Abstract. Here we present three interactive artworks that showcase the abilities of active textured surfaces to enable new qualities of surface interactions. Giving the surfaces different sensing abilities, ways to act and behaviors, then allows us to explore emotional attributes and character perceived by an observer. The three designs reflect artworks emotional perception of the observer and the resulting effects on behavior. The surfaces sense it's surrounding in terms of physical presence by proximity and emotional state based on facial expression. The surface can express its emotion with a change in movement and sound. The three surface designs explore further combinations of textile surfaces, sensors and reactive actuation to draw on the emotion of observers.
Affective application developers often face a challenge in integrating the output of facial expression recognition (FER) software in interactive systems: although many algorithms have been proposed for FER, integrating the results of these algorithms into applications remains difficult. Due to interand within-subject variations further post-processing is needed. Our work addresses this problem by introducing and comparing three post-processing classification algorithms for FER output applied to an event-based interaction scheme to pinpoint the affective context within a time window. Our comparison is based on earlier published experiments with an interactive cycling simulation in which participants were provoked with game elements and their facial expression responses were analysed by all three algorithms with a human observer as reference. The three post-processing algorithms we investigate are mean fixed-window, matched filter, and Bayesian changepoint detection. In addition, we introduce a novel method for detecting fast transition of facial expressions, which we call emotional shift. The proposed detection pattern is suitable for affective applications especially in smart environments, wherever users' reactions can be tied to events.
In this work we present a new affective game design method that includes multi-emotion provoking and continuous game elements. Evaluated with our physical cycling exergaming system it extends our previously designed singleemotion game scene approach. In addition we introduce new entertaining content that includes game elements to provoke both physical and mental stress as well as emotions with a controlled intensity to provide an exciting but not taxing exercise. Our previously developed analysis method for facial expressions and physiological data has been enhanced by a near real-time emotion evaluation, to allow the system to adapt the gameplay dynamically and in this work new multi-emotion provoking game elements are introduced. A case study with 25 participants have been conducted to showcase and evaluate the enhancing exercise experience by individual multi-emotion provoking game elements.
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