This document discusses a novel approach to designing affective robots called "abstract affective robotics". The key ideas are:
1) Recent research shows emotion recognition does not require anatomical features like faces, but can rely on basic motion and form alone.
2) Abstract art focuses on essential visual components and their experiential qualities. Taking a psychological view of abstract art provides insights for designing objects based on essential components of emotion recognition.
3) The document reviews mechanisms like isolation, peak-shift principle, and translation that are fundamental to both abstract art and could inform the design of abstract affective robots based on minimal requirements for emotion expression.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
An understanding of graphical perceptioneSAT Journals
Abstract Graphics was a two dimensional notion till the nineteenth century. It was only in the twentieth century, during the modern movement, that graphics emerged as a three dimensional tool. During the same time architecture also had a change in its definition and there was a breakthrough in the design industry. Colour which was earlier used as a superficial element for decoration now, started being used as a design element of third dimension in architecture. Designing with colour therefore it must be considered in all its aspects of which are related to one another, so that virtually in any work in which colour plays a role all must be taken into accent. Colours have a profound effect on mind and emotion and influence our mood and feelings. Colour can reinforce ideas of form and material; express its divisions and proportions. Colour can underline an architectural statement, it can punctuate, direct and focus attention and compensate in a way unlike any other abstract element”. How graphical use of colour can create a statement in architecture.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Analysing Images A Social Semiotic PerspectiveJennifer Daniel
The document discusses Kress and van Leeuwen's theory of visual grammar and its application to analyzing images. It uses an image advertising honeymoon packages to illustrate the theory. The image analysis finds that it represents a happy couple looking at the viewer to encourage identification, using narrative and conceptual structures. It establishes a close social relationship with the viewer through its interactive meanings. The document concludes that the image presents an idealized model of a married couple on holiday for contemplation.
Exploration of Rhetorical Appeals, Operations and Figures in UI/UX DesignOmar Sosa-Tzec
Conference Paper presented in LearnxDesign 2015, the 3rd International Conference for Design Education Researchers
Abstract.
In this paper, we introduce a first pass of a rhetorical handbook intended for UI/UX designers. This handbook is based on an earlier version for graphic designers, introduced by Ehses & Lupton in 1988, in which diverse rhetorical concepts are illustrated through graphic work. For the UI/UX version, we examined desktop, web and mobile interfaces in order to illustrate the same concepts. In this first pass, we observe that the three modes of appeal (i.e., pathos, ethos and logos) fluctuate throughout the user experience. Additionally, we learned that rhetorical operations aid describing the adjustments made on an interface to work in different platforms. Further, the rhetorical figures (tropes and schemes) help to describe conceptually the interface’s composition and interactions. The concepts presented in the handbook provide a framework to examine and critique user interfaces, through which the disciplines of user experience and rhetoric connect.
This is an exercise on unfolding especial dimensions of Urbanism. In this exercise, we explore SKILLS, TOOLS, VALUES, KNOWLEDGE and VALUES of the URBANIST, suing mind mapping techniques to discuss and expand our ideas.
Facial Expression Recognition System: A Digital Printing Applicationijceronline
International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity.
Facial Expression Recognition System: A Digital Printing Applicationijceronline
International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
An understanding of graphical perceptioneSAT Journals
Abstract Graphics was a two dimensional notion till the nineteenth century. It was only in the twentieth century, during the modern movement, that graphics emerged as a three dimensional tool. During the same time architecture also had a change in its definition and there was a breakthrough in the design industry. Colour which was earlier used as a superficial element for decoration now, started being used as a design element of third dimension in architecture. Designing with colour therefore it must be considered in all its aspects of which are related to one another, so that virtually in any work in which colour plays a role all must be taken into accent. Colours have a profound effect on mind and emotion and influence our mood and feelings. Colour can reinforce ideas of form and material; express its divisions and proportions. Colour can underline an architectural statement, it can punctuate, direct and focus attention and compensate in a way unlike any other abstract element”. How graphical use of colour can create a statement in architecture.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Analysing Images A Social Semiotic PerspectiveJennifer Daniel
The document discusses Kress and van Leeuwen's theory of visual grammar and its application to analyzing images. It uses an image advertising honeymoon packages to illustrate the theory. The image analysis finds that it represents a happy couple looking at the viewer to encourage identification, using narrative and conceptual structures. It establishes a close social relationship with the viewer through its interactive meanings. The document concludes that the image presents an idealized model of a married couple on holiday for contemplation.
Exploration of Rhetorical Appeals, Operations and Figures in UI/UX DesignOmar Sosa-Tzec
Conference Paper presented in LearnxDesign 2015, the 3rd International Conference for Design Education Researchers
Abstract.
In this paper, we introduce a first pass of a rhetorical handbook intended for UI/UX designers. This handbook is based on an earlier version for graphic designers, introduced by Ehses & Lupton in 1988, in which diverse rhetorical concepts are illustrated through graphic work. For the UI/UX version, we examined desktop, web and mobile interfaces in order to illustrate the same concepts. In this first pass, we observe that the three modes of appeal (i.e., pathos, ethos and logos) fluctuate throughout the user experience. Additionally, we learned that rhetorical operations aid describing the adjustments made on an interface to work in different platforms. Further, the rhetorical figures (tropes and schemes) help to describe conceptually the interface’s composition and interactions. The concepts presented in the handbook provide a framework to examine and critique user interfaces, through which the disciplines of user experience and rhetoric connect.
This is an exercise on unfolding especial dimensions of Urbanism. In this exercise, we explore SKILLS, TOOLS, VALUES, KNOWLEDGE and VALUES of the URBANIST, suing mind mapping techniques to discuss and expand our ideas.
Facial Expression Recognition System: A Digital Printing Applicationijceronline
International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity.
Facial Expression Recognition System: A Digital Printing Applicationijceronline
International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity.
The document discusses several talks and films related to design. It summarizes key points about design thinking, including that design is a system influenced by purpose and intentions. Activity theory frames human activity via social interaction. Design goes beyond aesthetics to consider functionality from various perspectives. A good design solves problems effectively. Typography and choice of fonts convey tone and meaning. Land artist Andy Goldsworthy creates temporary or permanent art forms using natural elements that transform over time.
Notes from Beth E. Koch's presentation, "Perception of Typefaces: A Quantitative Visual Methodology" at SOTA's TypeCon, Milwaukee, Wisconsin, USA, August 5, 2012
USER EXPERIENCE AND DIGITALLY TRANSFORMED/CONVERTED EMOTIONSIJMIT JOURNAL
The document describes a new model called Measuring User Experience using Digitally Transformed/Converted Emotions (MUDE) which measures two metrics of user experience (satisfaction and errors) using facial expressions and gestures captured by an Intel interactive camera. An experiment was conducted with 70 participants who used a software application while their facial expressions and gestures were recorded. The results from the camera were then compared to responses from a System Usability Scale questionnaire to determine if attitudes towards usability matched between the two methods. The study found consistency between the camera-captured emotions and questionnaire responses regarding usability. The MUDE model provides a new approach to evaluating user experience based on digitally measuring emotions expressed during interaction.
Coates: topological approximations for spatial representationArchiLab 7
The document summarizes a student thesis that applies a Growing Neural Gas (GNG) algorithm to represent spatial topology. GNG is a type of self-organizing neural network that can learn and adapt based on "point intensity" or activity levels in a space. It creates a topology-preserving network of nodes to model spatial cognition. The student aims to further combine GNG with a Radial Basis Function for more flexibility, or with ant colony clustering for unsupervised classification of spaces. Representing spaces as evolving neural networks based on activity levels provides a model for understanding spatial cognition and complexity in architectural design.
This document discusses using narrative space design concepts and storytelling as a design strategy for public spaces and environments. It proposes gathering stories from local users to inform design and using storytelling to prototype services. The concept design process involves identifying spatial elements and human actions through observation, then transforming experiences into spatial patterns through diagrams, sketches and models. The goal is to reflect local identity and inspire through aesthetic quality. Spatial patterns are analyzed through basic elements, grids, and routes to explore relationships between space and movement. The final outcomes aim to structure spaces as narrative sites transformed through sequences of user movement.
