Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Portholes: supporting awareness in a distributed work group
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How might people interact with agents
Communications of the ACM
The computational beauty of nature
The computational beauty of nature
Presenting to local and remote audiences: design and use of the TELEP system
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The impact of animated interface agents: a review of empirical research
International Journal of Human-Computer Studies
Casablanca: designing social communication devices for the home
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Artificial Life: An Overview
LumiTouch: an emotional communication device
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Keeping in touch with the family: home and away with the ASTRA awareness system
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Awareness systems: known results, theory, concepts and future challenges
CHI '05 Extended Abstracts on Human Factors in Computing Systems
From awareness to connectedness: the design and deployment of presence displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A foundation for emotional expressivity
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
Presence: Teleoperators and Virtual Environments
Studying antecedents of emotional experiences in interactive contexts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Expressive control of music and visual media by full-body movement
NIME '07 Proceedings of the 7th international conference on New interfaces for musical expression
On the use of virtual animals with artificial fear in virtual environments
New Generation Computing
A Novel Approach to Express Emotions through a Flock of Virtual Beings
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Proceedings of the 26th annual ACM international conference on Design of communication
An affective model of user experience for interactive art
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Mood swings: design and evaluation of affective interactive art
The New Review of Hypermedia and Multimedia - Special issue on experience design - applications and reflections
Experience in social affective applications: methodologies and case study
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Showing emotions through movement and symmetry
Computers in Human Behavior
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Minimalist approach to show emotions via a flock of smileys
Journal of Network and Computer Applications
IEEE Transactions on Affective Computing
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While nowadays the most usual way to show emotions in digital contexts is via virtual characters, its use may raise false expectations (the user attributes human abilities to the virtual character). This paper proposes and explores an approach to express emotions which intends to minimize the user's expectations by using a non-anthropomorphic model. Emotions are represented in terms of arousal and valence dimensions. They are visualized in a simple way through the behaviour and appearance of a series of cartoonish clouds. In particular, the arousal value is expressed through the movement of these clouds (controlled by a flocking algorithm), while the valence value is expressed through their degree of darkness. Furthermore, the paper describes a user experiment which investigated whether the arousal and valence expressed by our model are appropriately interpreted by the users or not. The results suggest that movement and darkness are interpreted as arousal and valence respectively and that they are independent of each other.