As a starting point, this page contains provisional working definitions from the first round of HUMAINE deliverables.
(originally from deliverable D3c):
Appraisal
In emotion
psychology the term appraisal
specifically refers to the cognitive evaluation antecedent to an emotional
episode. Central in this concept is the notion that different individuals (with
different motives, goals, norms…) will appraise
the same event/situation in a different way and, consequently, present
different emotional reactions. Appraisal
models are characterized by the appraisal
dimensions they include – i.e. the
aspects of the event/situation that have to be appraised by an organism in order to elicit an emotional reaction.
Scherer has labeled the appraisal
dimensions included in his model: stimulus
evaluation checks (SEC). In Scherer's model the outcome of the SECs is sequential. In his view, the relevance
of the situation/event is appraised first, followed by the implications of the situation/event for the goals and needs of the
individual. The outcome of the assessment of the individual's coping potential (evaluated control over
and personal power in the situation) takes place subsequently and, finally, the
compatibility of the event/situation with the norms and standards of the
individual will be assessed.
Motivation
Motivation is closely related to emotional reactions,
both as an antecedent factor and as
an outcome (consequence).
As antecedents, motives
contribute to the differentiation of emotional reactions. Individuals will
differ in the emotional reaction they will show in a similar situation
relatively to their variable motivations in this situation (see the notion of
appraisal above; in this sense motives include: needs, interests, desires, …).
In turn, motives are affected by emotional reactions. For example,
'fear' would entail a motivation to flight
and 'anger' a motivation to fight.
Some authors consider motivation to be a central component of emotional
reactions (see next section: motivational
models). In their view, the action
tendency (also called: action
readiness or motor preparation)
component of emotional reactions is the essence of the emotional reaction. (see
Frijda, 1986).
Approach and avoidance are two fundamental motives
(or action tendencies). They are
sometimes considered as the two ends of a single dimension. But this view is
largely questionable (as indicated by the existence of possible ambivalences,
when one aspect of a situation triggers avoidance, whereas another aspect of
the same situation triggers approach).
Feeling
The term emotion is sometimes used in reference
to the emotional feeling. The famous
controversy between William James and his opponents relied largely on this
confusion. When William James stated:
"My thesis is that
[…]? the bodily changes follow directly the PERCEPTION of the exciting fact, and
that our feeling of the same changes as they occur IS the emotion" (James, 1884, p. 190), he was referring to what we
would call today the emotional feeling.
With this statement, James was stressing the importance of the peripheral / physiological reactions for the subjective
experience of the emotional reaction, as one of his later statements
indicates: "Common sense says, we lose our fortune, are sorry and weep; we
meet a bear, are frightened and run; we are insulted by a rival, are angry and
strike. The hypothesis here to be defended says that this order of sequence is
incorrect, that the one mental state is not immediately induced by the other,
that the bodily manifestations must first be interposed between, and that the
more rational statement is that we feel
sorry because we cry, angry because we strike, afraid because we tremble, and
not that we cry, strike, or tremble, because we are sorry, angry, or fearful,
as the case may be. Without the bodily states following on the perception, the
latter would be purely cognitive in form, pale, colourless, destitute of
emotional warmth. We might then see the bear, and judge it best to run, receive
the insult and deem it right to strike, but we could not actually feel afraid or angry." (James, 1884, p. 190).
This view –
of the embodiment of emotional
feelings – is today largely accepted by most researchers in emotion psychology
and has been recently especially supported by Damasio (1994).
Scherer has proposed that the emotional
feeling could be considered to function as a monitoring system, integrating all information about the continuous
patterns of change in the autonomous and motor/expressive systems, as well as,
in the appraisal and motivational systems. In this view, the feeling corresponds to the reflection and integration of all the other emotional components.
Following Wundt's early proposal (introspection
as the method of choice for the study of mental states, 1897), emotional
feelings have often been considered in a phenomenological perspective.
