mr. schuchhardt’s research. intro to frustration rules part 1 1. must bounce the ping-pong ball...
TRANSCRIPT
MR. SCHUCHHARDT’S RESEARCH
Intro to Frustration Rules Part 11. Must bounce the ping-pong ball from 1
foot away from the Solo Cup.2. One person may support the cup so it
doesn’t fall over.3. Each person must make 10 balls in 1
minute to receive participation points for the day.
4. 10 points if successful, 0 points if not.
Intro to Frustration Part 2 Rules1. Must make 10 quarters in the Dixie Cup
in 1 minute to receive participation points.
2. Must bounce the quarter off the lab table into the cup.
3. One person may support the cup to prevent it from falling.
4. 10 points for success, 0 points for failure.
Follow-Up Questions
1. Did you feel stressed out that you weren’t going to be successful?
2. What did your body start to do when you were stressed? How did you begin to perform? (think breathing, heart rate, etc…)
Sensors
We want to use sensors which are good at reading user emotions
Eye Tracker Pupils dilate when users are excited, nervous or
annoyed Accelerometers
We hypothesize that if users are annoyed they might fidget or move around
GSR Users tend to sweat when they are annoyed or
nervous GSR sensors measure this reaction (polygraphs)
Okay, so now what?
Well, we can detect emotions. So what?
We sat in a meeting and talked about what we could do with the sensors.
Objective
User frequently get annoyed with their computers
What if the computer could detect when they are annoyed?
If the computer notices the user is annoyed Try to automatically improve the
computer’s performance If the computer notices the user isn’t
annoyed Why not save some battery power?
Sensor Demonstration
Experiments
We first have to prove that we can detect when users are annoyed!
We artificially try to annoy the user by dimming the screen
We take sensor readings while we dim the screen
We run the experiments on multiple users from a variety of backgrounds
Data
What does it mean if the data changes before and after the annoyance?
What does it mean if the sensor doesn’t change before and after annoyances?
What does it mean at the beginning that all the users have different pupil values?
How could we explain the data for User 11?
What would the graph look like who just played the game with no annoyances?