Framing an Appropriate Research Question 6b9b26d93da94caf993c038d9efcdedb.pdf
2016-04-27 research seminar, 2nd presenter
1. Avar Pentel
PhD student, Tallinn University,
School of Digital Technologies
Supervisor: Tobias Ley
• Area of reasearch:
– User profiling
– Detecting users motor behaviour via
standard input devices such as keyboard
and mouse
– and connecting it to users demographic
data, emotions, etc
2. Title of Presentation
Employing Think-Aloud Protocol to
Connect User Emotions and Mouse
Movements*
* Based on the paper (2015) with the same title
available at IEEE Xplore digital library:
http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=7387970
4. Outline of the Presentation
• Related work
• Experimental setup
– Data collection procedure
– Associating tasks to emotional states
– Features
– Machine learning
• Results
• Conclusion
5. Related work
• Special equipment
• Small samples
• Specific tasks, no general link between
emotion and mouse movement is studied
11. Example of mouse log
(x,y, timestamp)
70,34,1365354712662,74,34,1365354713453,78,3
6,1365354713488,81,38,1365354713517,85,44,13
65354713537,87,50,1365354713560,89,53,13653
54713573,90,58,1365354713598,91,63,13653547
13622,92,59,1365354713903,95,53,13653547139
27,97,49,1365354713942,100,45,1365354713954,
103,40,1365354713976,106,36,1365354714001,1
10,34,1365354714049,105,33,1365354714390,10
0,30,1365354714414,96,27,1365354714439,93,25
,1365354714475,93,21,1365354714561,95,18,136
5354714598,98,15,1365354714622
12. Data
• 916 game sessions played by 282
individual users. Participants were
between 12 and 52 years old.
• As each game session consisted of 24
searching tasks, we had all together 21984
comparable (standardized session-wise)
records, each of them presenting mouse
movement logs between two button clicks.
13. Connecting Emotions with Tasks
Old and New approach
1) Retrospective feedback
2) Concurrent Think-Aloud protocol
17. Self-Reports on Likert Scale
• Interviews with selected particiapants
(N=44)
• Right after game session
• Still image of the game session was shown
Content Confused
Binary mapping: (1-3) content, (5-7) confused,
(4) neutral
18. Self-Reports on Likert Scale
• Emotion data about 44*24=1056 tasks
• All target finging times standardized session-
wise
• Pearson correlation between self reports and
standardized finding time was found (r = 0.86)
Content Confused
19. Self-Reports on Likert Scale
• Tasks reported as confused had finding
speed 0.5 standard deviation below mean
• Tasks reported as content had finding
speed 0.5 above mean
Content Confused
Binary mapping: (1-3) content, (5-7) confused,
(4) left out a neutral
20. Separation of Classes
Standardized item finding speed
Second half of
each of these
logs counted as
characterizing
non confusion
First half of
each of these
logs counted
as
characterizing
confused state
22. Think-Aloud Protocol
• Users reported five kinds of emotions -
confusion, frustration, shame, content and flow.
Strongest emotions were confusion and
frustration. Here is an example how users were
expressing themselves during states of
confusion and frustration:
• “Where is number x, where is number x, it is not
there, it is impossible, I looked everywhere, it is
missing. “
• “It can’t be, you hide a button, it is not there.”
• “I saw it before, but now it is not there any
more.”
27. Final Datasets
• Confused class with 3170 examples
and all the rest with 18814 examples.
• In the case with separation gap
between classes, the second class had
12381 examples.
• Before applying classification
algorithms, we balanced our datasets.
32. Angle based features
• Sum of consecutive turns greater than an angle A (A counted by
45-degree step), normalized by number of movements.
• 18 features representing turns from 0 to 180 degrees’ by 10-degree
step. Counted results were normalized by the number of movements.
• Sum of all angles divided by number of movements – 1.
• σ of angles.
A
B
α
37. Conclusion
• Mouse movements reveal users
emotsional states
• But is the confusion and frustration in
current study comparable with
confusion and frustration caused by
solving mathematical equation or some
other cognitively more demanding task?
38. Conclusion
However, if we relay on
2D Circumplex Model of
Emotion, then all kind of
confusion and frustration
is located in the same
place.