Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Prototyping an intelligent agent through Wizard of Oz
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
The role of emotion in believable agents
Communications of the ACM
The media equation: how people treat computers, television, and new media like real people and places
Direct manipulation for comprehensible, predictable and controllable user interfaces
Proceedings of the 2nd international conference on Intelligent user interfaces
Evaluating the utility and usability of an adaptive hypermedia system
Proceedings of the 2nd international conference on Intelligent user interfaces
Effects of message style on users' attributions toward agents
CHI '94 Conference Companion on Human Factors in Computing Systems
Affective computing
Proceedings of the third annual conference on Autonomous Agents
Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A Practical Guide to Usability Testing
A Practical Guide to Usability Testing
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
Personal and Ubiquitous Computing
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From Interactions to Integrations
INTERACT '97 Proceedings of the IFIP TC13 Interantional Conference on Human-Computer Interaction
Proceedings of HCI International (the 8th International Conference on Human-Computer Interaction) on Human-Computer Interaction: Ergonomics and User Interfaces-Volume I - Volume I
CHI '03 Extended Abstracts on Human Factors in Computing Systems
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Using a Wizard of Oz study to inform the design of SenToy
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Evaluating users' experience of a character-enhanced information space
AI Communications
In situ informants exploring an emotional mobile messaging system in their everyday practice
International Journal of Human-Computer Studies
Psychological responses to simulated displays of mismatched emotional expressions
Interacting with Computers
User-Centered Control of Audio and Visual Expressive Feedback by Full-Body Movements
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Visual Femininity and Masculinity in Synthetic Characters and Patterns of Affect
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Simulated Emotion in Affective Embodied Agents
Affect and Emotion in Human-Computer Interaction
Affective interaction: How emotional agents affect users
International Journal of Human-Computer Studies
PlayPhysics: an emotional games learning environment for teaching physics
KSEM'10 Proceedings of the 4th international conference on Knowledge science, engineering and management
Trusting experience oriented design
CHI '11 Extended Abstracts on Human Factors in Computing Systems
A user-centered approach to affective interaction
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
User interactions with an affective nutritional coach
Interacting with Computers
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One obvious challenge for affective interfaces is to find ways of checking whether the expressed emotions are understood by users, and whether the system can interpret user emotions correctly. Even more challenging is whether the overall usage scenarios are achieving their purpose of being e.g. engaging, fun, believable, or creating a relationship with the user, and how much of this can be attributed to the emotion modeling and expression. We propose a two-tiered design and evaluation model. We exemplifly this model through studies of three different affective interfaces: the Agneta & Frida system, the Influencing Machine, and SenToy & FantasyA.