Implicit data collection is used in
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 tec ...
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
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of the ...
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
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. ...
. 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
* electrodermal activity
* eye tracking
Emotional spaces
The detected emotional value is usually described any of the two most popular notations:
* a 3D emotional vector:
valence,
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, th ...
,
dominance
* degree of affiliation to the 6 basic emotions (
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 thems ...
,
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, flourishin ...
,
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, su ...
,
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 ...
,
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 o ...
,
surprise){{citation needed, date=August 2014
External links
Evaluating affective interactions: Alternatives to asking what users feelRosalind Picard
Rosalind Wright Picard (born May 17, 1962) is an American scholar and inventor who is Professor of Media Arts and Sciences at MIT, founder and director of the Affective Computing Research Group at the MIT Media Lab, and co-founder of the startups ...
, Shaundra Bryant Daily
Human–computer interaction