Different subjective dimensions have
been put forward by various authors (see next section: dimensional models) to account for the subjective experience of emotion. The most common dimensions used
to describe this subjective feeling
are: (a) Valence – the degree of
pleasantness/unpleasantness of the emotional state – (b) Arousal – which corresponds to perception of the bodily activation associated to the emotional reaction. Other subjective dimensions used to
describe the emotional feeling also
include: control, power, tension, intensity, etc…
Basic emotions
Although basic emotions (also called: fundamental or discrete emotions) can be considered basic (or fundamental) in
a variety of different ways, this concept habitually refers to a research
tradition that emphasizes the role evolution
has played in shaping emotional reactions and displays (see next section: discrete emotion models). Basic emotions are defined as
corresponding to inborn, phylogenetically selected, neuro-motor programs. They are in limited number and are universal reactions (universality operates across ages,
across cultures and across species). The reliance on basic emotions gave rise to secondary notions such as: emotion blends (mixed emotions) – to account for the large variety of observed
emotional reactions and display rules
– to account for individual and cultural variations in emotional expressions.
Primary/secondary
emotions
This
distinction is especially problematic. It refers to several definitions
and should therefore be used only with caution.
In his emotion wheel, Plutchik (1962) classified emotion categories along four dimensions (positive/negative, primary/mixed, polar opposites, varying intensity). In this system, he distinguishes, eight primary emotions (fear, surprise, sadness, disgust, anger, anticipation, joy acceptance). In this view, secondary emotions are produced by combinations of primary emotions. Hence this definition of secondary emotions is close to the concept of emotion blends (see above).
Another definition of primary/secondary
emotions is used in the field of neuropsychology. In this field, primary emotions are innate, triggered
by sensory input, and processed through the limbic system. Whereas secondary emotions (also called social emotions) are acquired through
learning/experience, generated through higher cortical processing (frontal
cortices send signals to limbic structures to generate an emotional response)
and are not necessarily "embodied".
Emotional intelligence
The concept
of emotional intelligence (EI) was first introduced by Salovey
& Mayer (1990) and relatively quickly popularized by Goleman's (1995)
best-selling book. A central notion in this concept is that a variety of emotional skills/competences are related
and reflect a – more general – underlying emotional
competence. The emotional
skills/competences included vary according to the multiple models of EI
that have been proposed during the past decade. Skills/competences generally
included are related to several aspects, for instance:
·
regulation/coping – the ability to "manage" ones
emotional responses, reduce/suppress them or activate them
·
emotional resilience – the ability to recover from "traumatic"
experiences
·
expressivity and regulation
of expressivity – the ability to control – suppress, substitute or simulate
emotional expressions
·
emotional sensitivity – the ability to recognize emotions
expressed by others
·
abstract
understanding of emotional reactions and strategical use of this knowledge –
the ability understand and manipulate emotions in others, machiavelism or empathy
Current
studies of EI are frequently relying on verbal
reports (questionnaire studies). Past results in the fields of nonverbal skills, emotional sensitivity, regulation
or coping research suggest that some
of the emotional competences included in the broad concept of EI might actually
be relatively independent.
Emotion
Scherer's definition of emotion is the following: "Emotions are – "episodes of
massive, synchronized recruitment of
mental and somatic resources allowing to adapt to or cope with a stimulus event
subjectively appraised as being highly pertinent to the needs, goals, and
values of the individuals".
In this
definition the notion of synchronization
is a central feature. Emotions are seen as occurring when the cognitive,
physiological and motor/expressive components – which are usually more or less
dissociated in serving separate functions – synchronize, as a consequence of a
situation/event appraised as highly relevant for an individual.
For the more general definition of emotions, one crucial aspect is the
distinctive features of emotions as
compared with other
psychological states – that may have an affective element to them but that can
hardly be considered to be full-fledged emotions. Scherer has proposed a design
feature approach to distinguish the following classes of affective states:
• Emotions (e.g., angry, sad, joyful,
fearful, ashamed, proud, elated, desperate)
• Moods (e.g., cheerful, gloomy,
irritable, listless, depressed, buoyant)
• Interpersonal stances (e.g., distant,
cold, warm, supportive, contemptuous)
• Preferences/Attitudes (e.g., liking,
loving, hating, valuing, desiring)
• Affect dispositions (e.g., nervous,
anxious, reckless, morose, hostile)
The
design features proposed for the differential definition of these states are
partly based on a) response characteristics, such as intensity and duration or
the degree of synchronization of different reaction modalities (e.g.,
physiological responses, motor expression, and action tendencies); b)
antecedents (e.g., whether they are elicited by a particular event on the basis
of cognitive appraisal); and c) consequences in terms of stability and impact
on behavior choices. Table 1 shows a proposal for the specific feature profiles
of each state. The more important the feature to the definition of
the affect, the bolder the dot will be.


