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Affective User Modeling to Improve  Human-Computer Interaction Cristina Conati  Department of Computer Science University of British Columbia
Research Context (1) ,[object Object],AUI ,[object Object],[object Object],[object Object],Cognitive  Science HCI AI
Research Context (2) ,[object Object],User  Model Adaptation Inference Representation Inference
Long-term Research Goal ,[object Object],[object Object],[object Object],[object Object],[object Object],From Adaptation Cognitive Elements User Model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],User Model
Challenge ,[object Object],[object Object],[object Object],[object Object]
How to Assess a User’s Emotions? ,[object Object],[object Object],[object Object],[object Object],[object Object]
Why do We Care? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Educational Games ,[object Object],[object Object],[object Object],[object Object],[object Object]
Example: The  Prime Climb Educational Game ,[object Object],[object Object]
Our Solution ,[object Object],[object Object],[object Object],[object Object],Crucial to model student affect in addition to  learning
The Prime Climb Pedagogical Agent ,[object Object],[object Object],[object Object],[object Object]
Challenge ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Previous Approaches ,[object Object],[object Object],[object Object],[object Object]
Our solution ,[object Object],[object Object],[object Object]
The Prime Climb Affective Model   Player Reactions Predictive Assessment Emotional State Game-based Causes Based on the OCC Theory of Emotions  (Ortony Clore and Collins, 1998) Diagnistic Assessment
OCC Theory action OUTCOME Goals e.g., Have Fun Avoid Falling Defines 22 different emotions are the result of evaluating ( appraising ) the current circumstances with respect of one’s goals Joy/Distress Admiration/Reproach Pride/Shame Joy/Distress action OUTCOME Goals
The Prime Climb Affective Model   Player  Reactions Predictive Assessment Emotional State Game-based  Causes ,[object Object],[object Object],Diagnistic Assessment ,[object Object],[object Object],[object Object],[object Object]
Diagnistic Assessment ,[object Object],[object Object],[object Object],[object Object]
The Prime Climb Affective Model   Player  Reactions Predictive Assessment Emotional State Game-based  Causes ,[object Object],[object Object],Diagnistic Assessment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Very Encouraging Results
Lots of Exciting Future Work ,[object Object],[object Object],[object Object],[object Object]
Conclusions ,[object Object],[object Object],[object Object],[object Object]

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Modellazione affettiva sull’utente per migliorare l’interazione uomo-computer (Cristina Conati)

  • 1. Affective User Modeling to Improve Human-Computer Interaction Cristina Conati Department of Computer Science University of British Columbia
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  • 16. The Prime Climb Affective Model Player Reactions Predictive Assessment Emotional State Game-based Causes Based on the OCC Theory of Emotions (Ortony Clore and Collins, 1998) Diagnistic Assessment
  • 17. OCC Theory action OUTCOME Goals e.g., Have Fun Avoid Falling Defines 22 different emotions are the result of evaluating ( appraising ) the current circumstances with respect of one’s goals Joy/Distress Admiration/Reproach Pride/Shame Joy/Distress action OUTCOME Goals
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