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Designing Unconscious and Enactive Interaction for Interactive Movie Experience

机译:设计用于互动电影体验的无意识和主动互动

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In a world full of sensors that gather personal data and digital solutions that use these data to provide feedback and personalized experiences, biofeedback is increasingly involved in the definition of new paradigms for tailoring interactions. Companies are collecting and using personal data to propose personalized services. Content providers are pushing users to produce data in order to create personalized storytelling experiences. In this context, the tech market is offering new low-cost solutions able to gather biodata. The paper reports the results of evidence-based explorations aimed at formalizing knowledge regarding the use of passive and unconscious interaction to control the fruition of storytelling artifacts. We investigate a new interaction paradigm that promise to seamlessly enable unconscious and enactive interactions for movie experiences. We propose the use of emotion recognition and eye-tracking as exploratory technologies that promise to be a potential contribution to richer access to the spectators' emotional involvement. We reflect on disruptive power of non-invasive technologies, given by the possibility to be used for home-cinema experiences. Investigating on emotional states of users in their decision we leverage on the emotive-cognitive data as a matter of creation and enabling of tailored movie experiences. Our research intends to explore the possibility of extracting knowledge from recognition of facial expressions that will contribute to foster its use in real-time passive interaction using emotion recognition as a trigger of enactivity that is not limited to interactive storytelling but opens new scenarios in the design of proactive systems for screens, spaces and environments. Furthermore, we provide suggestions as guidelines for the design of enactive experiences that leverage on emotion recognition and eye-tracking.
机译:在充满了收集个人数据的传感器和使用这些数据提供反馈和个性化体验的数字解决方案的世界中,生物反馈越来越多地参与定义交互的新范式的定义。公司正在收集和使用个人数据来提出个性化服务。内容提供商正在推动用户产生数据,以创建个性化的讲故事体验。在这种情况下,技术市场正在提供能够收集生物数据的新型低成本解决方案。该论文报告了基于证据的探索的结果,这些探索旨在正规化有关使用被动和无意识交互来控制讲故事的成果的知识。我们研究了一种新的交互模式,该模式有望无缝地实现电影体验的无意识和主动交互。我们建议使用情感识别和眼动追踪作为探索性技术,有望为丰富观众的情感参与提供潜在的帮助。我们反思非侵入性技术的破坏力,因为它可以用于家庭影院体验。在决定用户的情感状态时,我们会根据其情感认知数据的创建和量身定制的电影体验来加以利用。我们的研究旨在探索从面部表情识别中提取知识的可能性,这将有助于促进其在实时被动交互中的应用,其中情感识别可作为主动性的触发,而不仅限于互动讲故事,而且在设计中开辟了新的场景适用于屏幕,空间和环境的主动系统。此外,我们还提供一些建议,作为基于情感识别和眼动追踪的主动式体验设计的准则。

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