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Affective Computing
Affective Computing – A Rationale for Measuring
Mood with Mouse and Keyboard
4/12/04
Based on a fine paper byPhilippe Zimmermann
Outline
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Introduction
Affect, Emotion, Mood
Structure and Labeling of Affect
Mood Measurement Methods
Mood Induction Methods
Discussion
Method
Analysis
Conclusions
Introduction
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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
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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
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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
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Three basic emotional dimensions
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Affective Valence (pleasure)
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Arousal
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Positive (Pleasant) to Negative (unpleasant)
Calm (low-arousal) to Excited (high-arousal)
Dominance (control)
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Controlled to In Control
Mood Measurement Methods
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Physiological
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Psychological
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Heart Rate, Blood Pressure, Respiration, Muscle
Action
Self Reports - Verbal, Ckecklists, Questionaires
Behavioral
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Facial expressions, Gestures, Movement
Studies show relation of mouse click patterns to user
frustration
Mood Induction Methods
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Mood changed by reading statements
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This method results in a short term mood change
Mood changed by watching video with audio
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This results in a longer mood change
Discussion
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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 noninvasive, and should not have the ability to change
the users mood.
Method
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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)
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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
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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.
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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
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If a system knows how a user feels it can
appropriately react to those moods
Questions
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Should a system try to change your mood?
What emotions should Human Computer Interaction be
concerned?
How Accurate does the measurement have to be?