2007
DOI: 10.1016/j.ijhcs.2006.11.005
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Measuring emotional valence to understand the user's experience of software

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Cited by 65 publications
(49 citation statements)
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“…The need to quantify affect valence arises in numerous domains, ranging from medical or psychological studies of well-being to market research, advertising, usability and product evaluation [8]. Self-report is the current gold-standard measure of affect valence, where people are interviewed, asked to rate their feeling on a Likert scale or turn a dial to quantify valence.…”
Section: Introductionmentioning
confidence: 99%
“…The need to quantify affect valence arises in numerous domains, ranging from medical or psychological studies of well-being to market research, advertising, usability and product evaluation [8]. Self-report is the current gold-standard measure of affect valence, where people are interviewed, asked to rate their feeling on a Likert scale or turn a dial to quantify valence.…”
Section: Introductionmentioning
confidence: 99%
“…The paradigm adopts a MMORPG as the task for speakers to induce their emotion. The effect of a game to induce emotion was proved in earlier studies [20][21][22][23][24][25]. Emotion expressivity is the characteristic that vocal expression is influenced by induced emotion.…”
Section: Emotional Speech Collection Paradigmmentioning
confidence: 95%
“…To induce speaker's emotion, a Massively Multiplayer Online Role-Playing Game (MMORPG) is adopted with reference to the research on emotion and decision making [20][21][22] and emotion studies for entertainment computing [23][24][25], and the subject's emotional response to the game is successfully induced. As our analytical interest is focused on speech, our goal is not just to induce the speaker's emotion but also to record naturalistic expressive utterances containing spontaneous emotion evoked in a usual environment for speakers.…”
Section: Introductionmentioning
confidence: 99%
“…There are a few studies on fusing affect recognition and usability evaluation [2][4] [12][13][14][15][16][17]. Most of them consider the usability of food or everyday items and evaluate the overall experience taking emotional factors into account.…”
Section: Related Workmentioning
confidence: 99%
“…The multimodal approach used in this study was able to provide a measure of the desirability of features, a measure of emotional tension and mental effort expended while performing tasks [17]. There are also some studies of games that utilise the channels used in emotion recognition [18][19] [20].…”
Section: Related Workmentioning
confidence: 99%