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Integrating the strengths of cognitive emotion models with traditional HCI analysis tools

机译:将认知情绪模型的优势与传统人机交互分析工具相结合

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This paper reports an attempt to integrate key concepts from cognitive models of emotion to cognitive models of interaction established in HCI literature. The aim is to transfer the strengths of interaction models to analysis of affect-critical systems in games, e-commerce and education, thereby increasing their usefulness in these systems where affect is increasingly recognised as a key success factor. Concepts from Scherer's appraisal model and stimulation evaluation checks, along with a framework of emotion contexts proposed by Coulson (An everything but framework for modelling emotion. In proceeding of AAAI spring symposium on architectures for emotion, 2004), are integrated into the cycle of display-based action proposed by Norman (The design of everyday things. Basic Books, New York, 1988). Norman's action cycle has commonly been applied as an interaction analysis tool in the field of HCI. In the wake of the recent shift of emphasis to user experience, the cognition-based action cycle is deemed inadequate to explicate affective experiences, such as happiness, joy and surprise. Models based on appraisal theories, focusing on cognitive accounts of emotion, are more relevant to understanding the causes and effects of feelings arising from interacting with digital artefacts. The paper explores the compatibility between these two genres of model, and future development of integrated analysis tools.
机译:本文报告了将情绪认知模型的关键概念整合到 HCI 文献中建立的交互认知模型的尝试。其目的是将交互模型的优势转移到游戏、电子商务和教育中对情感关键系统的分析中,从而提高它们在这些系统中的实用性,在这些系统中,情感越来越被认为是一个关键的成功因素。Scherer的评估模型和刺激评估检查中的概念,以及Coulson提出的情绪情境框架(用于建模情绪的框架。在2004年AAAI春季情感建筑研讨会的进行中,被整合到Norman提出的基于显示的行动循环中(日常事物的设计。Basic Books,纽约,1988年)。Norman的行动循环通常被用作人机交互领域的交互分析工具。随着最近重点转向用户体验,基于认知的行动周期被认为不足以解释情感体验,如幸福、喜悦和惊喜。基于评估理论的模型,侧重于情绪的认知描述,更有助于理解与数字人工制品互动所产生的感受的因果关系。本文探讨了这两种模型类型之间的兼容性,以及集成分析工具的未来发展。

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