2014
DOI: 10.1007/s10919-014-0180-6
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“I Know That You Know How I Feel”: Behavioral and Physiological Signals Demonstrate Emotional Attunement While Interacting with a Computer Simulating Emotional Intelligence

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Cited by 19 publications
(12 citation statements)
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“…I'm afraid I can't do that'' left movie viewers wondering if computers would one day be able to assume human emotions. While it remains to be seen if computers can indeed assume such qualities, research by Balzarotti et al (2014) reported here suggests that individuals may nevertheless believe that they do, and respond in predictable ways to affective human-computer interactions. When playing a game with a computer that simulated understanding of their emotional reactions while guiding them through game activities, participants reported a sense of awareness of interacting with an agent able to recognize their emotions and ''understand'' them.…”
mentioning
confidence: 75%
“…I'm afraid I can't do that'' left movie viewers wondering if computers would one day be able to assume human emotions. While it remains to be seen if computers can indeed assume such qualities, research by Balzarotti et al (2014) reported here suggests that individuals may nevertheless believe that they do, and respond in predictable ways to affective human-computer interactions. When playing a game with a computer that simulated understanding of their emotional reactions while guiding them through game activities, participants reported a sense of awareness of interacting with an agent able to recognize their emotions and ''understand'' them.…”
mentioning
confidence: 75%
“…More generally, the current findings also need consideration in the portrayal of laughter by virtual agents. The adequate communication of emotions has been postulated a necessary condition of functioning human-virtual character interactions (see Niewiadomski et al, 2012 ; Balzarotti et al, 2014 ). Thus, if frowning alters the perception of a whole laughter expression in certain presentation modes, it can consequently corrupt the interaction with (or evaluation of) a virtual character.…”
Section: Discussionmentioning
confidence: 99%
“…Nevertheless, some of the reviewed studies investigated product categories with low, unknown, or undefined emotional competence. Some articles (three studies) used computer games to evoke adults' (Rossi, 2013;Balzarotti et al, 2014) as well as children's (Mui et al, 2017) affective responses in order to investigate their behavior under social and/or situational contexts. Tutoring programs/software were used in several studies to evoke an affective response in order to study affective states during learning (four studies) or to develop products and/or software (two studies).…”
Section: Consumer Product-based Stimulimentioning
confidence: 99%
“…Likewise, facial electromyography (EMG) serves to measure and map the underlying electrical activity that is generated when muscles contract during discrete choicemaking (Rasch et al, 2015) while eye-tracking technology has been harnessed to study gaze behavior with respect to packaging, label and menu design, in-store consumer behavior, emotional responses, and eating disorders (Duerrschmid and Danner, 2018). In fact, neuromarketing techniques are often used in conjunction with FACS to provide a more holistic picture of the consumer affective experience (Cohn et al, 2002;Balzarotti et al, 2014;Lagast et al, 2017).…”
Section: Introductionmentioning
confidence: 99%