Table 1 – Defining different types of affect: A design
feature approach
All
of these states have relevance for HMI. However, one can expect that the
underlying mechanisms are variable and may interact in complex ways for the
different states. For example, each of these states is characterized by a
specific pattern of interaction between "push effects" (the biologically determined externalization of
naturally occurring internal processes of the organism, particularly
information processing and behavioral preparation) and "pull effects" (socioculturally
determined norms or moulds concerning the signal characteristics required by
the socially shared codes for the communication of internal states and
behavioral intentions). Given that the underlying biological processes are
likely to be dependent on both the idiosyncratic nature of the individual and
the specific nature of the situation, relatively strong interindividual
differences in the expressive patterns will result from push effects.
Conversely, for pull effects, a very high degree of symbolization and conventionalization,
and thus comparatively few and small individual differences, are expected. With
respect to cross-cultural comparison, one would expect the opposite: very few
differences between cultures for push effects and large differences for pull
effects. In consequence, computational models of affect that are to serve
useful functions in an HMI context need to make clear choices as to which kind
of state is to be modeled.
Model (in Cognitive Neurosciences)
The goal of Cognitive Neurosciences is to build a
model of cognition. A model is a representation that describes and explains the
different components, or sub-processes, involved in a cognitive process, as
well as the interactions between them. Building such model consists of
identifying the sub-processes and the organization that structures them.
Considering the fact that several models can be used to describe the same
cognitive activity, it is very important to settle rules and laws in regard to
the purpose of the model. For example, such a model must respect two
principles: biological plausibility and computational coherence and adequacy.
Computational modeling
Computational modeling has been inspired by Computer
Science approaches. It is meant to separate the information, made of the data
manipulated by the system, and the treatments, or actions described in terms of
rules. Representations, flow charts, are then built, giving a reflection of
what occurs in reality.
In order to do so, one has to:
• identify
the data (the signifier and the signified) ;
• identify
the correlations between them ;
• define
the actions (treatments) applied on the data ;
• take
into account the influences between the processes described.
One of the first computational model in Psychology has
been proposed by Atkinson and Shiffrin (1968, 1979). It describes memory in
terms of components through which the information transits. Each component is
identified by the quantity of information it will stock and the amount of time
it will be stored. The authors distinguish 3 memories (buffers): sensorial
memory, short-term memory, and long-term memory.
Although this model is not any more
accepted by the research community, it has helped to create this new approach.
(originally from deliverable D7b):
Action (or behavior) selection (versus decision making)
The problem of action (or behavior) selection for an autonomous agent consists in making a decision as to what behavior to execute next in order to fulfill several time-dependent, conflicting goals. It opposes to the more analytic, functional, “high-level” decision-making problem, which optimizes the behavioral choice using mathematical modeling of both agent and environment. An action selection mechanism provides a “low-level” arbitration between behavioral alternatives, following the synthetic approach to artificial intelligent of “Behavior-Based Robotics” and “Embodied Artificial Intelligence”.
Appraisal
Magda Arnold introduced the term appraisal in the 1960s, in the sense of direct, immediate, and intuitive evaluations, to account for qualitative distinctions among emotions. “Appraisal is the process triggered by an eliciting event wherein the subjective potential or actual significance of an event or situation is assessed; i.e., with respect to the subject’s own goals, needs, and concerns on the one hand, and the capacity to adapt on the other hand.” (Kappas, 2001, p.157).
A controversy about whether cognition is involved in appraisal can be considered mostly settled, along the lines cautiously put down in (Frijda ,1993, p. 379): "Then, how should one conceive of the basic processes of emotion elicitation? First, it must be admitted that it hinges upon a noncognitive step... primary appraisal often involves elaborate steps of inference and the intervention of knowledge. ...This most basic appraisal process may perhaps not meaningfully be caled cognitive, as it may not always involve comparison between two representations, whch might be taken as the minimal attribute of "cognition". Still, it involves some "computation" (LeDoux 1989, p. 271) and an appraisal process thus is a necessary condition for emotional experience and major aspects of emotional response.
