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Affective Computing – A Rationale for Measuring Mood with Mouse and Keyboard 4/12/04 Based on a fine paper byPhilippe Zimmermann. Affective Computing. Outline. Introduction Affect, Emotion, Mood Structure and Labeling of Affect Mood Measurement Methods Mood Induction Methods Discussion
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Affective Computing – A Rationale for Measuring Mood with Mouse and Keyboard 4/12/04 Based on a fine paper byPhilippe Zimmermann Affective Computing
Outline • Introduction • Affect, Emotion, Mood • Structure and Labeling of Affect • Mood Measurement Methods • Mood Induction Methods • Discussion • Method • Analysis • Conclusions
Introduction • Measure User Affect • Use non-invasive, unobtrusive measurement method • Use standard computer devices (Mouse, Keyboard) • Extract data from log files of mouse and keyboard movements to analyze correlations with affective state
Affect, Emotion, Mood • Affect- refers to either an emotion or a mood • Emotion – A reaction to a specific cause or stimulus. An intense experience of short duration. Can cause moods • Mood – Subtle, longer lasting, more in the background affective state of the user • An affective computer can take advantage of mood by presenting stimuli that sustain a certain mood, or counteract undesired moods. • Frustrated users could be prompted to take a break • E-Commerce website could take advantage of the study that said a low-risk purchase is more likely while in a good mood, and a high-risk purchase is more likely in a neutral or negative mood
Structure and Labeling of Affect • Three basic emotional dimensions • Affective Valence (pleasure) • Positive (Pleasant) to Negative (unpleasant) • Arousal • Calm (low-arousal) to Excited (high-arousal) • Dominance (control) • Controlled to In Control
Mood Measurement Methods • Physiological • Heart Rate, Blood Pressure, Respiration, Muscle Action • Psychological • Self Reports - Verbal, Ckecklists, Questionaires • Behavioral • Facial expressions, Gestures, Movement • Studies show relation of mouse click patterns to user frustration
Mood Induction Methods • Mood changed by reading statements • This method results in a short term mood change • Mood changed by watching video with audio • This results in a longer mood change
Discussion • Physiological Signals will distract the user too much (You need wires connected to you to gather data such as heart rate and blood pressure) • Self Reports of current mood can be inaccurate as the questions asked of the user to determine mood might invoke a mood. • Using only a keyboard and a mouse will be non-invasive, and should not have the ability to change the users mood.
Method • Film clips were used to induce moods. • After watching the clip, the users were prompted with a brief survey on their computer to rate their current mood. • Users were required to shop on an e-commerce website. • Physiological (pulse, respiration, etc) data was taken. • Mouse and keyboard movements were recorded in the background to a log file. Button Up/Down, mouse coordinates, and what key pressed were logged
Method (2) • Users Filled out the mood survey, watched the clip, shopped the e-commerce site, and then filled out the survey again. • The experiment lasted 1.5 to 2 hours
Analysis • Using the physiological data and the surveys, the user's mood will be verified to be one of the 5 different affective states • The log files with the Keyboard and Mouse log files will be examined with the known mood changes to look for patterns. • Number of mouse clicks per minute • Duration of mouse clicks • Distance of a single mouse movement • Number and length of pauses in movement • Minimum/Maximum/Average mouse speed • Keystroke rate per second • Average Duration of Keystroke
Conclusion • If a system knows how a user feels it can appropriately react to those moods • Questions • Should a system try to change your mood? • What emotions should Human Computer Interaction be concerned? • How Accurate does the measurement have to be?