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Emotion in Human-Computer Interaction
Scott Brave and Cliff Nass
- What are emotions
- Two defining aspects:
- Somatic feelings (physiological response)
- Affective feelings (valence, activation/arousal)
- The necessity of these two in defining emotion is generally agreed
upon, but whether they are sufficient to distinguish among emotions is
not.
- There is no accepted definition of emotion. Researchers often resort
to:
- Physiological definitions
Emotion is simply Somatic + Affective feelings
- Cognitive definitions
Classic James-Lange theory: Emotion is the interpretation of
physiological state (e.g. epinephrine experiments) (James 1884)
Shweder 1994: Emotions are complex narrative structures that give
shape and meaning to somatic and affective experiences.
- Functional definitions
Emotions prepare an organism to respond to situations that impact its
needs/goals/concerns
Hardwired vs. learned (universal vs. person-specific)
- Integrated systems / holistic definitions
- Process of Emotion
- Regardless of what "defines" emotion, there seems to be a generally
accepted "process" relating to emotion
- Assessment of situation as important to goals/motives/concerns
These can be precognitive or cognitive evaluations
- Involuntary reactions (physiological and cognitive preparation for
action) - quick onset
- Behavior
- Conscious reflection
Can occur before and/or after behavior to varying degrees
Can account for individual differences in experience of "basic"
emotions
Explaining misattribution: If the antecedent of the emotion is
conscious assessment, the causes are known, consciously. However, If
the antecedent of the emotion was preconscious, causes are inferred.
- Emotions vs. moods
- Emotions: short-term, object-focused, affect action
- Moods: longer-term, diffuse, affect cognition
- Moods are an affective background upon which emotions can occur
- Emotions vs. sentiment (likes/dislikes)
Sentiments are judgments of potential emotional reaction
These judgments can be based on direct experience or inferences based
on norms, schemas, etc. (e.g. similarity`liking)
Interesting theory: We make judgments of like/dislike by bringing
object/person to mind and observing our emotional reaction
[Mention attribution theory?]
- Causes of emotion
- By understanding causes, we can better achieve desired/positive
emotional states in an HCI context
- Needs and Goals
- Basic (survival/reproduction)
- Social
Media Equation: if we see computer as a social actor, then we must
take social goals into account (e.g. I want to be appreciated, liked,
part of the group, etc.)
- Maslow's hierarchy
- In HCI:
Specific to application (e.g. I need to get this done, efficiency)
Goals for self (e.g. I am computer literate, smart, I can do this, I
want to feel comfortable)
- Emotional Intelligence
- Abstract Elicitors of Emotion (Ellsworth 1994)
and Applications to HCI
- Novelty/Strangeness
- Valence
- Certainty/Uncertainty
Uncertainty ` (+): curiosity, hope (-): anxiety, fear
Certainty ` (+): relief (-): despair
- Obstacles/Control
Challenge vs. frustration/fear
Desperation, resignation
- Agency
Source = self ` Shame, Pride
Source = other ` Anger, Love
Source = fate ` Sorrow, Joy
- Norm/Self-concept Compatibility
Social, violation of standards, ostracism
- Sentiments (like/dislike)
- Like/dislike is often judged prior to any experiential evidence
- What heuristics/schemas do people use to make these judgments?
(e.g. similarity, relationship structure, in/out group)
- These initial like/dislike judgments can also bias actual emotional
reactions (disposition)
- Applications to HCI
- How emotions are manifested/measured
- Physiological responses
- Heartrate
- Respiration
- Galvanic skin response (GSR)
- Blood volume pressure (BVP)
- Muscular tonus
- Endocrine activity
- Feelings (affective response)
- Facial expression
- Video capture (e.g. Facial Action Coding (FAC) - Ekman)
- EMG (Electromyography)
- Voice
- Brain activity?
- Behavior (inferences through emotion modeling)
Gestures
Actions
- Should we measure invisible manifestations of emotion?
- People often intentionally suppress emotional expression, for reasons
of:
Social communication
Self-regulation of emotional state
- Psychological consequences of physiological monitoring: invasion
vs. trust
- HCI: what do we do with this information?
- Change content (functionally or aesthetically (complexity, color))
- To suit current emotional state
- To modify current emotional state
- Use emotion as measure of appropriateness/liking/acceptability of
current content
- Dealing with user frustration
- Bring in third party agent to diffuse negative emotions / foster
positive emotions (requires emotional intelligence)
- Modification of emotion through social means
- Can Computers display emotion?
- Synthesizing facial expression
- Behavior/gesture
- TTS - tone of voice
- Emotional Intelligence
- Should Computers display emotions?
- Media Equation
- We already infer emotional states of computers/agents
- What are they currently displaying emotionally?
- How do humans respond to emotions in others?
- Effects of emotion
- Alters attention
- Moves attention toward things relevant to goals and concerns
implicated by emotion
- Attention affects memory
- Biases judgment
- Affective bias
- Arousal transfer
- Activates relevant associative networks in memory
- Motivates behavior
- Shift certain behaviors upward in response hierarchy
- Activates approach/avoidance behaviors
- Irrationality
- People are bad at distinguishing between emotional reactions to a
current situation and past emotions that are evoked because the
current situation is reminiscent of a past situation
- Effects of emotions often last even after circumstances change
- Often emotions tap very basic animalistic needs/desires, so may lead
to "irrational" behavior and "loss of perspective"
- Emotions can short-circuit cognitive processing
- Affects cognitive style (Clore 1994)
- Positive affect -->
More heuristic processing
More likely to use schemas, scripts, stereotypes
Less focus on detail
- Negative affect -->
Systematic processing
More analytical
More focus on detail
- Affects future interactions
- Updates sentiment (like/dislike) of objects/people involved in evoking
the emotion
- Classical conditioning: associating emotion with object/situation
- Signals/Affects other people (Media Equation: so we expect it to
affect computers/agents)
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