Agent-Based Modeling for Sociologists is a crash course on how to build ABM in the social sciences. This presentation has an introduction to OOP and then discusses three models in details, along with their NetLogo implementation
This document is a critical report by Maria Gomez for her MA in Digital Media at London Metropolitan University. The report discusses Mood Mixer, an interactive installation created by Gomez that allows users to create music by selecting different moods. Gomez analyzes Mood Mixer through communication and interactivity theories. She compares it to other projects like Reactable and We Feel Fine that also engage users to actively generate content. While definitions of interactivity vary, Gomez argues it is evolving to demand higher levels of user participation and collaboration as technology advances.
Determining the Role of Culture on Promotion of Creativity in DesignParisa Aminsobhani
This paper is based on this assumption that creativity is not just a
process based on trial & error, but based on the context within which
such a process occurs. Such a context had been nominated by terms
such as emotion and related terms. We think that culture has a better
potential to describe the context, moreover it can have an interactive
dialogue with the creative process. The case study chosen for such a
proposal is a water canal in Tajrish Square. While such a location had
been designed functionally, regarding the current situation, we tried to
examine and develop how cultural context could help us be more
creative. The method for generating visual creative data out of the study
was based on re-arrangement /change process of the gained information
and symbols in the form of images of the perceived, which has been an
inspiringly self-developed method. We think that through the chosen
assumption and related method,creativity could empower the
imagination domain and help us generate better ideas. In other words,
the purpose of current survey is to recognize the role of culture on the
prosperity and fruitfulness of creativity by designers to obtain creative
forms. The further findings of our research proposes that renovating the
hidden cultural concepts through designed artifacts applied in the
chosen landscape would not only have more pleasant effect for the
viewers, but could help the urban-policy makers reaching the target
behavior, in this case a more sustainable and enriched social interaction.
Familiarity with cultural concepts and selection of myth -as the cultural
motif- and identification of similarities and the cases of semanticideological
dissimilarities in different cultural myths have been assessed
using library sources. However, the ideological and cultural similarities
2
in a geographical region would not necessarily accompany with
identification of form.
Keywords: Culture, Creativity, Design, Form, Myth.
Urban environments are complex systems composed of interconnected human and physical elements. Traditional urban planning methods based on rationalism and reductionism have proved inadequate in addressing this complexity. Complexity theory provides an alternative framework using concepts like complex adaptive systems, emergence, and self-organization. This paper will introduce complexity theory metaphors and discuss their application to analyzing urban areas and revising urban planning approaches to better address the evolving complexity of cities.
Dynemo a video database of natural facial expressions of emotionsijma
DynEmo is a database available to the scientific community (https://dynemo.upmf-grenoble.fr/). It contains
dynamic and natural emotional facial expressions (EFEs) displaying subjective affective states rated by
both the expresser and observers. Methodological and contextual information is provided for each
expression. This multimodal corpus meets psychological, ethical, and technical criteria. It is quite large,
containing two sets of 233 and 125 recordings of EFE of ordinary Caucasian people (ages 25 to 65, 182
females and 176 males) filmed in natural but standardized conditions. In the Set 1, EFE recordings are
associated with the affective state of the expresser (self-reported after the emotion inducing task, using
dimensional, action readiness, and emotional labels items). In the Set 2, EFE recordings are both
associated with the affective state of the expresser and with the time line (continuous annotations) of
observers’ ratings of the emotions displayed throughout the recording. The time line allows any researcher
interested in analysing non-verbal human behavior to segment the expressions into small emotion excerpts
Rhetorical Handbook. An Illustrated Manual for UX/UI Designers.Omar Sosa-Tzec
This handbook is the result of an exploratory study that tries to connect rhetoric and user experience (UX). Here, the user interface (UI) becomes the middle point through which rhetorical figures can be applied to influence the user experience.
Based on the "Rhetorical Handbook" by Hanno Ehses and Ellen Lupton (1988)
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
A B S T R A C T
For centuries the aesthetic significance of space organization has been one of the significant subjects of study for most artists, architects, urban designers and philosophers. Cities which experience diverse stages of growth transmit dissimilar aesthetic values due to their locations, culture, history and background. This research will try to take out the aesthetic values of the traditional European cities through the literature on aesthetic of urban design. Accordingly, this study reflects the term urban aesthetics in spatial organization. It tries to answer the question of how space organization can lead to the aesthetic understanding of a place. The methodology for this study developed based on grounded theory study and qualitative assessments of European cities thorough the literature review. Overall, the study assessed integration, visual connectivity, vitality, spatial quality, as the main factors in shaping the aesthetic quality of the urban environment in European traditional cities. At the end, it proposed the findings to apply in contemporary urban designing.
CONTEMPORARY URBAN AFFAIRS (2018) 2(1), 66-75. Doi: 10.25034/ijcua.2018.3659
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
This document discusses applying the theory of aesthetic morphology to analyze animated artworks. Aesthetic morphology focuses on describing, comparing, and analyzing the form, content, and style of art objects. The document reviews the key aspects of aesthetic morphology and how it has traditionally been used to study static art forms. It then proposes that aesthetic morphology could also be applied to animated works by examining aspects like animation design, movement, sound design, and narrative structure. The researchers conducted a comprehensive literature review to develop a framework for how aesthetic morphology's analysis of form, content and style can explore characteristics of animation works by certain creators, time periods, or geographic locations.
Visual Grammar
Grammar and vocabulary are a part of our day to day lives. Rather, they’re a basic and important part of human’s existence. If one has no sense of grammar, one cannot even communicate with another person. Everyday that we speak, hear, let our ideas be known, communicate, let our feelings be known to one another, the basic thing that we use to do all this is language and grammar. One of the lesser known types of grammar, and a very interesting one, is visual grammar. Keep reading to know what it is all about.
Honkela.t leinonen.t lonka.k_raike.a_2000: self-organizing maps and construct...ArchiLab 7
This document discusses using self-organizing maps (SOMs) to model constructive learning. It presents two key ideas:
1) SOMs provide a more realistic model of human learning than traditional computer memory models, as they are dynamic, associative, and adapt existing knowledge rather than just storing facts.
2) SOMs can be used in computer-supported collaborative learning environments to help visualize complex concepts and support inquiry-based learning processes. Two examples of using SOMs for these purposes are described.
The document provides a 5-step process for requesting and obtaining writing assistance from the HelpWriting.net service:
1. Create an account with a password and email.
2. Complete a 10-minute order form with instructions, sources, and deadline.
3. Review bids from writers and choose one based on qualifications.
4. Review the completed paper and authorize payment if satisfied.
5. Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
How To Write An Essay For Grad School Admission CEmma Burke
The document analyzes the Green Day song "American Idiot" and how it responded to political events in the early 2000s. The song criticized the US government's decision to go to war in the Middle East after 9/11. Many people opposed the war but it occurred due to patriotism and following the orders of President George W. Bush. The song was one of many musical responses to the post-9/11 political climate and the beginning of wars in the Middle East.
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The document discusses several talks and films related to design. It summarizes key points about design thinking, including that design is a system influenced by purpose and intentions. Activity theory frames human activity via social interaction. Design goes beyond aesthetics to consider functionality from various perspectives. A good design solves problems effectively. Typography and choice of fonts convey tone and meaning. Land artist Andy Goldsworthy creates temporary or permanent art forms using natural elements that transform over time.
Notes from Beth E. Koch's presentation, "Perception of Typefaces: A Quantitative Visual Methodology" at SOTA's TypeCon, Milwaukee, Wisconsin, USA, August 5, 2012
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The document describes a new model called Measuring User Experience using Digitally Transformed/Converted Emotions (MUDE) which measures two metrics of user experience (satisfaction and errors) using facial expressions and gestures captured by an Intel interactive camera. An experiment was conducted with 70 participants who used a software application while their facial expressions and gestures were recorded. The results from the camera were then compared to responses from a System Usability Scale questionnaire to determine if attitudes towards usability matched between the two methods. The study found consistency between the camera-captured emotions and questionnaire responses regarding usability. The MUDE model provides a new approach to evaluating user experience based on digitally measuring emotions expressed during interaction.
Coates: topological approximations for spatial representationArchiLab 7
The document summarizes a student thesis that applies a Growing Neural Gas (GNG) algorithm to represent spatial topology. GNG is a type of self-organizing neural network that can learn and adapt based on "point intensity" or activity levels in a space. It creates a topology-preserving network of nodes to model spatial cognition. The student aims to further combine GNG with a Radial Basis Function for more flexibility, or with ant colony clustering for unsupervised classification of spaces. Representing spaces as evolving neural networks based on activity levels provides a model for understanding spatial cognition and complexity in architectural design.
