Multiple paradigms in affective computing
نویسنده
چکیده
This brief essay considers the three papers of the special issue of Interacting with Computers by Picard and colleagues, from several perspectives. First, I question two aspects of the work: the Computers Are Social Actors (CASA) approach, and the use of psychophysiological measurements of emotion without a stated theory of emotion. Despite these criticisms, the contributions of Picard and colleagues are valuable and powerfully challenging. I suggest three convergent ways of to pursue this important research program. I am grateful to Gilbert Cockton for the privilege and responsibility of commenting on the ground-breaking papers in Interacting with Computers by Rosalind Picard and associates (Klein, Moon, and Picard, 2002; Picard and Klein, 2002; Schreirer, Fernandez, Klein, and Picard, 2002). Although in many ways preliminary, their research calls us to reflect on the formal study of emotional interactions as conducted with and through computers, which until now have largely “reflect[ed] a view of the user as part of a productivity equation” (Picard and Klein, 2001). This is an original, provocative, and important challenge. As Cockton reminds us (2002), this work requires us to reconsider many of our theoretical and practical ideas about what emotion is, how it happens, and what we may want to do about it as we continue to do research and design with computers. In a similar vein – but with a very different methodology – Gaver and Martin (2000) have challenged what they call the “simple dichotomy between work and play” that can cause “[m]any devices [to] import values from the workplace into the home, emphasizing the requirement of ‘domestic work’ by allowing chores to be done more efficiently or productively.” McCarthy (2001) elaborates on some of these ideas in his argument to move from an HCI based in function to an HCI of “enchantment,” emphasizing delight, with overtones of magic. In another related development, Monk and colleagues have proposed alternatives to what Cockton has criticized (2002) as the “usability hardcore” approach to HCI, through a series of conferences called Computers and Fun (Computers and Fun, 1998, 2001). Together, these trends, critiques, and research programs challenge us to rethink our assumptions about the preconditions and limits of people’s experiences with computers, and with each other through computers. New ways of thinking may require new tools to § This is an expanded version of an invited article in Interacting with Computers, 16(4), 759-768 (August 2004). think with. In this commentary, I want to think about the diversity of approaches that HCI has used to think about the broader spectrum of human relationships to computers. What is it about Computers? Along with Reeves and Nass (e.g., 1996), Picard et al. focus on computers as social partners of humans. In this regard, I think it could be worthwhile to ask, what other social partners have humans related to? Which is to say, in what ways are computers uniquely social partners, as contrasted with other objects in people’s lives (i.e., the crucial claim of the “computers are social actors,” or CASA, argument)? 1 Picard (1997) considers the case of a non-living but animate wind-up toy dog that wags its tail, to which people may attribute emotions. The toy in question was a simulation of a living creature, with whom we might expect to have a social relationship. I want to examine the CASA argument with regard to a much broader set of non-living examples, going well beyond the inclusive “media” category of Reeves and Nass (1996). In western tradition, people often form strong affective attachments to boats (e.g., attributing female gender to them). People also form strong affective relationships with other moving objects, such as cars (there is at least one popular book and movie about an evil automobile – King, 1983; Columbia Tristar, 1983). Many people name their cars, just as many people name their boats. It is common to hear people talk about their dwelling places as entities with character and intent (e.g., “My house always knows when I’ve saved up some money, and then it invents a new repair that I have to spend it on”). Some people have similar relationships with sports equipment, such as (in the States) baseball bats – a type of personal attachment that may have historical echoes in (predominantly) men’s relationship with personal weapons, especially swords. More profoundly, we have also learned about human relationships to places and to the natural world (Berry, 1971/1972; Dillard, 1974; Williams, 2001). Perhaps computers are different from other objects and places, because we interact with computers. However, it seems clear that we may also have mixed-initiative relationships (i.e., interactions) with objects such as boats and cars, and arguably with simpler objects as well. For example, imagine writing with a familiar and comfortable pen whose ink supply has run low. Or, an example more closely related to the papers in Interacting with Computers, imagine typing at a keyboard in which a few keys require twice as much force as the other keys. Or, for contrasting cases, imagine playing music on a piano with perfect timbre, or rolling out a piecrust using a properly chilled marble rolling pin and board. Our affective responses in each of the situations are predictable and immediate. Berry (1971/1972) makes a powerful analogy between a man’s marriage to a woman and his relationship to his farm – a theme that he has pursued in fiction as well (most notably 1 In 1997, Picard described her research program (at that time) as not concerned with “how people feel about their computers, and how and why their feelings evolve as they do, even though these are important topics” (Picard, 1997). But five years later, the Reeves’ and Nass’s paradigm (which is concerned, in large part, precisely with how people feel about computers as social partners) has taken on a prominent position in the field of HCI, and has become an important part of Picard’s and colleagues’ affective computing approach. Schreirer et al. (2002) were concerned with identifying people’s responses to computers (or to computer behaviors, which are arguably isomorphic with computers themselves in the CASA paradigm), and Klein and Picard (2002) were concerned with how to reduce the frustration that people felt toward computers after such behaviors. It is therefore worthwhile to spend a little time discussing the controversial
منابع مشابه
Designing Affective Interaction Paradigms for Animated Characters
This paper describes several interaction paradigms designed to enable people to interact in social and emotional ways with autonomous animated characters. By exploring a domain that lends itself to affective interactions, this paper may offer some ideas for enhancing emotional engagement in other kinds of products as well.
متن کاملA Revisit to the Incorporation of Context - Awareness in Affective Computing Systems
The research field of Human Computer Interaction (HCI) is moving towards more natural, sensitive and intelligent paradigms. Especially in domains such as Affective Computing (AC), incorporating interaction context has been identified as one of the most important requirements towards this concept. Nevertheless, research on modeling and utilizing context in affect-aware systems is quite scarce. I...
متن کاملAffect-aware behaviour modelling and control inside an intelligent environment
From its inception research in Affective Computing has inspired a new generation of applications aimed at improving the interaction between humans and machines. Car driver concentration monitoring, Adaptive Computer Interfaces that react to affective states, e-learning systems that convey students’ emotions and homes that cater for affective therapy are all examples of affective technology that...
متن کاملArtificial Emotion Engine Benchmark Problem based on Psychological Test Paradigm
Most of testing and evaluations of emotion model in the field of affective computing are selfevaluation, which aims at the application-specific background, while the research on the problem of the Benchmark emotional model is scarce. This paper firstly proposed the feasibility of making psychological test paradigm a part of artificial Benchmark engine, and with taking versatility and effectiven...
متن کاملIntroducing Neuroberry, a platform for pervasive EEG signaling in the IoT domain
The emergence of inexpensive off-the-shelf wireless EEG devices led researchers to explore novel paradigms in the field of Human Computer Interaction. In fact, the compliance of these devices with the IoT principles towards pervasive EEG signaling in smart home environments enables new models of interaction and a different perspective from traditional affective computing. In this paper, the imp...
متن کاملAffective Learning Manifesto – 10 Years Later
In 2004 a group of affective computing researchers proclaimed a manifesto of affective learning that outlined the prospects and white spots of research at that time. Ten years passed by and affective computing developed many methods and tools for tracking human emotional states as well as models for affective systems construction. There are multiple examples of affective methods applications in...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- Interacting with Computers
دوره 16 شماره
صفحات -
تاریخ انتشار 2004