Affective Haptics
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Affective Haptics
Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished: # physiological changes (e.g., heart beat rate, body temperature, etc.) # physical stimulation (e.g., tickling) # social touch (e.g., hug, handshake) # emotional haptic design (e.g., shape of device, material, texture). Emotion theories ...
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User Wearing Affective Haptic Devices
Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an information system * User (telecommunications), an entity using a telecommunications system * User, a slang term for a freeloader See also

* Drug user (other), a person who uses drugs * End user, a user of a commercial product or service {{disambiguation ...
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Affective Computing
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book ''Affective Computing'' published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions. Areas Detecting and recognizing emotional information Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interpreting ...
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Social Robot
A social robot is an autonomous robot that interacts and communicates with humans or other autonomous physical agents by following social behaviors and rules attached to its role. Like other robots, a social robot is physically embodied (avatars or on-screen synthetic social characters are not embodied and thus distinct) Some synthetic social agents are designed with a screen to represent the head or 'face' to dynamically communicate with users. In these cases, the status as a social robot depends on the form of the 'body' of the social agent; if the body has and uses some physical motors and sensor abilities, then the system could be considered a robot. Background While robots have often been described as possessing social qualities (see for example the tortoises developed by William Grey Walter in the 1950s), social robotics is a fairly recent branch of robotics. Since the early 1990s artificial intelligence and robotics researchers have developed robots which explicitly engag ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Haptic Technology
Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word '' haptic'', from the grc-gre, ἁπτικός (''haptikos''), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous, kinaesthetic and haptic. All perceptions mediated by cutaneous and ...
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Nonverbal Communication
Nonverbal communication (NVC) is the transmission of messages or signals through a nonverbal platform such as eye contact, facial expressions, gestures, Posture (psychology), posture, and body language. It includes the use of social cues, kinesics, distance (proxemics) and physical environments/appearance, of voice (paralanguage) and of touch (Haptic communication, haptics). A signal has three different parts to it, including the basic signal, what the signal is trying to convey, and how it is interpreted. These signals that are transmitted to the receiver depend highly on the knowledge and empathy that this individual has. It can also include the use of time (chronemics) and eye contact and the actions of looking while talking and listening, frequency of glances, patterns of fixation, pupil dilation, and blink rate (oculesics). The study of nonverbal communication started in 1872 with the publication of ''The Expression of the Emotions in Man and Animals'' by Charles Darwin. Dar ...
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Affective Haptics
Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished: # physiological changes (e.g., heart beat rate, body temperature, etc.) # physical stimulation (e.g., tickling) # social touch (e.g., hug, handshake) # emotional haptic design (e.g., shape of device, material, texture). Emotion theories ...
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Multimodal Interaction
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction Multimodal human-computer interaction refers to the "interaction with the virtual and physical environment through natural modes of communication", This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output. Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and other modalities, opportunely combined. Then a multimodal system has to recognize the inputs from the different modalities combining them according to temporal and contextual constraintsCasche ...
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