This document discusses using narrative space design concepts and storytelling as a design strategy for public spaces and environments. It proposes gathering stories from local users to inform design and using storytelling to prototype services. The concept design process involves identifying spatial elements and human actions through observation, then transforming experiences into spatial patterns through diagrams, sketches and models. The goal is to reflect local identity and inspire through aesthetic quality. Spatial patterns are analyzed through basic elements, grids, and routes to explore relationships between space and movement. The final outcomes aim to structure spaces as narrative sites transformed through sequences of user movement.
Agent-Based Modeling for Sociologists is a crash course on how to build ABM in the social sciences. This presentation has an introduction to OOP and then discusses three models in details, along with their NetLogo implementation
This document is a critical report by Maria Gomez for her MA in Digital Media at London Metropolitan University. The report discusses Mood Mixer, an interactive installation created by Gomez that allows users to create music by selecting different moods. Gomez analyzes Mood Mixer through communication and interactivity theories. She compares it to other projects like Reactable and We Feel Fine that also engage users to actively generate content. While definitions of interactivity vary, Gomez argues it is evolving to demand higher levels of user participation and collaboration as technology advances.
Determining the Role of Culture on Promotion of Creativity in DesignParisa Aminsobhani
This paper is based on this assumption that creativity is not just a
process based on trial & error, but based on the context within which
such a process occurs. Such a context had been nominated by terms
such as emotion and related terms. We think that culture has a better
potential to describe the context, moreover it can have an interactive
dialogue with the creative process. The case study chosen for such a
proposal is a water canal in Tajrish Square. While such a location had
been designed functionally, regarding the current situation, we tried to
examine and develop how cultural context could help us be more
creative. The method for generating visual creative data out of the study
was based on re-arrangement /change process of the gained information
and symbols in the form of images of the perceived, which has been an
inspiringly self-developed method. We think that through the chosen
assumption and related method,creativity could empower the
imagination domain and help us generate better ideas. In other words,
the purpose of current survey is to recognize the role of culture on the
prosperity and fruitfulness of creativity by designers to obtain creative
forms. The further findings of our research proposes that renovating the
hidden cultural concepts through designed artifacts applied in the
chosen landscape would not only have more pleasant effect for the
viewers, but could help the urban-policy makers reaching the target
behavior, in this case a more sustainable and enriched social interaction.
Familiarity with cultural concepts and selection of myth -as the cultural
motif- and identification of similarities and the cases of semanticideological
dissimilarities in different cultural myths have been assessed
using library sources. However, the ideological and cultural similarities
2
in a geographical region would not necessarily accompany with
identification of form.
Keywords: Culture, Creativity, Design, Form, Myth.
Urban environments are complex systems composed of interconnected human and physical elements. Traditional urban planning methods based on rationalism and reductionism have proved inadequate in addressing this complexity. Complexity theory provides an alternative framework using concepts like complex adaptive systems, emergence, and self-organization. This paper will introduce complexity theory metaphors and discuss their application to analyzing urban areas and revising urban planning approaches to better address the evolving complexity of cities.
Dynemo a video database of natural facial expressions of emotionsijma
DynEmo is a database available to the scientific community (https://dynemo.upmf-grenoble.fr/). It contains
dynamic and natural emotional facial expressions (EFEs) displaying subjective affective states rated by
both the expresser and observers. Methodological and contextual information is provided for each
expression. This multimodal corpus meets psychological, ethical, and technical criteria. It is quite large,
containing two sets of 233 and 125 recordings of EFE of ordinary Caucasian people (ages 25 to 65, 182
females and 176 males) filmed in natural but standardized conditions. In the Set 1, EFE recordings are
associated with the affective state of the expresser (self-reported after the emotion inducing task, using
dimensional, action readiness, and emotional labels items). In the Set 2, EFE recordings are both
associated with the affective state of the expresser and with the time line (continuous annotations) of
observers’ ratings of the emotions displayed throughout the recording. The time line allows any researcher
interested in analysing non-verbal human behavior to segment the expressions into small emotion excerpts
Rhetorical Handbook. An Illustrated Manual for UX/UI Designers.Omar Sosa-Tzec
This handbook is the result of an exploratory study that tries to connect rhetoric and user experience (UX). Here, the user interface (UI) becomes the middle point through which rhetorical figures can be applied to influence the user experience.
Based on the "Rhetorical Handbook" by Hanno Ehses and Ellen Lupton (1988)
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
A B S T R A C T
For centuries the aesthetic significance of space organization has been one of the significant subjects of study for most artists, architects, urban designers and philosophers. Cities which experience diverse stages of growth transmit dissimilar aesthetic values due to their locations, culture, history and background. This research will try to take out the aesthetic values of the traditional European cities through the literature on aesthetic of urban design. Accordingly, this study reflects the term urban aesthetics in spatial organization. It tries to answer the question of how space organization can lead to the aesthetic understanding of a place. The methodology for this study developed based on grounded theory study and qualitative assessments of European cities thorough the literature review. Overall, the study assessed integration, visual connectivity, vitality, spatial quality, as the main factors in shaping the aesthetic quality of the urban environment in European traditional cities. At the end, it proposed the findings to apply in contemporary urban designing.
CONTEMPORARY URBAN AFFAIRS (2018) 2(1), 66-75. Doi: 10.25034/ijcua.2018.3659
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
This document discusses applying the theory of aesthetic morphology to analyze animated artworks. Aesthetic morphology focuses on describing, comparing, and analyzing the form, content, and style of art objects. The document reviews the key aspects of aesthetic morphology and how it has traditionally been used to study static art forms. It then proposes that aesthetic morphology could also be applied to animated works by examining aspects like animation design, movement, sound design, and narrative structure. The researchers conducted a comprehensive literature review to develop a framework for how aesthetic morphology's analysis of form, content and style can explore characteristics of animation works by certain creators, time periods, or geographic locations.
Visual Grammar
Grammar and vocabulary are a part of our day to day lives. Rather, they’re a basic and important part of human’s existence. If one has no sense of grammar, one cannot even communicate with another person. Everyday that we speak, hear, let our ideas be known, communicate, let our feelings be known to one another, the basic thing that we use to do all this is language and grammar. One of the lesser known types of grammar, and a very interesting one, is visual grammar. Keep reading to know what it is all about.
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This document discusses using self-organizing maps (SOMs) to model constructive learning. It presents two key ideas:
1) SOMs provide a more realistic model of human learning than traditional computer memory models, as they are dynamic, associative, and adapt existing knowledge rather than just storing facts.
2) SOMs can be used in computer-supported collaborative learning environments to help visualize complex concepts and support inquiry-based learning processes. Two examples of using SOMs for these purposes are described.
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4. Review the completed paper and authorize payment if satisfied.
5. Request revisions to ensure satisfaction, with a refund offered for plagiarized work.
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The document analyzes the Green Day song "American Idiot" and how it responded to political events in the early 2000s. The song criticized the US government's decision to go to war in the Middle East after 9/11. Many people opposed the war but it occurred due to patriotism and following the orders of President George W. Bush. The song was one of many musical responses to the post-9/11 political climate and the beginning of wars in the Middle East.
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and content specific to that particular company rather than using generic templates.
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The document provides information about Igor Stravinsky's influential piece "The Rite of Spring", noting that it changed 20th century music. The summary discusses how the piece has a changing tempo that is sometimes fast and sometimes average pace. It also notes the melody is mostly disjointed and jumpy, while occasionally smooth. The chords and polyphonic nature of multiple melodies played simultaneously are highlighted.
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1. Abstract Affective Robotics
Alwin de Rooija
, Joost Broekensb
and Maarten Lamersa
a
Leiden Institute of Advanced Computer Science, Leiden University, Niels Bohrweg 1, 2333 CA, Leiden,
The Netherlands
b
Man-Machine Interaction Group, Delft University of Technology, Mekelweg 4, 2628 CD, Delft, The
Netherlands
Abstract. What form should happiness take? And how do we shape Disgust? This research
investigates a fundamentally novel design approach to affective robotics design in which abstraction
and the minimal requirements to perceive emotion expressions play a fundamental role. The core
idea is that if we abstract away from the human body, and leave only the essential components
relevant to convey emotions, this is sufficient to meet the cognitive requirements of human beings for
affective interaction. As such, the novelty of our approach lies in the fact that it does not revolve
around designing the anatomical body features used in emotion expression, e.g. facial expressions,
body postures and arm gestures, but instead focuses on designing expressions based on the essential
components of visual emotion recognition. Such a turnaround in design strategies requires a new
design theoretical framework. To facilitate further exploration, this research unifies affective robotics,
affective science and abstract art from a psychological perspective to develop design guidelines for
what we call: abstract affective robotics.
