After discovering Rosalind Picard and the field of Affective Computing I started to look for more research involved with this area and other academics writing about the potential for emotive communication with computers. I was also looking for more specific research around these principles that was more focused on how gesture can relate to this subject.
Through looking for other papers that reference Rosalind's work I discovered a researcher called Kristina Hook. Hook and her colleagues have focused on Affective Computing from an interaction design perspective: exploring how we can interface with computers through the communication of emotion. This is in order to add greater depth to the human-computer dialogue and create an environment that closer resembles human communication.
Hook's work was particularly relevant for the development of the project. Not only did it focus on affective computing through gesture interaction but it also included a series of design paradigms and an interaction model for affective gestures. These proved invaluable and formed the basis for the critical framework of the project.
My aim was now to see how well these interaction models held up in a digital entertainment context. Could affective interaction be used effectively in this environment? Can games utilize affective design principles when building interaction?
The discussed paper can be found here:
http://soda.swedish-ict.se/145/1/PaperA.pdf
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| A breakdown of hand gestures through observation of numerous emotions portrayed by actors. (Hook et al 2003). |
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| The Affective Gestural Plane model (Hook et al 2003). |
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Hook’s
design principles are as follows:
Embodiment:
Embodiment
is the notion that meaning can be created, manipulated and shared through
engaged interaction with an artefact (Dourish 2001). This is to say that users
can create and communicate meaning through interaction with a system and with
each other through the system (Hook et al 2003). Embodied interactions must
therefore physically capture an abstract emotional concept and allow for
interpretation of meaning (Hook et al 2003).
Natural but
Designed Expressions
When
approaching gestural interaction there are often two opposing paradigms:
designed gestures (Long et al 2000) and natural gestures (Cassell 1998).
Designed gestures can be equated to sign language, having very specific
semantics, while natural gestures are built around normal human expression
(Hook et al 2003). Hook (2003) argues that affective interactions should strive
to be both natural and designed: built from natural human action to facilitate
affect but structured around meaning interpretable by a computer system.
Affective
Loop
The concept
of the affective loop is to match the emotional communication channels of a
computer system to those of a human (Hook et al 2003; Sundstrom 2005). By
interacting with such a system, the users are engaging in an affective loop,
where their emotional affect is created either by the interaction itself or is
a result of the response to the interpretation of that interaction (Hook et al
2003; Sundstrom 2005). By interacting to that response the user is continuing
the loop.
Ambiguity
Hook (2003)
argues that ambiguity in an affective system is an integral component.
Ambiguity allows for more personal expression and interpretation of emotion,
giving users the opportunity to tailor the affective dialogue to their own life
experiences, thus increasing affect (Hook et al 2003). Furthermore, an
ambiguous system will also create a sense of mystery, keeping the user engaged
(Hook et al 2003). Care must be taken however to ensure the system does not
become too ambiguous as unclear communication of affect may cause frustration in
the user (Hook et al 2003).