2017
DOI: 10.1007/978-3-319-67744-6_1
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A Minimalist Approach for Identifying Affective States for Mobile Interaction Design

Abstract: Human Computer Interaction (HCI) can be made more efficient if the interactive systems are able to respond to the users' emotional state. The foremost task for designing such systems is to recognize the users' emotional state during interaction. Most of the interactive systems, now a days, are being made touch enabled. In this work, we propose a model to recognize the emotional state of the users of touchscreen devices. We propose to compute the affective state of the users from 2D screen gesture using the num… Show more

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Cited by 6 publications
(9 citation statements)
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References 34 publications
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“…In Table 1, we compare different touch-based emotion detection explorations using smartphone in terms of (a) type of touch interaction (b) usage of additional sensors (c) dependency on specific application and (d) number of detected emotion states. Gao et al (2012); Tikadar et al (2017) explored touch interactions during gameplay to detect emotion states. Lee et al (2012) used sensor details and typing details in a specific application (Twitter) to determine emotion.…”
Section: Related Workmentioning
confidence: 99%
“…In Table 1, we compare different touch-based emotion detection explorations using smartphone in terms of (a) type of touch interaction (b) usage of additional sensors (c) dependency on specific application and (d) number of detected emotion states. Gao et al (2012); Tikadar et al (2017) explored touch interactions during gameplay to detect emotion states. Lee et al (2012) used sensor details and typing details in a specific application (Twitter) to determine emotion.…”
Section: Related Workmentioning
confidence: 99%
“…Among the experiments presented in the reviewed papers, two major types may be distinguished. The first type are laboratory experiments performed in controlled environments and usually involving a user in a single session consisting of several stages [37][38][39][40][41][42][43][44][45][46][47][48][49]. The other type is in-the-wild experiments carried in uncontrolled conditions, usually during users' everyday phone usage.…”
Section: Experiments Designmentioning
confidence: 99%
“…Various methods were used to bring about stress, e.g., time limits given for a task [38,56,69], sounds and vibrations [56,69], and unexpected behaviours of the device [56]. It is also possible to design a game which makes the player always lose or win [44] or has a dull and a fascinating mode which is designed to induce negative and positive states, respectively [46]. The experiment protocol usually consists of several stages ending with self-reports with a calming stage between them, which may incorporate relaxation music [69] or video [42,43,49].…”
Section: Experiments Designmentioning
confidence: 99%
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