Keywords: Robot, Design, Emotion, Expression, Recognition, Abstraction, Art
1. Introduction
In the last decade robotics research has seen the addition of research aimed at exploring the analogy
of affect and its role within and among humans to develop robot cognition and behavior [Breazeal
2002, Canamero 2002, Gadahno 2003], and in particular to facilitate the functioning of robots in
social environments [Fong et al 2003]. This aim is fundamental to a variety of techno-scientific
research areas such as affective computing [Picard 1997], human-robot interaction [Feil-Safer &
Matarić 2008] and social robotics [Fong et al 2003]. Such technology can be applied as real-world
research platforms for theoretical affective and social science [Broekens 2010], but mostly thrives on
the promise of practical application in for example healthcare [Bemelmans et al 2010, Broekens et al
2009], therapy [Dautenhahn et al 2002, Michaud & Théberge-Turmel 2002] and education [Saerbeck
et al 2010]. Design strategies for affective robots focus on modeling robot appearance that matches
the cognitive and perceptual requirements of humans for social and affective interaction, and have a
particular focus on the design of anatomical features used in emotion expression and their
configurational aspects, i.e. facial expressions, body postures and arm gestures. What is common to
current design strategies for affective robots is that these employ varying degrees of realism and
iconism and assume either an anthropomorphic or a zoomorphic basis for their design [Blow et al
2. 2006, Fong et al 2003, Hegel et al 2009], while strikingly little experimental research exists on the
possible role of abstraction and minimal requirements for such design approaches.
Recent research on visual emotion recognition offers substantial evidence that the recognition of
emotion does not require the context nor configuration of a body or face per se [Aronoff 2006,
Atkinson & Adolphs 2005, Gelder 1999, Lundqvist & Ohman 2004], instead the recognition of
emotion expressions can rely on basic motion and form features alone [Aronoff 2006, Atkinson &
Adolphs 2005, de Rooij et al 2011, Pavlova et al 2005]. This is complemented by a large body of
experimental research on emotion attribution to abstract geometrical shapes [Aronoff et al 1992,
Aronoff 2006, Collier 1996, de Rooij et al 2011, Larson et al 2007, Larson et al 2008, Pavlova et al
2005]. This motivates us to assume that in order to arrive at the minimal and abstract properties of
conveying an emotion expression in the context of design, such a design strategy should focus on
designing emotion expressions based on the essential components of visual emotion recognition
instead of the anatomical features used in emotion expression. Such a conceptual turnaround in
design strategies for affective robotics requires a novel and fundamentally different theoretical
framework.
A similar but more general approach to a design strategy of such type can be found in abstract art.
Abstract art focuses on finding minimal representations of visual information and ways to exploit
these representations in relation to perception and sensation [Zimmer 2003]. Recently the
psychology behind art has been taking shape, which states that one of the major contributions of the
creative arts is to define and exploit essential components of visual information processing and as
such has to reflect specific mechanisms of visual perception [Di Dio & Gallese 2009, Latto 2004,
Ramachandran & Hirstein 1999, Zeki & Lamb 1994, Zimmer 2003]. Taking this psychological
perspective on abstract art provides the scientific context to develop general practical and theoretical
insights into designing artifacts that reflect essential components of visual emotion recognition and
as such serves as an empirical basis to formalize abstract design.
Our research merges these psychological insights from abstract art with recent research in visual
emotion recognition in the context of design strategies for affective robotics. As such, we aim to unify
contemporary research into affective robotics, affective science and the psychology of abstract art to
develop design guidelines and provide a scientific context for abstract affective robotics.
2. Abstraction
Abstraction can be defined as a strategy for the simplification of the concrete, which through a
process of removing all its contingencies arrives at its essential universal aspects [Zimmer 2003].
From a psychological perceptive abstraction is a fundamental operation that is applied at many levels
of cognition. It is a critical feature in the acquisition and processing of knowledge and it allows for
reduced memory storage and rapid processing of information [Barsalou 2003, Hampton 2003]. As
such, the process of abstraction allows us to reason with generalizations instead of being stuck to
details [Zeki 2001], which in turn can also be a disadvantage [Hampton 2003]. Yet the question of
how the human-brain forms abstraction is still a central problem in science [Barsalou 2003, Hampton
2003]. The way abstraction has been applied within the arts may hint on some of the functional
perceptual mechanisms involved relevant to our research.
3. 2.1 Abstract art
Early abstract art was motivated by the desire to formalize a minimal visual language of color, form,
line and composition through a process of abstraction. In this process of abstraction the artist needs
to disregard inessential information from the concrete visual world in order to represent the essential
aspects of objects. This idea marks the divide from early explorations that aimed to represent the
visual world through a process of increasing abstraction, by depicting reduced scenery, objects or
people; to representing sensory experience, by exploring and exploiting those features that exhibit
strong experiential qualities. In that sense non-representational abstraction is not less concrete than
a realistic representation, instead it attempts at a concrete visualization of the mental representation
[Zimmer 2003].
Many artists attempted to formalize their findings into compositional systems that relate basic
perceptual properties to emotional and aesthetic effects. Artists have employed artistic methods
from color and form studies, sketches and physical models to develop formalizations that allow them
to research the experiential quality of media. Zeki & Lamb (1994) state that since art comes from the
brain it has to obey the laws of visual processing. As such, these formalisms are developed by
intuitively selecting salient properties of color, form and motion, and mechanisms to work with these
properties [Zeki & Lamb 1994]. From that perspective the artists’ formal methods reflects brain
mechanisms governing abstraction and perception. It is outside of the scope of this paper to do a full
review on the wide variety of formalisms developed by artists, since these formalisms were not
devised by scientific but by artistic method instead. Nevertheless we want to refer to some
interesting examples as they can provide a starting point for future investigations: Point and Line to
Plane [Kandinsky 1926], Die gegenstandslose Welt [Malevich 1927], Principles of neo-plastic art [van
Doesburg 1925] and Neue gestaltung [Mondriaan 1925].
Figure 1: composition with red, yellow, blue and black (1921) by Piet Mondriaan
Figure 2: counter composition V (1924) by Theo van Doesburg
To illustrate it is interesting to quote Piet Mondriaan from a letter he wrote to H.P. Bremmer in 1914:
4. “I construct lines and color combinations on a flat surface, in order to express general beauty with the
utmost awareness. Nature (or, that which I see) inspires me, puts me, as with any painter, in an
emotional state so that an urge comes about to make something, but I want to come as close as
possible to the truth and abstract everything from that, until I reach the foundation (still just an
external foundation!) of things… I believe it is possible that, through horizontal and vertical lines
constructed with awareness, but not with calculation, led by high intuition, and brought to harmony
and rhythm, these basic forms of beauty, supplemented if necessary by other direct lines or curves,
can become a work of art, as strong as it is true.”
We quote Mondriaan here because of the work in neuroaesthetics by Latto (Latto et al 2000, Latto &
Russel-Duff 2002, 2004), who found that people both have a quicker response to, and also preferred
the horizontal and vertical compositions in Mondriaan’s work over oblique or diagonal lines (figure 1),
which is the case in the work of for example Theo van Doesburg (figure 2). Additionally, it was
confirmed that the fluency of processing of vertical and horizontal lines is higher than that of
diagonal lines, and that fluency yields an aesthetic response [Latto & Russel-Duff 2004, Reber et al
2004]. As such, Mondriaan’s intuitive approach brought him quite close to the neurobiological truth.
This provides us with an interesting perspective on the role of visual abstraction within the arts.
Taking such a psychological perspective on abstract art provides an empirical and theoretical basis to
formalize abstract affective design in a scientific context.
2.2 Mechanisms
Following this perspective on abstract art we review fundamental design operations from a
psychological perspective. We limit this review based on to the general applicability of these
perceptual mechanisms as design operations to essential features (which we will later review in
section 3.4), and their possible relation to affective quality, the affective valuation of objects and
events. Though these mechanisms also relate to aesthetic quality, the evaluation of objects and
events in terms of preference, liking and beauty, we do not focus on this aspect of abstract design in
this review [for future reference see Latto 2004, Ramachandran & Hirstein 1999, Reber et al 2004,
Winkielman et al 2007]. We distinguish four relevant mechanisms: isolation, the peak-shift principle,
translation and multiplicity.
