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Implicit Data Collection
Implicit data collection is used in human–computer interaction to gather data about the user in an implicit, non-invasive way. Overview The collection of user-related data in human–computer interaction is used to adapt the computer interface to the end user. The data collected are used to build a user model. The user model is then used to help the application to filter the information for the end user. Such systems are useful in recommender applications, military applications (implicit stress detection) and others. Channels for collecting data The system can record the user's explicit interaction and thus build an MPEG7 usage history log. Furthermore, the system can use other channels to gather information about the user's emotional state. The following implicit channels have been used so far to get the affective state of the end user: * facial activity * posture activity * hand tension and activity * gestural activity * vocal expression * language and choice of words * ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Surprise (emotion)
Surprise () is a brief mental and physiological state, a startle response experienced by animals and humans as the result of an unexpected event. Surprise can have any valence; that is, it can be neutral/moderate, pleasant, unpleasant, positive, or negative. Surprise can occur in varying levels of intensity ranging from very-surprised, which may induce the fight-or-flight response, or little-surprise that elicits a less intense response to the stimuli. Construct Surprise is intimately connected to the idea of acting in accordance with a set of rules. When the rules of reality generating events of daily life separate from the rule-of-thumb expectations, surprise is the outcome. Surprise represents the difference between expectations and reality, the gap between our assumptions and expectations about worldly events and the way that those events actually turn out. This gap can be deemed an important foundation on which new findings are based since surprises can make people awar ...
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Disgust
Disgust (Middle French: ''desgouster'', from Latin ''gustus'', "taste") is an emotional response of rejection or revulsion to something potentially contagious or something considered offensive, distasteful, or unpleasant. In ''The Expression of the Emotions in Man and Animals'', Charles Darwin wrote that disgust is a sensation that refers to something revolting. Disgust is experienced primarily in relation to the sense of taste (either perceived or imagined), and secondarily to anything which causes a similar feeling by sense of smell, touch, or vision. Musically sensitive people may even be disgusted by the cacophony of inharmonious sounds. Research has continually proven a relationship between disgust and anxiety disorders such as arachnophobia, blood-injection-injury type phobias, and contamination fear related obsessive–compulsive disorder (also known as OCD). Disgust is one of the basic emotions of Robert Plutchik's theory of emotions, and has been studied extensively ...
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Fear
Fear is an intensely unpleasant emotion in response to perceiving or recognizing a danger or threat. Fear causes physiological changes that may produce behavioral reactions such as mounting an aggressive response or fleeing the threat. Fear in human beings may occur in response to a certain stimulus occurring in the present, or in anticipation or expectation of a future threat perceived as a risk to oneself. The fear response arises from the perception of danger leading to confrontation with or escape from/avoiding the threat (also known as the fight-or-flight response), which in extreme cases of fear (horror and terror) can be a freeze response or paralysis. In humans and other animals, fear is modulated by the process of cognition and learning. Thus, fear is judged as rational or appropriate and irrational or inappropriate. An irrational fear is called a phobia. Fear is closely related to the emotion anxiety, which occurs as the result of threats that are perceived to b ...
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Anger
Anger, also known as wrath or rage, is an intense emotional state involving a strong uncomfortable and non-cooperative response to a perceived provocation, hurt or threat. A person experiencing anger will often experience physical effects, such as increased heart rate, elevated blood pressure, and increased levels of adrenaline and noradrenaline. Some view anger as an emotion which triggers part of the fight or flight response. Anger becomes the predominant feeling behaviorally, cognitively, and physiologically when a person makes the conscious choice to take action to immediately stop the threatening behavior of another outside force. The English word originally comes from the term ''anger'' from the Old Norse language. Anger can have many physical and mental consequences. The external expression of anger can be found in facial expressions, body language, physiological responses, and at times public acts of aggression. Facial expressions can range from inward angling of the ...
