Monday, January 01, 2007

[Reading] Using Human Physiology to Evaluate Subtle Expressivity of a Virtual Quizmaster in a Mathematical Game

http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6WGR-4F4WYNR-1&_coverDate=02%2F01%2F2005&_alid=516189552&_rdoc=1&_fmt=&_orig=search&_qd=1&_cdi=6829&_sort=d&view=c&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=c9c7e4550c1e39c2d84e639d3e50adcd

Helmut Prendinger and Junichiro Mori and Mitsuru Ishizuka
year 2003.

Abstraction: The aim of the experimental study described in this article is to investigate the effect of a life-like character with subtle expressivity on the affective state of users. The character acts as a quizmaster in the context of a mathematical game. This application was chosen as a simple, and for the sake of the experiment, highly controllable, instance of human–computer interfaces and software. Subtle expressivity refers to the character's affective response to the user's performance by emulating multimodal human–human communicative behavior such as different body gestures and varying linguistic style. The impact of em-pathic behavior, which is a special form of affective response, is examined by deliberately frustrating the user during the game progress. There are two novel aspects in this investigation. First, we employ an animated interface agent to address the affective state of users rather than a text-based interface, which has been used in related research. Second, while previous empirical studies rely on questionnaires to evaluate the effect of life-like characters, we utilize physiological information of users (in addition to questionnaire data) in order to precisely associate the occurrence of interface events with users’ autonomic nervous system activity. The results of our study indicate that empathic character response can significantly decrease user stress and that affective behavior may have a positive effect on users’ perception of the difficulty of a task.

Keyword: Life-like characters; Affective behavior; Empathy; Physiological user information; Evaluation

==== After Read ====
The writers use physiological signal to evaluate user interface and interaction between human and computer game. Their primary hypothesis is that if a life-like character provides affective feedback to the user, it can effectively reduce user frustration and stress. They use bio-sensors including GSR and BVP. Another short questionnaire is requested. The feature they get from the sensor signal is mean. The easy game is summing up the given five numbers. The result shows that the hypothesis is held expect the relation between game score and empathy.

The feature they get is very simple. They use a few sensors to show the result is good. I think the write wants to tell us that we can use just a few sensors the justify the helpful of well-design user interface. Some more application can be derived from the work.

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