2.2.1 Isolation
A fundamental aspect of abstraction in visual art is to isolate a modality, e.g. colors, shapes, contours
or movement, which convey the essence of a sensation or object in an image, and remove or reduce
any other visual information that does not contribute specifically to conveying that essence. As such,
isolation emphasizes essential features by purging the image of redundant information and therefore
allocates attention to the essential features we normally have to search for [Ramachandran & Hirstein
1999, Zimmer 2003]. Hence the cliché: less is more.
This is well illustrated by the work of work of Matisse (figure 3), who shows that by using simple
outlines, i.e. the absence or reduction of other structural and detailed visual information but contour,
essential visual aspects are well communicated and understood. Leaving them out differentiates
these essential features from the environment and guides attention towards it essential aspects more
quickly and easily [Lehrer 2009, Ramachandran & Hirstein 1999].
5. Figure 3: La Gerbe (1953) by Henri Matisse.
The flipside of such abstraction is that by reducing an object to its essential features you reduce the
amount of contextual information available as well. Research shows that indeed people make very
specific and consistent attributes to representational and realistic pictures, but interpret abstract
imagery more openly [Vessel & Rubin 2010].
2.2.2 Shifting Peaks
Ramachandran & Hirstein (1999) identify the peak-shift principle as one of the fundamental
perceptual mechanisms behind abstract art but also artistic practice in general. This principle states
that a human or animal will show a stronger response to a feature when it is exaggerated as opposed
to a previously presented similar instance of that feature. For example, if a rat is trained to respond to
a rectangle and avoid a square. When it is presented later with several rectangles, it will have the
strongest response to the rectangle with the most elongated aspect ratio rather than to the rectangle
most similar to the one that was used in training. In that sense it does not respond to the object, it
responds proportionally to the underlying pattern.
The peak-shift principle can be seen as a possible method for visual abstraction and is therefore also
fundamental to abstract art [Ramachandran 2001, Zimmer 2003]. In practice this starts by identifying
the features that are essential to what the artist is trying to convey. Once identified there must be an
underlying pattern to that essential feature. To identify this underlying pattern we need to determine
an anchor point and a path away from that anchor point. This path should contain a continuum of the
exact perceptual characteristics of the essential feature. If we travel along the path away from the
anchor point, then in principle we increasingly exaggerate the essential characteristics. This
exaggeration creates a starker contrast between similar instances of features (the anchor point),
emphasizing the essential feature, thereby exploiting the relative nature of visual perception
[Ramachandran & Hirstein 1999, Zimmer 2003]. Hence exaggeration leads to specification. As such an
exaggerated feature stands out in terms of visual perception and easily captures attention. It has
been shown that such a process increases visual information processing both in terms of speed and
intensity, and in some cases manipulates visual information to the point that it turns out to be better
recognizable than its realistic counterpart [Ramachandran & Hirstein 1999, Lehrer 2009]. Note that
6. isolation of a specific modality in combination with the peak-shift principle can strengthen its effect
in that modality [Lehrer 2009].
The peak-shift principle is well illustrated by the work of caricaturists [Ramachandran & Hirstein
1999]. A caricaturist is trained to identify the essential features of for example the human face. If the
caricaturist caricatures Barack Obama, the essential features, in this case the features that we use to
distinguish between faces, of Barack are compared to those of the average face of all people. This
average face becomes an anchor point, and the differences between essential features determine the
path away from the anchor point. Perceptually this makes for a clearer Barack-experience. It is clear
that the success of using the peak-shift principle in visual art is highly dependent on the anchor point
and chosen path away from it. Naturally this phenomenon is not exclusive to caricatures or any other
type of figurative depiction and thus can be applied to realistic as well as abstract and
representational as well as non-representational features. In that sense one could say that Kazimir
Malevich peak-shifts the essentials of form [Malevich 1915], Mark Rothko those of color [Rothko
1961] and Alexander Calder those of movement [Calder 1960].
In summary, the contribution of exaggeration using peak-shift principle is threefold: It can be applied
as a general intensifier; a way to prevent misinterpretation as it is easier to distinguish between
similar instances of essential features; and a way to allocate attention. In any case, the challenge
remains how to identify essential features, the anchor point and the appropriate direction or path
away from it.
2.2.3 Translation
Figure 4: Composition VIII (1923) by Wassili Kandinsky
Figure 5: Number 23 (1948) by Jackson Pollock
A different fundamental aspect of abstract art can be found in the way experiences natural to one
modality can be conveyed using another. As any type of visual information the core experiential
quality of visual information is mediated by essential features. Some features may be specific to one
modality. Others however, have been shown to translate to different modalities as well. In other
words, essential features specific to one modality can sometimes be mapped to different media. This
suggests that essential features can mediate an experience or characteristic natural to one modality
to another through translation. Such phenomena are fundamental to the work of amongst others
7. Wassili Kandinsky (figure 4) [Ward 2010]. Kandinsky was one of the first visual artists to venture into
abstraction, but also went a step further. Kandinsky wanted his paintings to evoke the experience of
sound through sight, a painted equivalent to the musical symphony that would not only stimulate the
eyes but the ears as well through vision alone. Such vision-sound correspondences have been
evidenced by Köhler (1947), who showed that there exist cases where sound is consistently
translated to shape based on corresponding features. In his experiment he found that when using
nonsense words, rounded vowels (bouba) translate to rounded shapes and sharp angular vowels
(kiki) translate to angular shapes [Ramachandran & Hubbard 2003]. Similarly research on
synaesthesia elaborates on such correspondences [Ramachandran & Hubbard 2001, Ramachandran
& Hubbard 2003]. The flexibility of translation is well illustrated by the work of Jackson Pollock.
Freedberg & Gallese (2007) showed that the emotional impact of the work is guided by the painterly
evidence of the motion and gestures made (Figure 5), and as such translates movement to a static
image. Do note that although features can be translated over modalities, it is not always clear
whether its affective quality is retained.
2.2.4 Multiplicity
Another perceptual mechanism fundamental to abstract art comes in part from a recent
development called generative art, and is termed multiplicity [Whitelaw 2007]. In most cases the
quality of essential features is the focal point of abstract work. Multiplicity extends this by exploiting
quantity as well. Multiplicity is characterized by the use of very simple features such as basic
geometric primitives in very large multitudes. It is believed that the quality of this approach relies in
part on the formation of gestalts (grouping) [Whitelaw 2007]. Complementary Aronoff (2006)
evidences that the intensity of affective quality is in part determined by the amount of affectively
meaningful features present (figure 6). So to rephrase: the more of a certain feature, the higher its
intensity is perceived.
Figure 6: Process 9 (2006) by Casey Reas.
2.3 Composition
8. As discussed, one fundamental aspect of abstract art is to identify the essential features (which we
will later see in section 3.4) and operate on these features in such a way that it conveys the intended
experience (section 2.2). Another fundamental aspect of abstract art revolves around the question
what perceptual mechanisms are relevant to combining essential features as combining (i.e.
composing) different features can have a profound impact on the perception of these features.
Hence following the same perspective on abstract art we distinguish two major complementary
perceptual mechanisms relevant to composition: contrast and grouping.
2.3.1 Contrast
We can define contrast by the difference between features or modalities. This is relevant in
composition because high contrast areas are shown to be more attention grabbing than
homogeneous areas [Ramachandran & Hirstein 1999]. As such contrast can be used to accentuate
essential features. Contrast often appears between dissimilar features that are close together, for
example, aligning different textures next to each other will create a highly contrasting area where the
textures meet. As such they create an edge, which automatically captures the eye’s attention. Next to
allocating attention to specific contrasting regions, contrast is also of importance because of the
relative nature with which features may be perceived. For example, a bright color may be perceived
brighter if it is contrasted to a dark color. It is possible that contrast plays a role across modalities as
well. This is well illustrated by the work of kinetic artist Alexander Calder, who wrote that motion was
most efficiently represented by the juxtaposition of highly contrasting surfaces [Zeki & Lamb 1994].
To attain the desired contrast Calder limited the color use in his work to black, white and red, for
which he claimed that red was the color that contrasts the most with black and white, while the use
of other colors confuse the clarity of motion. Calder’s intuitive understanding is confirmed by findings
in neuroscience that suggest that motion is indeed best perceived by contrasting surfaces as motion
perception is sensitive to luminance [Zeki & Lamb 1994].