Architecture
“The main goal of research in autonomous agents is to understand better the principles and organizations that underlie adaptive, robust, effective behavior. A secondary goal is to also develop tools, techniques, and algorithms for constructing autonomous agents that embody these principles and organizations. We call the totality of a set of principles and organizations, and the set of tools, algorithms and techniques that support them an “architecture” for modeling autonomous agents.” (Maes, 1995, page 138)
Architectures operationalized in robots are often called “controllers”.
In the context of Action Selection, an (action selection) architecture specifies the way in which different architectural elements, such as internal and external stimuli, motivations, emotions, behaviors, etc. are combined to produce the final selection of one behavioral alternative.
Artificial Intelligence (AI)
“Broadly
(and somewhat circularly) defined, is concerned with intelligent behavior in
artifacts. Intelligent behavior, in turn, involves perception, reasoning,
learning, communicating, and acting in complex environments. AI has as one of
its long-term goals the development of machines that can do these thing as well
as humans can, or probably even better. Another goal of AI is to understand
this kind of behavior whether it occurs in machines of in humans of other
machines.” (Nilsson, 1998)
Autonomous (and adaptive) agent
“An agent is a system that tries to fulfill a set of goals in a complex, dynamic environment. An agent is situated in the environment: It can sense the environment through its sensors and act upon the environment using its actuators. An agent’s goals can take many different forms: They can be “end goals” or particular states the agent tries to achieve, they can be a selective reinforcement or reward that the agent attempts to maximize, they can be internal needs or motivations that the agent has to keep within certain viability zones, and so on. An agent is called autonomous if it operates completely autonomously, that is, if it decides itself how to relate its sensor data to motor commands in such a way that its goals are attended to successfully. An agent is said to be adaptive if it is able to improve over time, that is, if the agent becomes better at achieving its goals with experience. Notice that there is a continuum of ways in which an agent can be adaptive, from being able to adapt flexibly to short-term, smaller changes in the environment, to dealing with more significant and long-term (lasting) changes in the environment, that is, being able to change and improve behavior over time.” (Maes, 1995, page 136)
Behavior-Based Robotics
A subdiscipline of (embodied) AI and autonomous robotics that conceives robots architectures in terms of “behaviors” or competence modules implementing the various activities that a robot can perform in the particular environment that it inhabits. A behavior-based robot has a set of behavior modules that compete with one another in order to gain control of the robot’s actuators. This discipline was born during mid 80’s as a response to the apparent “failure” of the more traditional “knowledge-based” or “top-down” Artificial Intelligence (AI) in building intelligent autonomous robots. It uses a “bottom-up” methodology to synthesize systems incrementally adding behavioral modules. It closely relates to “Embodied Artificial Intelligence”. (cf. Arkin, 1998)
Belief-Desire-Intention (BDI) Architecture
Within the research community concerned with software agents, the term beliefs-desires-intentions (BDI) has been used variously to denote a position on theoretically useful mental state distinctions, particular models of how these mental states affect reasoning and a genre of architectures or frameworks for developing software agents.
“BDI agents are rational agents having certain mental attitudes of Belief, Desire and Intention, representing respectively, the information, motivational and Deliberative states of agent. These mental attitudes determine the agent's behavior and are critical for achieving adequate or optimal performance when deliberation is subject to resource bounds.” (Rao and Georgeff, 1995).
Concern
“A concern is a disposition to desire occurrence or non-occurrence of a given kind of situation; the dispositions that turn given kinds of events into satisfiers or annoyers, into positive or negative reinforcers, for the subject or the species as a whole. The dispositions can be conceived as internal representations serving as standards against which actual situations are tested. These representations need not be explicit or reified or consciously accessible or consciously modifiable.” (Frijda 1986, p.335)
“Concerns are defined as internal
representations of preferred states that serve as standards against which
actual states of the world are tested. People seek to achieve them and events
may agree or disagree with them.” (Frijda et al. 1991, p.213)
Embodied Artificial Intelligence
New approach to studying Artificial Intelligence (AI) in the context of “complete” (embodied, situated) autonomous agents. It exploits the richness of behavior shown by an embodied agent that acts in the real world (as complex as it is) obtaining its (partial) information about the environment through its sensors in continuous interaction with the real world (situated agent). The development of Embodied AI has gone in parallel with “Behavior-Based Robotics”, the discipline that first pointed out the need to study intelligence in the framework of complete autonomous robots and that provides a natural test-bed for its theories.
