A study in users' physiological response to an empathic interface agent. [pdf]
International Journal of Humanoid Robotics, Vol. 3, No. 3, Sept. 2006, pp 371-391.
http://www.worldscinet.com/191/03/0303/S0219843606000801.html
Game: Skip-Bo
Emotion recognition: SC, EMG, & game sate(time) as input, 2-axes (arousal & valence) as output. (ref29)
Method: ANOVA
Subject: 32 (14m, 18f)
Hypothesis:
- If the virtual game opponent behaves ``naturally'' in that if follows its own goals and expresses associated positively or negatively valenced affective behaviors, users will be less aroused or stressed than when the agent does not do so.
- If the game opponent is oriented only toward its own goals and displays associated behaviors, users will be less aroused or stressed than when the agent does not express any emotion at all.
- non-emotional
- self-centered emotional
- negative empathic
- positive empathic
- auditory speech
- facial
- body gesture
- The positive empathic condition was experienced as significantly more arousaling or stressful than the negative empathic condition.
- Users seemingly do not respond significantly different when empahtic agent behavior is absent.
- EMG high, negative valence more
- global baseline -> for individual differences
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