2.3.2 Grouping
As is contrast, grouping (and binding) is a perceptual mechanism that is also concerned with the
discovery of objects. Gestalt psychology describes the perceptual mechanisms used to perceptually
unify features into a group or into a whole. As such it is evident that combinations of features are
interpreted in ways that are not predicted based on considering each feature in isolation. For
example, features may group together when they are symmetrical to each other or configured in
parallel, move in the same direction or change simultaneously, as is explained by the gestalt grouping
principles. For an overview of the gestalt grouping principles we would like to refer to Wolfe et al
(2005). The importance of grouping in relation to affect is shown by the work of Aronoff (2006) who
evidenced in a study on 17th century Dutch art that people attributed emotions based on the
amount of angular versus rounded forms found in a work of art. The angular forms were associated
with negative emotions and rounded forms with positive emotions. Emotion attributions were in part
based on the formation of angularity resulting from the configuration of gestures made or groups of
people distributed over the painting, i.e. grouping. These were shown to have the same effect as
those forms would if they were perceived singular and isolated [Aronoff 2006]. In other words, forms
created by grouping also convey meaning and affective quality as if they would be singular. For
further use of Gestalt psychology in abstract art and design we would like to refer to van Campen
(1997) and Arnheim (1974) for an extensive overview.
9. 2.5 Conclusion on Abstraction
The reviewed literature shows the basic perceptual mechanisms governing abstract design, it must
however be noted that this involves highly experimental research. Additionally, we see a distinction
between those specific perceptual mechanisms, and the role of essential features. Where essential
features highly depend on the visual information that is conveyed, and the discussed perceptual
mechanisms operate on such essential features in terms of attribution and attention. In general,
keeping track of novel developments in the arts as well as neuroaesthetics and perception science
may aid in future developments of our research.
3. Affect
Affect can be defined as the experiential quality common in emotion, mood, affective attitude and
feeling. Affect is thought to be woven through the whole of cognition and as such plays a
fundamental role in cognition [Damasio 1994, LeDoux 1998], perception [Atkinson & Adolphs 2005,
Pessoa & Adolphs 2010] and behavior [Fischer & Manstead 2008]. Emotions are relatively short but
intense episodes that influence attention, action selection, action preparation, memory, motivation
and homeostasis. Emotions in principle are attributed to a causal process which can be of a
perceptual, appraisal, and conceptual nature [Izard 2009]. In contrast, emotions differ from mood in
the sense that mood is thought not to be consciously attributed and is a less intense but longer-term
affective state. For example, a mood may arise when an emotion is repeatedly activated,
accumulating into an overall affective state. Affective attitude refers to the learned affective valuation
of objects and events. Whereas with feeling we refer to the actual inner experience of affect.
3.1 Theory of Emotion
Contemporary affective science distinguishes three major theories on the cognitive structure of
emotion: discrete, continuous and componential. The discrete theory of emotion states emotions are
distinct categories [Izard 2009]. Emotion categories can be described as a complex of expressive,
physiological, behavioral and experiential characteristics. For example, joy could be described by
exhibiting a happy facial expression, being physiologically highly aroused, exhibiting playful behavior
and experiencing a good feeling. Many basic sets of emotion categories have been proposed, a
famous example is Ekman’s six universal emotions: anger, disgust, fear, joy, sadness and surprise
[Ekman 1993]. In contrast, the continuous approach states affect can be described along (orthogonal)
dimensions [Russel 2003, Barrett 2006]. Here, typically a two-factor model is used with dimensions of
pleasure/displeasure and arousal. Other dimensions have been proposed as well depending on the
focus of research, for example pleasure, arousal and dominance to account for social emotions
[Mehrabian 1980]. The componential theory states emotions are formed by the combined activation
of different underlying cognitive and physiological components [Scherer et al 2001]. Typically,
componential theory regards emotion as the result of an evaluation of the environment against
personal relevance (cognitive appraisal theory). A famous example being Scherer’s stimulus checks,
where the evaluation of an event in terms of appraisal dimensions (novelty, pleasantness, goal/ need
conductiveness and coping potential), culminate into specific emotional episodes.
Focus About what? Emotion representation
10. Dimensional Categorical Componential
Social Theories emphasizing interaction:
communication, social phenomena,
and emotion expression
Pleasure,
arousal,
dominance
Pride,
remorse,
guilt, etc.
Psychological Theories emphasizing individuality:
cognitive appraisal, feeling, mood,
personality traits, attitude, emotion
effects on cognition
Pleasure,
arousal
Happy, sad,
surprised,
anger, fear
Appraisal
variables, BDI
Biological Theories emphasizing species and
individual adaptation: survival,
learning, motivation, adaptive
behavior
Hormones
and
homeostasis
Emotional
behaviors
(fight/flight)
Drives, needs,
rewards
Physiology Theories emphasizing physiology,
neurology and stress
Hormones
and neuro-
transmitters
Emotion-
specific brain
areas
(modularity)
Neural
architectures
Table 1: Overview of emotion theories along axes of focus and representation.
The particulars of emotion theories differ depending on the focus of research, which we can roughly
divide in social, psychological, biological and physiological perspectives on emotion (Table 1).
However, affective science is still very much in debate on the nature of emotions and complementing
theoretical constructs. As such, a further review would not do justice to current developments.
Instead we would like to refer to some of the major contemporary literary works in the field [Lewis et
al 2008, Davidson et al 2009].
3.2 Visual Emotion Expression
An emotional episode can manifest itself physically in what is called an emotion expression, i.e.
muscle and motor actions that visibly reveal ones internal emotional state, e.g. facial expressions
[Matsumoto 2008], body postures and gestures [Wallbott 1998]. Emotion expressions play a
fundamental role in interpersonal communication [Clark & Brissette 2003], e.g. non-verbal
communication and efficiency (affective channel) [Fischer & Manstead 2008, LeDoux 1994] as well as
inducing empathy and evoking prosocial behavior [Hoffman 2008], and can occur with or without
being aware of the expression [Picard 1997]. Facial expressions are thought to communicate
emotions by independent expressive muscles resulting in minute differences in the relative position
of facial features (e.g. the eyebrows, nose, mouth) [Duchenne 1990]. Facial expressions are restricted
by social display rules, which determine the specific actions and intensity of expressions appropriate
in particular social situations [Matsomuto 1990]. Similarly in the case of emotion expressions by the
body, emotions may result in specific muscle tensions that influence movement behavior and
11. postures [Lowen 1971], as well as the relative configurational aspects of anatomical features, e.g.
head, shoulders, upper body, arms, hands and movement qualities [Wallbott 1998].
3.3 Visual Emotion Recognition
The role of visual emotion recognition is evident as it mediates the interpretation of emotion
expressions [Atkinson & Adolphs 2005, Izard 2009, Russel 2003, Scherer et al 2001, Pessoa & Adolphs
2010]. Current research hypothesizes on the involvement of and interaction with of a variety of visual
processing mechanisms, object recognition and salience, delegation of attention and the mechanisms
that generate emotions [Pessoa & Adolphs 2010]. Particularly relevant to our work is the separation
between two major processing mechanisms: the extraction of configurational information, i.e. the
relative positions and limitations of anatomical features of the human body and face [Atkinson et al
2007, Lundqvist & Öhman 2004], and the extraction of emotionally salient features, i.e. emotionally
essential features [Aronoff 2006, Lundqvist & Öhman 2004]. Though essentially a separate process, it
is thought that when configurational information is present, it interacts with the extracted essential
features, and weights them according to a specific hierarchical structure [Lundqvist & Öhman 2004].
Experimental evidence however shows that the involvement of configurational information is not a
prerequisite for recognizing emotions. It merely overrides the effect of individual features on the
condition that configurational information is available [Lundqvist & Öhman 2004]. As such,
recognizing an emotion does not require the recognition of the face or human body, nor its
configuration per se [Atkinson & Adolphs 2005, Aronoff 2006, de Gelder et al 1999, Lundqvist &
Öhman 2004]. Recognizing emotions independent of configuration is evidenced to not only enable
the recognition of emotion expressions from the human body and face, but also mediates the
(mis)attribution of emotions to places and things. Such evaluations are mediated by essential
features in visual emotion recognition [Aronoff 2006]. This claim is complemented by a large body of
work on emotion attribution to simple geometrical shapes, that are shown to evoke specific emotion
attributions, even when presented in isolation, and devoid of any reminiscence to the human body or
face and its configuration, based solely on the presence of specific essential features of visual
emotion recognition.
