idiosyncratic, and potentially enigmatic emotional experiences. Systems requiring active user interpretation pose serious challenges for design and evaluation in HCI, since we no longer have direct control of system meaning but instead design and evaluate for unexpected appropriation. Drawing from the arts, humanities, and critical design, the PIs' systems will encourage interpretation by reflecting the complex, ambiguous nature of affect, allowing people to actively make sense of the system's output in the context of their everyday lives and relationships.Broader Impacts: The PIs will develop systematic design and evaluation strategies, a theoretical foundation, and detailed case studies that make affective presence a sustainable, reproducible contribution to HCI. The work will lead to new technology that leaves users in charge of the interpretation of their emotions yet allows construction of systems that touch on intimate issues without being intrusive, supports user reflection on the role of affect in technology, and enables designers to create a new, wide range of emotional experiences even though computers have difficulty modeling those experiences.
我们的情绪和心情在我们的日常经历中发挥着核心作用。 为了设计更充分地融入人类全方位体验的界面,一些研究人员现在提倡情感计算,其中计算机自动感知、处理和响应人类情感,但让计算机在没有用户明确意识到和同意的情况下测量和报告私密数据会引起人们对谁在控制权的严重担忧。 此外,准确感知受许多生理、个人和文化因素影响的复杂且难以捉摸的情绪是一项挑战,而这些因素是计算传感器无法实现的,并且需要简化情绪以对它们进行计算建模,这可能会导致界面使我们的情绪体验变得扁平化,而不是让我们的情绪充分融入日常的丰富性中。 这些问题是基于基本的情感差距,即人们思考和体验情感的主观、情境、文化和社会方式与计算机建模情感的客观、形式化方式之间的脱节。 在这个项目中,PI 将尝试通过分担人与机器之间情感解释的负担来缩小情感差距。 在这个模型中,人和机器协作构建情感体验;机器跟踪用户行为并提供反馈,用户解释这些反馈以培养情感意识。 将解释和反思的中心从系统转向用户,让用户负责情感意义的构建,解决计算系统本身无法真正理解的情感,并将我们的设计工作重点放在丰富、复杂、独特和潜在神秘的情感体验上,而不是情感的形式化。 需要主动用户解释的系统对人机交互的设计和评估提出了严峻的挑战,因为我们不再直接控制系统含义,而是针对意外的挪用进行设计和评估。 PI 的系统借鉴艺术、人文和批判性设计,通过反映情感复杂、模糊的本质来鼓励解释,使人们能够在日常生活和人际关系的背景下积极理解系统的输出。更广泛的影响:PI 将开发系统的设计和评估策略、理论基础和详细的案例研究,使情感存在对 HCI 做出可持续的、可重复的贡献。 这项工作将带来新技术,让用户负责解释自己的情绪,同时允许构建触及亲密问题而不具有侵入性的系统,支持用户反思技术中的情感作用,并使设计师能够创造新的、广泛的情感体验,即使计算机难以对这些体验进行建模。

项目成果

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Michael Mateas其他文献

Modeling Player Retention in Madden NFL 11
在《Madden NFL 11》中模拟球员保留率
Engineering ethnography in the home
家庭工程民族志
  • DOI:
  • 发表时间:
    1996
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Michael Mateas;T. Salvador;J. Scholtz;D. Sorensen
  • 通讯作者:
    D. Sorensen
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town
畅所欲言的人物:城中之谈中的对话生成
Applying Goal-Driven Autonomy to StarCraft
将目标驱动的自治应用于星际争霸
Presence and engagement in an interactive drama
参与互动戏剧

Michael Mateas的其他文献

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{{ truncateString('Michael Mateas', 18)}}的其他基金

CHS: Medium: Collaborative Research: Responsive Generation of Intrinsically Motivating Scenarios
CHS:媒介:协作研究:响应式生成内在激励场景
  • 批准号:
    1409992
  • 财政年份:
    2014
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant
EAGER: Toward Automatic Generation of Challenge-Driven Interactive Narratives
EAGER:自动生成挑战驱动的互动叙事
  • 批准号:
    1258305
  • 财政年份:
    2012
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant
EAGER: Creative Synthesis of Interactive Artifacts through Computational Knowledge Building
EAGER:通过计算知识构建创造性地合成交互式制品
  • 批准号:
    1048385
  • 财政年份:
    2010
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant
CAREER: Automated Support for Novice Authorning of Interactive Drama
职业:对互动戏剧新手创作的自动化支持
  • 批准号:
    0747522
  • 财政年份:
    2008
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant
SGER Collaborative Research: Persistent, Adaptive, Collaborative Synthespians
SGER 协作研究:持久的、适应性的、协作的综合者
  • 批准号:
    0749316
  • 财政年份:
    2007
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant
Collaborative Research: Closing the Affective Gap
合作研究:缩小情感差距
  • 批准号:
    0534355
  • 财政年份:
    2006
  • 资助金额:
    $ 21.24万
  • 项目类别:
    Standard Grant

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