Embodied Conversational Agent (ECA)
“Embodied conversational agents are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as they represent their human users in a computational environment (as avatars, for example); and (c) dialogue systems where both verbal and nonverbal devices advance and regulate the dialogue between the user and the computer.” (Casell et al., 2000, cover)
Emergence (emergent behavior, emergent functionality)
“Emergence is a classical concept in system theory, where it denotes the principle that the global properties defining higher order systems or ‘wholes’ (e.g. boundaries, organization, control, …) can in general not be reduced to the properties of the lower order subsystems or ‘parts’. Such irreducible properties are called emergent.” (Heylighen 1989)
“Agents can become more complex in two ways. First, a designer (or more generally a designing agency) can identify a functionality that the agent needs to achieve, then investigate possible behaviors that could realize the functionality, and then introduce various mechanisms that sometimes give rise to the behavior. Second, existing behavior systems in interaction with each other and the environment can show side effects, in other words, emergent behavior. This behavior may sometimes yield new useful capabilities for the agent, in which case we talk about emergent functionality. In engineering, increased complexity through side effects is usually regarded as negative and avoided, particularly in computer programming. But it seems that in nature, this form of complexity buildup is preferred.” (Steels, 1994). This notion is highly exploited by the new approach to Artificial Intelligence (AI) characterized as “Embodied AI”, “Botton-Up AI” or Behavior-Based Robotics.
However one has to be careful not to mistake emergence for the unexpected effects produced by a lack of understanding of the system:
“We are often told
that certain wholes are ‘more than the sum of their parts.’ We hear this
expressed with reverent words like ‘holistic’ and ‘gestalt,’ whose academic
tones suggest that they refer to clear and definite ideas. But I suspect the
actual function of such terms is to anesthetize a sense of ignorance. We say
‘gestalt’ when things combine to act in ways we can’t explain, ‘holistic’ when
we are caught off guard by unexpected happenings and realize we understand less
than we thought we did.” (Minsky, 1986, p. 27)
Emotional Contagion
“The
tendency to automatically mimic and synchronize facial expressions,
vocalizations, postures and movements with those of another person and,
consequently, to converge emotionally.” (Hatfield et al., 1992, pages
153-154)
Ethology
The study of animal behavior under natural conditions, i.e., the animal’s responses are interpreted within the context of its actual environmental situation. Its aim is to interpret behavioral acts and whole patterns of animal behavior in ways that emphasize their functions and evolutionary history. Tinbergen (1963) categorized four areas of study in ethology: function, causation, ontogeny and evolution of behavior.
Goals
“One hallmark of an active goal is that the individual will persist on the task, striving to reach the desired goal, in spite of obstacles and interruptions.” (Bargh and Chartrand 1999, p. 472)
“Once activated, a goal operates in the same way whether activated by will or by the environment” (ibid., p. 470)
“Goals do not require an act of will to operate and guide information processing and behavior. They can be activated instead by external, environmental information and events. Once they are put into motion they operate just as if they had been consciously intended, even to the point of producing changes in mood and in self-efficacy beliefs depending on one's degree of success or failure at reaching the goal. The goal does not know the source of its activation and behaves the same way regardless of where the command to do its thing came from (...). Note that this argument applies to complex self-regulatory goals - such as those that serve achievement motives - as well as to simpler behavioral goals.” (ibid., p. 473)
“The process of goal pursuit does not stop with the behavioral attempt to attain the goal, however. Inevitably, the individual either achieves or does not achieve (in varying degrees) the pursued goal and tends to evaluate his or her performance following the attempt. Many researchers have demonstrated the consequences of success or failure at conscious goal pursuit for one's mood and beliefs of self-efficacy (...). ... Our approach suggests that there are such consequences of succeeding and failing, even at goals of which one was not aware of pursuing.” (ibid. p.472)
Neural Network
A Neural Network is a network of nerve cells (neurons) in an organism. Artificial Neural Networks (ANN) is the discipline of computer sciences that models those biological neural networks to use its computational properties. (cf. Rolls and Treves, 1998; Arbib, 2003)
Neuromodulation
Neuromodulation refers to the action on neurons of a large family of chemicals called neuromodulators, e.g., dopamine, serotonin and norepinephrine. Each neuromodulator activates specific receptors on the neural membrane, having specific effects on the functioning of the neuron. Since neurons in different parts of the brain may have different receptors within its membrane, the same neuromodulator can thus have distinct effects in different parts of the brain. The overall result is that a single neuromodulator can modulate the functioning of a neural network. (cf. Kravitz, 1988; Fellous, 1999, 2004)
Perception-Action Model
(or Hypothesis)
“The
Perception-Action Hypothesis (a term from motor behavior) is grounded in the
theoretical idea, adopted by many fields over time, that perception and action
share a common code of representation in the brain.” (Preston et al., 2002) This hypothesis is closely
related to the principle of sensory-motor coordination in Embodied AI and
Behavior-Based Robotics, that states that all (intelligent) behavior is to be
conceived as sensory-motor coordination that serves to structure the sensory
input (cf. Pfeifer and Schreier, 1999).