3.4 Essential Features
Following these findings, we review emotion attribution research and limit ourselves to research
related to movement and form features derived from human bodily and facial expressions. The
reviewed literature shows experimental evidence of emotional attribution independent of the
context and configuration of the human body and face and in particular towards simple two
dimensional shapes and features.
3.4.1 Movement
Literature suggests that motion is sufficient to evoke basic emotion attributions. Such attributions are
shown to be automatic and consistent, and independent of form. We can distinguish motion
described in kinematics, dynamics in terms of perceived instability and relative motion to play an
essential role in visual emotion recognition.
12. Figure 7: Heider and Simmel (1944) type animation (reproduction)
A relatively large body of experimental work exists on social and emotional attributions to the
movement and perceived interaction of simple geometrical shapes. These attributions are found to
be automatic, involuntary and consistent [Scholl & Tremoulet 2000]. One of the first of such
experiments was performed by Heider & Simmel (1944), who revealed that subjects attribute human-
like role and intent to simple animated shapes based solely on their movement characteristics (figure
7). Subjects tend to describe such animations in terms of shapes vigorously chasing one another,
getting ready for attack or being madly in love. These social attributions are mostly informed by the
relative motion and orientation between objects independent of the form of the objects. Especially
the features speed, direction [Scholl & Tremoulet 2000] and perceived goal-directedness [Dittrich &
Lea 1994] play an important role. The emotional attributions are evoked through the perceived
intentionality of the shapes. See Scholl & Tremoulet (2000) for a complete overview of such
attributions and their key features.
Complementary, recent research shows that affect from movement can be described by movement
traces, kinematic descriptors and especially specific combinations of kinematic descriptors. Research
shows that the relative interpretation of kinematic features is more informative than the absolute
interpretation of kinematic features [Lee et al 2007, Pollick et al 2001, Saerbeck & Bartneck 2010,
Sawada et al 2003]. Especially average speed and movement time have been shown to be strong
features in emotion attributions towards movement patterns [Pollick et al 2001, Sawada et al 2003].
In general the combination of movement features increased speed and jerkyness evoke attributes of
anger, where fearful and sad movements are associated with smaller and slower movements [Pollick
et al 2001, Rime et al 1985, Roether et al 2010, Sawada et al 2003]. Pollick et al (2001) add that fast
and jerky movements may also evoke attributions of happiness, while Lee et al (2007) adds that
movement smoothness is an indicator for pleasantness. Furthermore, Pollick et al (2001) state that
energetic motion is characterized by shorter direction, acceleration, jerkiness and greater magnitudes
of average and peak velocity. Complementary, Saerbeck & Bartneck (2010) found the level of
acceleration can be used to predict the perceived arousal of a motion pattern, while Lee et al (2007)
show activation is correlated to average velocity. There also exist cases where form features are
translated to movement traces. For example, the angularity and curvature of movement traces are
shown to evoke emotion attributions [Aronoff 2006, Bassili 1978]. Saerbeck & Bartneck (2010) add
that valence is in part in the interaction of acceleration and the curvature of movement patterns. In
general, attributions of emotion to the kinematics of movement remain steady independent of the
13. realism [Oatley & Yuill 1985, Rime et al 1985] and embodiment [Saerbeck & Bartneck 2010], which
shows that movement can express affect as an isolated modality. In general, research shows that
although valenced attributions are made towards essential kinematic features, kinematic features
relate most strongly to the perceived arousal of expressions [Pollick et al 2001].
Additionally, movement, or implied movement described in terms of implied dynamics are is shown
to play a role in emotion attribution. Pavlova et al (2005) found that the dynamics implied by a static
image enables specific emotional attribution. The perceived instability is dependent on form on the
perceptual level, but the emotional attributions made are consistent with the measure of perceived
instability, and as such do not directly rely on form. Perceived instability increasingly entails
attributions of negative emotions. This is especially true for negative emotions such a fear and
suffering. Vertical orientation was found to evoke positive attributions, especially joy and surprise. It
has been suggested that these findings correspond to the dynamics in bodily expression in terms of
balance and imbalance. We tend to take upright postures and make upright movements when we are
joyful or surprised. We lose our dynamic balance and fail to hold ourselves upright when we are
fearful or suffering [Pavlova et al 2005]. As such, the implied dynamics are shown to have a strong
effect on valence.
3.4.2 Form
Complementary to movement features, literature suggests an important role for form features in
visual emotion recognition. Essential form features are evoke emotion attributions independent of
movement. From literature, we distinguish the basic forms and form features angularity, roundness,
V-shapes, asymmetry and size as playing a central role in emotion attribution.
Studies by Aronoff (2006) show the role of geometric features in emotion attribution. The primary
geometric features of roundness, linearity and angularity, diagonality make a substantial contribution
to the perception of emotional expression [Aronoff 2006]. Increasing the angularity of a contour or
diagonality is shown to evoke increasingly negatively valenced, arousing and potent attributions,
while a rounded contour and linearity were shown to elicit a more positive response, be less arousing
and did not show an effect on potency. These features were also found to play a role in mis-
attributions towards everyday objects and evoke emotional attributes when isolated, devoid of
contextual information, invariant and hidden within gestalts (grouping) [Aronoff 2006]. There exists
some evidence for the exception that curvature can also evoke negative valence, low arousal
attributions [Collier 1996]. Additionally, contour features were shown to play a role in emotion
attribution towards emotion categories of love, joy, and anger, fear, but not sadness [de Rooij et al
2011]. The role of contour was confirmed in several independent studies using simple geometrical
patterns [Aronoff 2006, Aronoff et al 1992, Bar & Neta 2006, Bar & Neta 2007, Collier 1996, de Rooij
et al 2011, Silvia & Barona 2009].
A special case has to be made for V-shapes and downward pointing triangles. Early experimentation
on static geometric form and the perception of affect was done by Bassili (1978). His research first
showed that facial contours expanded outwards forming rounded shaped movements on posing a
happy expression, while when posing an angry face the dots retracted downward forming a V-shaped
angle. V-shapes and downward pointing triangles were shown to receive significantly more negative
attributions than similar shapes with an angular contour in a different orientation [Aronoff 2006], V-
14. shapes and downward pointing triangles are shown to elicit a specific threat response [Aronoff 1988,
Larson 2007 et al, Larson et al 2008].
Locher & Nodine (1989) show that for simple geometrical patterns asymmetry elicits heightened
arousal while symmetry elicits low arousal. His work shows a connection to the complexity of visual
processing and the perception of arousal in general. It was shown that vertical symmetry is deemed
more simple horizontal symmetry, horizontal is in turn deemed simpler to process than diagonal
symmetry [Reber 2004]. Additionally, studies indicate that asymmetry may evoke valenced responses
as well [de Rooij et al 2011].
Additionally, evidence exists that the size or height of people and animals increases the perceived
dominance and social status [Ellis 1994]. Studies using simple geometrical patterns show that the
surface area of a shape is associated with attributions of potency [Aronoff 2006]. This is found to be
the case in gestalts (grouping) as well. Size was also shown to affect the perceived arousal of
expressions [de Rooij et al 2011]. Additionally experimental evidence exists that shows the increased
or decreased circumference, the circumference measured by connecting the outer points of a shape,
is a good predictor for the maximum intensity of emotions, as well as the emotion concept surprise
[de Rooij 2011].
It was found that from the form features contour, asymmetry and size, the contour features
roundness and angularity affect emotion attribution most strongly, these are used to distinguish
between whether an emotion is good or bad, pleasurable or displeasurable. Additionally, asymmetry
and size were shown to affect attribution, but to a much lesser extent. Increased and decreased size
complements the contour features by affecting the perceived arousal and dominance of an
expression. As such, the combination of the contour features angularity or roundness and size is
sufficient to distinguish between most basic emotional qualities [de Rooij et al 2011]. Additionally
asymmetry was shown to have an inverse relation with the affective dimensions pleasure and
dominance, on the prerequisite that the contour features angularity or roundness are dominant in
distinguishing between pleasure and displeasure. On the condition that contour features affect
attribution most strongly, asymmetry combined with roundness decreases the perceived pleasure,
while combined with angularity, asymmetry decreases the perceived displeasure (or increases the
pleasure) [de Rooij et al 2011]. In a similar way, asymmetry affects the perceived dominance, when
contour features are dominant increased asymmetry lessens the perceived dominance, but also
lessens the perceived submissiveness [de Rooij et al 2011]. Additionally, a specific downward
orientation of asymmetry was found to evoke emotions of sadness, effectively overruling the effect of
contour features [de Rooij et al 2011]. However on a general note, it is proposed that because of the
dominant role of contour, the main contribution of essential form features lies with distinguishing
between positive and negative.