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Happiness
Happiness, in the context of Mental health, mental or emotional states, is positive or Pleasure, pleasant emotions ranging from contentment to intense joy. Other forms include life satisfaction, well-being, subjective well-being, flourishing and eudaimonia. Since the 1960s, happiness research has been conducted in a wide variety of scientific disciplines, including gerontology, social psychology and positive psychology, Clinical research, clinical and medical research and happiness economics. Definitions "Happiness" is subject to debate on usage and meaning, and on possible differences in understanding by culture. The word is mostly used in relation to two factors: * the current experience of the feeling of an affect (psychology), emotion (affect) such as pleasure or joy, or of a more general sense of 'emotional condition as a whole'. For instance Daniel Kahneman has defined happiness as "''what I experience here and now''". This usage is prevalent in dictionary definiti ...
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Sadness
Sadness is an emotional pain associated with, or characterized by, feelings of disadvantage, loss, despair, grief, helplessness, disappointment and sorrow. An individual experiencing sadness may become quiet or lethargic, and withdraw themselves from others. An example of severe sadness is depression, a mood which can be brought on by major depressive disorder or persistent depressive disorder. Crying can be an indication of sadness. Sadness is one of the six basic emotions described by Paul Ekman, along with happiness, anger, surprise, fear, and disgust. Childhood Sadness is a common experience in childhood. Sometimes, sadness can lead to depression. Some families may have a (conscious or unconscious) rule that sadness is "not allowed", but Robin Skynner has suggested that this may cause problems, arguing that with sadness "screened off", people can become shallow and manic. Pediatrician T. Berry Brazelton suggests that acknowledging sadness can make it easier f ...
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Arousal
Arousal is the physiological and psychological state of being awoken or of sense organs stimulated to a point of perception. It involves activation of the ascending reticular activating system (ARAS) in the brain, which mediates wakefulness, the autonomic nervous system, and the endocrine system, leading to increased heart rate and blood pressure and a condition of sensory alertness, desire, mobility, and readiness to respond. Arousal is mediated by several neural systems. Wakefulness is regulated by the ARAS, which is composed of projections from five major neurotransmitter systems that originate in the brainstem and form connections extending throughout the cortex; activity within the ARAS is regulated by neurons that release the neurotransmitters acetylcholine, norepinephrine, dopamine, histamine, and serotonin. Activation of these neurons produces an increase in cortical activity and subsequently alertness. Arousal is important in regulating consciousness, attention, alertn ...
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Graphical User Interface
The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of CLIs ( command-line interfaces), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term ''GUI'' tends not to be applied to other lower-display resolution types of interfaces, such as video games (where HUD (''head-up display'') is preferred), or not including flat screens like volumetric displays because ...
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Valence (psychology)
Valence, or hedonic tone, is the affective quality referring to the intrinsic attractiveness/"good"-ness (positive valence) or averseness/"bad"-ness (negative valence) of an event, object, or situation. The term also characterizes and categorizes specific emotions. For example, emotions popularly referred to as "negative", such as anger and fear, have ''negative valence''. Joy has ''positive valence''. Positively valenced emotions are evoked by positively valenced events, objects, or situations. The term is also used to describe the hedonic tone of feelings, affect, certain behaviors (for example, approach and avoidance), goal attainment or nonattainment, and conformity with or violation of norms. Ambivalence can be viewed as conflict between positive and negative valence-carriers. Theorists taking a valence-based approach to studying affect, judgment, and choice posit that emotions with the same valence (e.g., anger and fear or pride and surprise) produce a similar influe ...
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Emotion
Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades with many fields contributing including psychology, medicine, history, sociology of emotions, and computer science. The numerous theories that attempt to explain the origin, function and other aspects of emotions have fostered more intense research on this topic. Current areas of research in the concept of emotion include the development of materials that stimulate and elicit emotion. In addition, PET scans and fMRI scans help study the affective picture processes in the brain. From a mechanistic perspective, emotions can be defined as "a positive or negative experience that is as ...
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