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Affective Computing

Affective Computing. Lecture 5: Dr. Mark Brosnan 2 South: M.J.Brosnan@bath.ac.uk. Picard (1997). Affective Computing: Computing that relates to, arises from, or deliberately influences emotions (p.3) Recognise emotions Express emotions ‘Have’ emotions. Is Mr. Spock intelligent?.

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Affective Computing

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  1. Affective Computing Lecture 5: Dr. Mark Brosnan 2 South: M.J.Brosnan@bath.ac.uk

  2. Picard (1997) • Affective Computing: Computing that relates to, arises from, or deliberately influences emotions (p.3) • Recognise emotions • Express emotions • ‘Have’ emotions

  3. Is Mr. Spock intelligent? • Spock is only rational • Descarte’s Error (Damasio, 1994) • Elliot searches unlimited search space to make a rational decision • Missing ‘somatic markers’ that associate feelings with decisions

  4. Artificial Intelligence? • AI is like Elliot • Turing Test (1950; French 2000) • Jabberwacky.com • Emotion is required for artificial intelligence (Hofstadter, 1981) • Emotional Intelligence?

  5. Affective communication • Social rules extended to computers • Media Equation (Reeves and Nass, 1996) • Anthropomorphism • Mechanomorphism

  6. Recognise Emotions • Vision to recognise facial expression • Multimodal • GSR – polygraph • Which emotion: happiness, guilt • ‘Emotional Turing test’ • Person dependent • Person independent

  7. Input Pattern recognition Reasoning Learning Bias Output Criteria for recognition

  8. Express emotions • Kismet (Breazeal and Scassellati, 2002) • Emotional expression for communication and social co-ordination • Emotion for organisation of behaviour (action selection, attention and learning) • Arbib and Fellous (2004)

  9. http://www.ai.mit.edu/projects/humanoid-robotics-group/ kismet/kismet.html

  10. More effective expression than humans • Human expression identified 50% of the time • Computer expression identified 70% of the time • (Elliott, 1997) • Computers having non-human emotion?

  11. Input Intentional vs. spontaneous pathways Feedback Bias exclusion Social display rules Output Criteria for expression

  12. Have emotions • Can machines feel? • How would we know?

  13. Criteria for having emotions • System has behaviour that appears to arise from emotions • System has fast ‘primary’ emotional responses to certain inputs • System can cognitively generate emotions • System can have emotional experience • System’s emotions interact with other processes (e.g. memory)

  14. Do computers need bodies to have emotions? • Robot emotions? Arbib (2005) • Recognition of own emotion • Recognition of other computer’s emotions • Consciousness? • Real or simulation? • Sci Fi: 2001!

  15. Design questions • 1. Should computers be allowed to keep their emotions from their designers? • 2. Should what is considered good and bad be hard-wired or learned? • 3. Should a computers mood be affected by others’ moods? • 4. Do computers need negative emotions, anger, fear, misery?

  16. Interacting with Computers Special Issue (2002, 14(2)) Affective Computing

  17. Scheirer et al. (2002) • Frustration • Slow computer game • Mouse clicking behaviour

  18. Klein and Picard (2002) • This computer responds to user frustration • Affect-support agent • Text and buttons in a GUI • Demonstrate empathy to support user • Control 1: Emotions ignored • Control 2: Vent frustration

  19. Experiment • Game 1 • Agent intervention • Game 2 • Affect support agent lead to greater involvement in longer play with Game 2

  20. Picard and Klein (2002) • Emotion skill needs: • Emotional self awareness • Manage emotions • Self-motivate • Affect perception • Empathy • Experiential emotional needs

  21. Hone (2006) • Empathetic agents more effective • Embodied • Female embodied agents more effective

  22. Tractinsky (2004) • Affective HCI is difficult to study • Affective HCI is hard to do • Design interactive technologies that help users help themselves

  23. Muller (2004) • 2 Criticisms: • Computers Are Social Actors (CASA)? • Other technologies are anthropomorphised too (boats, cars, toys etc) • Need to better understand emotions

  24. Artefact: • Potential course work idea is to analyse the affective nature of a piece of technology • Or to investigate agent mediation of affective states • Or evaluate the impact of emoticons • Frustrate users and see what happens!

  25. References: • Journals: • Interacting with Computers • Trends in Cognitive Sciences • Both available on line • Book: • Picard, R. (1997) Affective Computing. MIT Press.

  26. In Future: • Develop an understanding of anxiety, specifically computer-related anxiety • Develop an understanding of emotion and the neuropsychology of HCI

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