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Towards new Realms of Human Computer Interaction Using Affective Computing and Persuasive Technology

Towards new Realms of Human Computer Interaction Using Affective Computing and Persuasive Technology
使用情感计算和说服技术迈向人机交互的新领域
批准号:
RGPIN-2016-04806
负责人:
AlOsman, Hussein
金额:
$2.19万
依托单位:
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2019
资助国家:
加拿大
项目状态:
已结题
起止时间:
2019-01-01 至 2020-12-31

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中文摘要
翻译
拟议的研究计划探讨了人机交互(HCI)领域的两个新想法:情感计算和说服技术。这些范例考虑了交互过程中人类和计算机之间情感的双向交流。因此,它们涉及赋予计算机情商和说服能力,这两个属性以前是留给人类的。* 情感计算方法旨在让计算机不仅能够欣赏和响应传统的输入,而且还能响应用户的影响。(Note(that affect指的是感觉或情绪的体验。事实上,该领域的范围很广,涉及计算机对人类情感的识别、解释、响应和模拟。* 我们提出了发展的影响识别方法,涉及的几种形式的信息,可以推断出从视听传感器的分析。与以前的作品相反,我们打算使用从视频信号中提取的生理信息进行分析。我们假设这种方法将提高使用视听传感器的情感识别的准确性。此外,我们建议使用的影响识别方法,将开发的HCI质量的评估。因此,我们打算开发一个可用性检查框架,支持通过HCI诱发的情感的经验测量。这将使交互设计师更容易识别引发用户负面情绪的问题区域。*说服性技术关注的是使用计算机来改变用户的思维和行为方式。他们的目标是通过人机交互产生的社会影响来吸引人类积极地改变他们的态度。* 我们建议在游戏应用程序中集成说服性概念。特别是,我们感兴趣的动态调制的游戏场景,有效地呈现有说服力的内容,同时考虑用户的情感状态和环境背景。用户的情感状态可以反映她/他对特定说服策略的响应水平。* 这项研究的长期目标是在人类和计算机之间建立一种进化的关系,这种关系模仿了人类之间交流的一些社会特征。短期目标可归纳如下:* 发展多模式机制,通过音频和视频捕捉有效地检测情感信息,而不依赖生物传感器。* 设计使用情感信息进行经验可用性测试的方法,并开发一个完整的框架来支持这种评估形式。设想说服性游戏,可以通过调整游戏场景来动态适应玩家的情感状态和情境。**
英文摘要
The proposed research program explores two novel ideas in the realm of Human Computer Interaction (HCI): Affective Computing and Persuasive Technology. These paradigms consider the bi-directional communication of emotions between humans and computers during interaction. Hence, they involve giving computers emotional intelligence and persuasive abilities, two attributes that were previously reserved for humans. ***Affective computing methods are aimed at allowing computers to appreciate and respond not only to traditional inputs, but also to users' affects. (Note that affect refers to the experience of feeling or emotion.) In fact, the field has a wide scope and is concerned with the recognition, interpretation, response and simulation of human affects by computers. ***We propose the development of affect recognition methods that involve the analysis of several modalities of information that can be inferred from audio visual sensors. As opposed to previous works, we intend to use physiological information extracted from a video signal in our analysis. We hypothesise that this approach will increase the accuracy of affect recognition using audio visual sensors.***Also, we propose the use of the affect recognition methods that will be developed in the evaluation of the HCI quality. Hence, we intend to develop a usability inspection framework that supports the empirical measurement of emotions evoked through HCI. This would allow interaction designers to more easily identify problematic areas that provoke users' negative emotions.***Persuasive technologies are concerned with the use of computers to change how users think and behave. Their goal is to entice humans to positively change their attitudes through social influence as a result of human-computer interaction. ***We propose to integrate persuasive concepts within gaming applications. In particular, we are interested in the dynamic modulation of gaming scenarios to efficiently present persuasive contents while considering the user's affective status and environmental context. The user's affective status can reflect her/his level of response to a particular persuasive strategy. ***The long-term goal of this research is to attain an evolved relationship between humans and computers that mimics some of the social characteristics reserved for inter-human exchanges. The short-term objectives can be summarized as follows:*** Develop multi-modal mechanisms to effectively detect affective information through audio-video capture without relying on bio-sensors. *** Devise methods for empirical usability testing using affective information and develop a complete framework to support such form of evaluation.*** Conceive persuasive games that can be dynamically adapted to gamers' affective state and context by modulating the gaming scenario.**
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Affective Analytics: A Framework for Monitoring Emotions at the Micro, Meso, and Macro Levels
  • 批准号:
    RGPIN-2022-03879
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $1.75万
  • 财政年份:
    2022
  • 负责人:
    AlOsman, Hussein
  • 依托单位:
Towards new Realms of Human Computer Interaction Using Affective Computing and Persuasive Technology
  • 批准号:
    RGPIN-2016-04806
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.19万
  • 财政年份:
    2020
  • 负责人:
    AlOsman, Hussein
  • 依托单位:
Towards new Realms of Human Computer Interaction Using Affective Computing and Persuasive Technology
  • 批准号:
    RGPIN-2016-04806
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.19万
  • 财政年份:
    2018
  • 负责人:
    AlOsman, Hussein
  • 依托单位:
Towards new Realms of Human Computer Interaction Using Affective Computing and Persuasive Technology
  • 批准号:
    RGPIN-2016-04806
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.19万
  • 财政年份:
    2017
  • 负责人:
    AlOsman, Hussein
  • 依托单位:
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