2016
DOI: 10.1177/1460458216661864
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Assessing empathy and managing emotions through interactions with an affective avatar

Abstract: Assistive technologies can improve the quality of life of people diagnosed with different forms of social communication disorders. We report on the design and evaluation of an affective avatar aimed at engaging the user in a social interaction with the purpose of assisting in communication therapies. A human-avatar taxonomy is proposed to assist the design of affective avatars aimed at addressing social communication disorder. The avatar was evaluated with 30 subjects to assess how effectively it conveys the d… Show more

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Cited by 35 publications
(30 citation statements)
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“…Moreover, future work will involve analyzing cognitive load when interacting with specific mobile application for people with special needs. Examples of this are augmented reality for guiding people with dementia [28,29], mobile-based biomedical signals measurement [30], and avatar-based apps for emotion management [31].…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, future work will involve analyzing cognitive load when interacting with specific mobile application for people with special needs. Examples of this are augmented reality for guiding people with dementia [28,29], mobile-based biomedical signals measurement [30], and avatar-based apps for emotion management [31].…”
Section: Discussionmentioning
confidence: 99%
“…Signals about one's identity and role influence social interaction. For example the way an avatar or agent is depicted in these virtual environments is known to affect emotional states and empathic behaviour [9]. For multi-party collaboration, roles are dynamic, with speakers taking on different capacities such as speakers, addressees, by-standers, and overhearers during an interaction [14].…”
Section: Unclear Collaborative Rolesmentioning
confidence: 99%
“…In another study [10], the population was formed by older adults, to assert if the presence of an avatar that showed emotion improved interaction. Finally, in [11,12], users interacted through touch with a virtual avatar, who would express different emotions depending on the nature of the touch.…”
Section: Affective Avatarsmentioning
confidence: 99%