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eMoto – Affectively Involving both Body and Mind

eMoto – Affectively Involving both Body and Mind Presented by Shweta Malu. Introduction Research in psychology and neurology shows that both body and mind are involved when experiencing emotions. Emotions influence somatic signals, hormones, heart rate, and body movements.

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eMoto – Affectively Involving both Body and Mind

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  1. eMoto – Affectively Involving both Body and Mind Presented by Shweta Malu.

  2. Introduction • Research in psychology and neurology shows that both body and mind are involved when experiencing emotions. • Emotions influence somatic signals, hormones, heart rate, and body movements.

  3. Introduction continued • So there is a need to design for a affective involvement. • The main approach is to be user centric instead of inferring information of the users affective state. • Users should be allowed to express their own emotions rather than having their emotions interpreted by the system.

  4. Affective loop. • What is affective loop? -Input to the system. -Feedback from the system. To achieve the purpose of affective loop e-moto was designed.

  5. E-moto • Emoto is built in personal java and runs on P800 andP900 mobile phones two of Sony Ericsonn phones. • Touch sensitive screen and a stylus pen.

  6. Working of E-Moto • The users first types her text message. • To add the expression the users will navigate in the background of colors, shapes and animations through the use of effective gestures.

  7. Working continued

  8. Working continued. • The gestures are picked up with an accelerometer and a pressure sensor that we have added to the stylus pen. • Positive and negative gestures. • In e-Moto the gestures are therefore not specified in detail. Instead the system captures the underlying dimensions of emotional gestures in terms of movement and pressure.

  9. The extended stylus and a P900 running eMoto

  10. Affective expressions. • Colors shapes and animations combine to form affective gestures. • The study involved in this made users to perform gestures holding the modified stylus.

  11. Affective Expressions

  12. Evaluation • If the users takes time to add the affective expressions there is quite a possibility that we may loose expression. • Also if the gesture is too fast for the emotions like sadness then it would be difficult to predict the actual state of mind • Timing need to be worked on to capture the different emotional experience. • The model work on the assumption users are comfortable expressing there emotions. Some users may not be comfortable using the body language.

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