Abstract:Bodily activity may influence subjects’ cognitive processing against embodied cognition. Approaching positive objects and avoiding negative ones facilitate the cognitive processing of emotional information by enhancing valence estimation. The effect may be termed the “Approaching positive and Avoiding negative Compatibility Effect (AACE)”. Implicit approach–avoidance behavior towards stimuli can be measured using the Approach–Avoidance Task (AAT). We recently expanded a touchscreen tablet AAT which seems a mor… Show more
“…Here, the body becomes the primary frame of reference during the interactions. For example, emphasizing distal and proximal device endpoints regarding the body when swiping (e.g., Eiler et al, 2020;Wang et al, 2022), or dragging pictures of food (e.g., Kahveci et al, 2021;Meule et al, 2020) or threatening stimuli such as spiders (e.g., Rinck et al, 2021;Van Alebeek et al, 2023). Alternatively, interactions have also been implemented with an object as the primary frame of reference e.g., by using metaphorical self-representations such as a 13 manikin or the users' name, moving toward or away from a fixed picture, or vice versa (e.g., Meule et al, 2020).…”
Section: Action-goal Representations and Approach -Avoidance Mechanismsmentioning
This work introduces the Spatial Affective Interaction (SAI) framework within Human-Computer Interaction (HCI), linking embodied interaction with affective computing. It proposes a novel approach to understanding how manual interactions with digital objects, particularly through touch-based interfaces, influence users' affective experiences. The framework integrates spatial affective biases based on space-valence associations, action-goal representations linked to approach-avoidance mechanisms, and visuospatial biases related to hand proximity to visual stimuli. It investigates the role of direct contact with digital objects in shaping affective meaning, addressing three research questions: the influence of spatial axes on affective evaluations, the activation of action-goal representations during manual interactions, and the impact of hand proximity on the perceived valence of digital objects. The SAI framework aims to refine the methodology of affective HCI research and extend its applicability beyond touch interfaces to immersive technologies like Virtual Reality.
“…Here, the body becomes the primary frame of reference during the interactions. For example, emphasizing distal and proximal device endpoints regarding the body when swiping (e.g., Eiler et al, 2020;Wang et al, 2022), or dragging pictures of food (e.g., Kahveci et al, 2021;Meule et al, 2020) or threatening stimuli such as spiders (e.g., Rinck et al, 2021;Van Alebeek et al, 2023). Alternatively, interactions have also been implemented with an object as the primary frame of reference e.g., by using metaphorical self-representations such as a 13 manikin or the users' name, moving toward or away from a fixed picture, or vice versa (e.g., Meule et al, 2020).…”
Section: Action-goal Representations and Approach -Avoidance Mechanismsmentioning
This work introduces the Spatial Affective Interaction (SAI) framework within Human-Computer Interaction (HCI), linking embodied interaction with affective computing. It proposes a novel approach to understanding how manual interactions with digital objects, particularly through touch-based interfaces, influence users' affective experiences. The framework integrates spatial affective biases based on space-valence associations, action-goal representations linked to approach-avoidance mechanisms, and visuospatial biases related to hand proximity to visual stimuli. It investigates the role of direct contact with digital objects in shaping affective meaning, addressing three research questions: the influence of spatial axes on affective evaluations, the activation of action-goal representations during manual interactions, and the impact of hand proximity on the perceived valence of digital objects. The SAI framework aims to refine the methodology of affective HCI research and extend its applicability beyond touch interfaces to immersive technologies like Virtual Reality.
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