Regulation (of emotions)
Emotion regulation refers to a broad constellation of processes that serve to either amplify, attenuate or maintain the strength of emotional reactions. Included among these processes are certain features of attention that regulate the extent to which an organism can be distracted from a potentially aversive stimulus and the capacity for self-generated imagery to replace emotions that are unwanted with more desirable imagery scripts. Emotion regulation can be both automatic and controlled. Automatic emotion regulation may result from the progressive automatization of processes that initially were voluntary and controlled and have evolved to get generated in the absence of recruiting associated regulatory processes. For this reason, it is often conceptually difficult to distinguish sharply between where an emotion ends and regulation begins. Even more problematic is the methodological challenge of operationalizing these different components in the stream of affective behavior. (Davidsson 1999, p.104)
Rule-Based System
A rule-based system is a particular instance of symbolic AI. As the name suggests, a rule-based system uses a library of operators or rules (e.g., of the form If CONDITION(S) then ACTION(S)) specific to a particular problem domain. Hence, the term ‘expert system’ describes a kind of rule-based system where the rules have been supplied by a human expert. An example of this is Prospector, an expert system used to assist geologists in locating valuable mineral deposits such as oil, coal or precious metals.
Standards
Standards are a major determinant of the psychological significance of an event. A “standard” is a criterion or rule established by experience, desires, or authority for the measure of quantity and extent or quality and value. Both people and situations can be differentiated in terms of associated standards. Personal standards are seen to play an important role for individual differences in motivation, self-regulation and self-evaluation. Standards can function either as reference points or as regulatory criteria (e.g., tendency to surpass the performance of another person).
Standards constitute different kinds of knowledge – general declarative knowledge (social category standards), episodical knowledge (e.g., autobiographical standards), and procedural knowledge (e.g., normative guides).
Social standards are established by past interpersonal experiences, knowledge of self and others, and current social contexts. Action that occurs in relation to social standards is social action. (cf. Higgins, 1990)
Symbolic Artificial Intelligence
Symbolic AI is best defined with the help of the classical water jugs problem: We have one 3-liter jug, one 5-liter jug and an unlimited supply of water. The goal is to get exactly one liter of water into either jug. Either jug can be emptied or filled, or poured into the other. One approach to implementing a solution would be to define a set of rules that encapsulate the behavior of water levels in the jugs after each action has been carried out. Consequently, the task can be regarded as the manipulation of the rules until the goal is reached, perhaps by depth-first search. Therefore, symbolic AI, as illustrated by this example, considers intelligence as problem solving that can be characterized by a set of rules and a method for manipulating them in order to satisfy some goal. Importantly, a result of this approach to AI is that the solution can be “human interpretable” – the solution is the sequence of rules applied to an initial state that solves the problem.
