Predicting User Action from Skin Conductance

Predicting User Action from Skin Conductance - Predicting...

Info iconThis preview shows pages 1–2. Sign up to view the full content.

View Full Document Right Arrow Icon
Predicting User Action from Skin Conductance László Laufer Budapest University of Technology and Economics Dept. of Ergonomics and Psychology 1111 Bp. Egry J.u.1.E.ép laufer@erg.bme.hu Bottyán Németh Budapest University of Technology and Economics Dept. of Telecom. and Media Informatics 1117 Bp. Magyar Tudósok Krt. 2. bottyan@tmit.bme.hu ABSTRACT There are many studies focusing on enhancing physiological data in user interfaces. On one hand biofeedback games are using skin conductance and heart rate data to reflect the emotional state of the user, on the other hand BCI research tries to conclude user intentions from EEG signals. In our research we are collecting usual biofeedback data but process it with complex algorithms similarly to the BCI methodologies. This way we are able to conclude more complex user states than relaxation or anxiety. In our experiments we asked users to play with a simple arcade game, while we were recording physiological data. We were training artificial neural networks to learn the time of user action from the physiological signals. The networks were capable of detecting and also predicting user action 2 seconds before it was carried out. Keywords Skin conductance, Artificial neural networks, Biofeedback ACM Classification Keywords H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION In recent years the affective aspect of Human Computer Interaction is being studied more intensively. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. IUI'08, January 13-16, 2008, Maspalomas, Gran Canaria, Spain. Copyright 2008 ACM 978-1-59593-987-6/ 08/ 0001 $5.00 User emotions are being measured during software usage by questionnaires and by physiological measurements as well. In some investigation these different approaches of the emotional sates are targeted, and aimed to be modified in certain ways during the interactions. Animated social agents communicating their emotions, and persuading us to feel certain ways, other applications are trying to make us laugh in frustrating situations. (Klein et al, 2001) Another way of utilizing user emotions is creating interfaces, which the user controls by his emotions. These games often involving biofeedback, or affective feedback (Picard, 1999) are presenting a new paradigm of interaction with computer systems, and have the capability of delivering experiences to users about their emotional states. RELATED WORK
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 2
This is the end of the preview. Sign up to access the rest of the document.

Page1 / 4

Predicting User Action from Skin Conductance - Predicting...

This preview shows document pages 1 - 2. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online