Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States “Pain”, “Pleasure”, and “Neutral”
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11240%2F23%3A10478025" target="_blank" >RIV/00216208:11240/23:10478025 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216208:11310/23:10478025
Výsledek na webu
<a href="https://doi.org/10.1007/978-3-031-35979-8_11" target="_blank" >https://doi.org/10.1007/978-3-031-35979-8_11</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-3-031-35979-8_11" target="_blank" >10.1007/978-3-031-35979-8_11</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States “Pain”, “Pleasure”, and “Neutral”
Popis výsledku v původním jazyce
In real-world scenarios, humans estimate a large proportion of their perceived world contextually and use previous information to adjust or modify their expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different modalities. Intentional combinations of these two affective expressions may be implemented by using audiovisual media. It is to be expected that presentations involving incongruent combinations during gaming and other interactions with machines will alter perceptions and the impact of ambiguity. To evaluate the impact of sensory crosstalk a novel statistical analysis was developed to estimate the impact of each modality. The results show that the visual modality dominates for the pairing pain/pleasure for. The acoustic modality dominates for pain/pleasure, pain/neutral, and pleasure/neutral. For neutral/pain and neutral/pleasure, neither the visual nor the acoustic modality enables highly correct ratings. The findings are of high value to the psychology of perception on a theoretical level and game/media developers as application fields.
Název v anglickém jazyce
Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States “Pain”, “Pleasure”, and “Neutral”
Popis výsledku anglicky
In real-world scenarios, humans estimate a large proportion of their perceived world contextually and use previous information to adjust or modify their expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different modalities. Intentional combinations of these two affective expressions may be implemented by using audiovisual media. It is to be expected that presentations involving incongruent combinations during gaming and other interactions with machines will alter perceptions and the impact of ambiguity. To evaluate the impact of sensory crosstalk a novel statistical analysis was developed to estimate the impact of each modality. The results show that the visual modality dominates for the pairing pain/pleasure for. The acoustic modality dominates for pain/pleasure, pain/neutral, and pleasure/neutral. For neutral/pain and neutral/pleasure, neither the visual nor the acoustic modality enables highly correct ratings. The findings are of high value to the psychology of perception on a theoretical level and game/media developers as application fields.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
30103 - Neurosciences (including psychophysiology)
Návaznosti výsledku
Projekt
<a href="/cs/project/GJ19-12885Y" target="_blank" >GJ19-12885Y: Behaviorální a psycho-fyziologická reakce na prezentaci ambivalentních obrazových a zvukových stimulů</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II
ISBN
978-3-031-35978-1
ISSN
0302-9743
e-ISSN
1611-3349
Počet stran výsledku
10
Strana od-do
141-150
Název nakladatele
Springer
Místo vydání
Cham
Místo konání akce
Kodaň
Datum konání akce
23. 7. 2023
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
001294580400011