Uphill Analysis and Downhill Invention (Braitenberg’s Law of)
“It is pleasurable and easy to create
little machines that do certain tricks. It is also quite easy to observe the
full repertoire of behavior of these machines - even if it goes beyond what we
had
originally planned, as it often does. But it is much more difficult to start
from the outside and try to guess internal structure just from the observation
of behavior. It is actually impossible in theory to determine exactly what the
hidden mechanism is without opening the box, since there are always many
different mechanisms with identical behavior. Quite apart from this, analysis
is more difficult than invention in the sense in which, generally, induction
takes more time to perform than deduction: in induction one has to search for
the way, whereas in deduction one follows a straightforward path. A
psychological consequence of this is the following: when we analyze a
mechanism, we tend to overestimate its complexity. In the uphill process of
analysis, a given degree of complexity offers more resistance to the workings of
our mind than it would if we encountered it downhill, in the process of
invention.” (Braitenberg, 1984, page 20)
User Model
A formal representation of the main characteristics of a user that may affect his/her interaction with software products or, more in general, with technology.
User models can have static or dynamic components. The static component includes a description of the long-term characteristics which are not likely to vary during interaction (typically: gender, name, social status). The dynamic component includes a description of those characteristics which are less stable (typically, knowledge, in interaction with intelligent tutoring systems). As far as characteristics with some affective connotation are concerned, the following is a list of the main ones, in decreasing order of stability: personality traits, values, norms, goals, preferences, mood, beliefs, intentions, attitudes, emotions.
User Modeling
The method (and the software component that performs it) to build an initial user model and to update it consistently during interaction. Building and updating may be performed in an implicit or an explicit way. In implicit user modeling, data are acquired by the system without directly requesting them to the user. In explicit user modeling, data are acquired by direct interviewing. In both cases, some form of reasoning on the acquired data has to be done, to infer the user modeling features. An example of implicit acquisition in affective user modeling would be the “recognition” of the user’s emotional state from biological signals. An example of explicit acquisition: filling-up of personality questionnaires.
A key problem in user modeling is to insure
consistency after updating. To this aim, typical methods of
artificial intelligence may be applied: if the model is represented in
logical form, truth maintenance and non monotonic reasoning methods are
applied; if uncertainty is represented in the model, bayesian updating is the
widely recognized appropriate method to apply. Other methods (like fuzzy logic,
neural networks or learning algorithms) are appropriate in more specific
domains and cases.
(originally from deliverable D8b):
Persuasion = the definitions, that historically has been given, can be divided according to what they refer to.
- Definitions referring to the goal of persuasion: (behaviour, attitude or action inducement)
- Definitions referring to the functioning of persuasion: (e.g. peripheral vs. central route in the elaboration of a message [Petty & Cacioppo, 86]?. Persuasion uses the peripheral route of the receiver).
We converge with the first point of view: persuading a (human or artificial) agent implies planning how to modify its predispositions to certain actions, its/his/her complex of beliefs and judgments (see also the concept of “argumentation”). According to the work developed by linguists, philosophers and cognitive psychologists, persuasion may appeal to both the informational and the emotional route of the recipients [Petty & Cacioppo, 86; Sillince & Minors, 91]. In defining persuasion we differentiate a “large” definition of persuasion (behaviour inducement) from a “narrow” one (action inducement). Another distinction can be made between the weak notion (capturing the idea that persuadee is not already planning to perform the required action/behaviour) and the strong notion (capturing the idea that persuadee has also some barriers against the required action/behaviour).
Influence = when loosely speaking about persuasion we are in the field of (social) influence, defined as: “affecting or changing how someone behaves or thinks”.
Argumentation = Argumentation is strictly connected with the concept of rationality. It is a resource for persuasion because:
- Planning of the message involves some sort of ‘rational’ activity, even when emotion inducement is employed as a means to increase the persuasion strength. On the other side, the way persuasion is performed (items selected, their order of presentation, their ‘surface’ formulation) also depends on the emotional state of the persuader.
- Argumentation is concerned with the goal of making the receiver believe a certain proposition (influence his mental state) and, apart from coercion, the only way to make someone doing something (persuasion) is to change his beliefs [Castelfranchi, 96]?.
Persuasion includes a-rational elements as well and so is a “superset” of argumentation. This does not rule out that there is a role for emotion within argumentation [Miceli et al.]?: through arousal of emotions (see Rhetorics) or through appeal to expected emotions. In classical argumentation, though, these problems are not addressed since emotional argumentation is often considered as some sort of ‘deceptive’ argumentation [Grasso et al., 00]?.
Coercion = using force to “persuade” someone to do something he is not willing to. Obviously coercion falls out of our definition of persuasion.
Rhetorics = the study of the ways of using language effectively. This area of studies concerns the linguistics means of persuasion (one of the main, but not the only one).
Affective verbal communication = natural language communication finalized either to inform the hearer about an affective state or to induce emotions, affective attitudes, opinions and evaluations.
Affective induction = It consists of the communication process that induces affective states/attitudes in the recipients.
Affective attitudes = They consist of complex mental state such as beliefs, feelings, values, and dispositions to act in certain ways
Evaluative language = Evaluative language is the kind of language that expresses an evaluation/appreciation of the object of the discourse. The evaluations/appreciations reflect the opinions and/or the attitudes of the speakers. Evaluative language is called also subjective language.
Slanting = Slanted writing
is the type of writing that springs from our conscious or subconscious choice
of words and images. In particular we refer to slanting writing whenever we
load our description of a specific situation with vivid, connotative words
and figures of speech. Below
are some examples of a denotative (no slant) word and its positive and negative
word associates.
|
NO SLANT |
POSITIVE SLANT |
NEGATIVE SLANT |
|
Eats |
Dines |
Gorges |
|
Doctor |
Physician |
Quack |
|
Car |
Sedan |
Jalopy |
|
Old age |
Golden years |
Decrepitude |
|
Intoxicated |
Tiddly |
Smashed |
Polarity or gradability in the lexicon = The valence of emotion
words. It is related to semantic orientation of words (e.g. positive and
negative lexicon). Some recent works in NLP show that is possible to partially
learn these features from corpora in an automatic way.
Emotion words, affective lexicon = It is important to have lexical resources that contain words referring to emotions (e.g. anger, fear), moods (animosity, affable), emotion-related cognitive states (confusion, dazed), emotional responses (tremble, cry), etc. An affective lexicon is per se an important resource for many applications, both based on language recognition and on language production. The potential applications in natural language processing are the basis for those in human-computer interaction.
Computational humour = An emerging computational field in artificial intelligence that deals with building systems capable of inducing amusement and affecting the emotional state of users.
Empathy = The process by which one agent’s affective state (the target) modulates in a similar way to that of another agent (the source), drawing on situation or expression. In cognitive empathy the target understands the affective state of the source (a specific variant of the theory of mind) – for example, seeing the source lose its wallet understands that the source is sad, or seeing the source cry understands that it is sad. In affective empathy the target itself feels the affective state of the source; finally in ideomotoric empathy the motor action of the target is modulated by that of the source – for example, seeing the source dancing makes the target want to dance too.
Empathic agent = An empathic agent is either able to produce a feeling of empathy in another agent or to itself respond empathically, or both.
Emergent narrative = A participative style of narrative in which the lower-levels of narrative structure emerge from interaction between characters rather than being scripted as part of a pre-defined plot.
Story-telling = A style of narrative in which a particular agent - the story-teller – presents a narrative to one or more agents, usually through verbal and accompanying expressive behaviour.
(originally from deliverable D9b):
Usability: The process of creating and evaluating a system which delivers a positive user experience.
Evaluation: The process of submitting a design (whether concept, prototype, or finished system) to examination through some form of observed use, towards gathering information that will be helpful for further iteration.
User-centred design: Design of systems which integrally incorporates the needs, context, and insights of future users.
Participatory design: Design which incorporates members of the target user group as part of the design team.
Phenomenology: a 20th-century philosophical movement dedicated to describing the structures of experience as they present themselves to consciousness, without recourse to theory, deduction, or assumptions from other disciplines such as the natural sciences (Microsoft Encarta)
User Experience: The overall set of perceptions and reactions during a system’s use, which are co-emergent from the person and the system with which s/he is engaged.
Quantitative Measures: Instruments to collect data in controlled settings, which will be analyzed statistically. (See Ebling and John, 2000, for an interesting discussion of the relative merits of quantitative and qualitative data in usability evaluation).
Qualitative Measures: Methods for collecting data which seek to preserve context and subjectivity, and which lean toward thick description rather than statistical summaries. (See Ebling and John, 2000, for an interesting discussion of the relative merits of quantitative and qualitative data in usability evaluation).
Validity: The extent to which an instrument adequately and accurately captures the theoretical construct it seeks to measure (e.g. does a Likert scale asking how ‘usable’ a system was capture the theoretical construct of successful user experience).

Emotion-Aware Natural Interaction