3.4.3 Hierarchy and Dependence
The reviewed literature shows emotion attributions to essential features of motion and form. What is
clear from literature is that essential motion features are thought to be sufficient for basic emotional
attribution, as is the application of form features. The role of specific combinations of essential
features is however unclear. Research suggests there is no fundamental difference between form and
the change of form. As such, spatio-temporality is not likely to be essential in emotion attribution
when no configuration is present [de Rooij et al 2011]. It has been speculated that when combining
15. form and movement, movement is used to distinguish between basic emotions, while form may
complement motion and allows for the recognition of more complex emotional qualities [Atkinson et
al 2007]. Such speculation is motivated by emotion attributions made towards moving shapes, where
attributions are made based on their relative motion, independent of form [Heider & Simmel 1944].
These findings suggest a hierarchy among the two modalities movement and form. However, we
could argue for an alternative interpretation. Kinematic features were shown to affect the perceived
arousal more strongly [Pollick et al 2001], while form features are shown to affect pleasure the most
[de Rooij et al 2011]. Therefore, movement and form may have a complementary relation. Such a
proposed complementary relation is however pure speculation on our account. In general, to the
knowledge of the authors no experimental evidence is available on the hierarchy and dependence
among motion features expressed in kinematics and dynamics, the relation between kinematics and
form features, and dynamics and form features with respect to emotion attribution.
3.5 Conclusion
Note that attribution research is very fragmented and leaves open some key questions relevant to our
research. These involve the role of dynamics in terms of mass and force, and especially the hierarchy
and dependence among modalities with respect to emotion attribution. Keeping track of
developments in attribution research and visual emotion recognition can aid future development of
our research.
4. Robots
Affective Robots are those autonomous agents that explore or exploit affect in analogy to the role of
affect within human cognition, behavior or social interaction. As such, robotics research can benefit
from affect in a variety of ways. Affect can improve the robustness of autonomous agents in terms of
interactivity and adaptivity to function in dynamic and uncertain environments [Cañamero 2005],
research has focused in particular on the role of simulated affect in action selection [Cañamero 2002,
Murphy et al 2002], learning [Gadanho 2003, Velasquez 1998] and memory management [Dodd &
Gutierrez 2005¸ Velasquez 1998]. However, a majority of research in affective robotics focuses on the
design of robots that require affective properties to function in social environments [Fong 2003].
These robots not only require cognitive and behavioral models suitable for natural affective man-
machine interaction, but also require a suitable morphology to communicate affect, i.e. a body that
allows for emotional expressions [Fong et al 2003]. Equipping machines with expressive capabilities
can facilitate natural and efficient communication [Picard 1997], induce an emphatic response [Picard
1997] and evoke prosocial behavior in the human user [Takeuchia & Hada 2006], and plays a
fundamental role in attaining believability for robots [Rose et al 2008].
4.1 Embodiment
Contemporary techno-scientific research on the design of affective robots may draw on the theory of
embodiment: the hypothesis that perceptual, motor and cognitive processes are for a large part
determined by the form or morphology of the (human) body and its interactions with the world
[Wilson 2002, Ziemke 2003]. This also holds for social and emotional processes [Barsalou et al 2003,
Niedenthal et al 2005], e.g. the relation of visual emotion expression and visual emotion recognition.
16. With the emphasis on designing affective robots for social environments and interaction with
humans, the theory of embodiment entails a design approach that aims to find novel ways to match
the artificial body of the affective robot with the human cognitive and perceptual properties and
requirements. In any case the theory of embodiment points out the importance of morphology in the
design of affective robots.
4.2 Design strategies
Following this approach, design strategies for affective robots attempt to match the physical
characteristics of an affective robot with the cognitive and perceptual properties and requirements
necessary for affective man-machine interaction. Taking a user perspective, this involves the means
by which the affective robot influences the user’s emotional and social information processing (e.g.
emotion expressions) and the implications of design strategies on the attitude and expectations of
the user towards affective robots. Inspired by Dautenhahn (2002) and Blow et al (2006), design
strategies for affective robots and emotion expression can be described along axes of realism, iconism
and abstraction (Figure 8). As of today little experimental research has been done on what the
optimal design strategy is for affective and social robots [Broekens et al 2009].
Figure 8: Design space for affective robots (modeled after [Dautenhahn 2002, Blow et al 2006]).
Abstract: Lovotics - Samani et al (2010), realistic: Repliee Q1 – Ishiguru (XXXX), iconic: Flobi –
Lütkebohle et al (2010).
4.2.1 Realistic
17. The obvious is to equip robots with expressive features that are similar to those of humans and
animals. It has been hypothesized that an increasing amount of realism yields and increasing amount
of positive and empathic responses from humans to realistic affective robots [Mori 1970]. Such an
approach draws on familiarity and attractiveness, which has influence on the willingness of people to
interact with a robot [Hegel et al 2009]. An increased level of realism also increases the perceived
affordance of an affective artifact as it leaves less to interpret, but also raises the expectations of its
cognitive and interactive capabilities [Duffy 2003, Duffy 2008, Kiesler 2005]. These expectations rise
upon encounter and shape the attitude and social behavior of the user towards the artifact. The
difficulty for the realistic design approach is that realism itself becomes the focal point of the
research and not necessarily the ability to convey affect in general, as it is assumed that believable
emotional expression will be the by-product of good realistic design. Technically this is very
challenging as the full embodiment of the artifact should be matched to that of the human or animal
it is trying to emulate. As such realistic design is bound to match the design of the affective robot to
the mental model, the specific concepts and characteristics the user already associates with a real
human or animal. Deviation from the mental model has consequences for the quality of the
interaction with and attitude towards an affective robot in terms of believability and acceptance
[Goetz et al 2003, Kiesler 2005, Rose et al 2008].
A famous example of such a mismatch between a realistic human-like robot and the mental model of
a user is described by the “uncanny valley” theory. The uncanny valley describes that the positive
effects of increasing realism suddenly decrease upon nearing full realism and evoke attributes of
revulsion [MacDorman et al 2009, Vinayagamoorthy et al 2005]. After the valley the positive effect
again increases with increasing realism. This mismatch of the user’s mental model can be explained
by; or the combination of different levels of realism results in something unnatural, or this
combination of elements matches a different mental model, for example a diseased or deceased
person. Solutions involve matching the robots appearance and behavior to the task it is used for
[Goetz et al 2003], matching the realism of appearance and realism of movement [Vinayagamoorthy
et al 2005], or a match in realism of face proportions and realism of texture [MacDorman et al 2009].
4.2.2 Iconic
A decrease in realism entails a generalization of the face and body and an emphasis on the particular
communicative features [Blow et al 2006]. Specific information relevant to distinguish between
different people is reduced, while isolating and emphasizing anatomical features sufficient social and
affective interaction. Iconism therefore emphasizes the expression, or social content [Blow et al
2006]. Such a generalization allows us to project personality on the artifact and allows users to
identify more easily with an affective robot [Blow et al 2006] and as such allows a user to create a
mental model that matches the affective artifact through projection and identification. The iconic
design approach relies heavily on knowledge from animation [van Breemen 2004] and may benefit
from caricature as well [Mead & Matarić 2010]. Especially four features are important: the mouth,
nose, eyes and eyebrows to represent the face, but also the line of pose to represent the body
postures [Thomas 1995], as well as simplified configuration and movement of those features
sufficient for expression. The decrease in realism may generate less initial expectations by the user of
the artifact as opposed to if it were a full realistic design and more easily prevent a mismatch with the
mental model because both the perceptual and design complexity is reduced considerably
[Lütkebohle et al 2010]. Therefore the iconic approach is often favored for technical reasons.
18. 4.2.3 Abstract
A design strategy for abstract affective robotics as we describe in this paper focuses on designing
physical artifacts that reflect the essential components of visual emotion recognition [Section 3.4],
i.e. the features most fundamental to the recognition of emotion expression and the perceptual
mechanisms to operate on them for design. We want to make clear this approach differs
fundamentally from the iconic and realistic approach at the representational level, as these
approaches focus on modeling anatomical features used in emotion expression, and are as such
dependent on the resemblance and configuration of the human body and face. Design principles for
abstract affective robots focus on the minimal and essential representations of emotion recognition
and use these to model emotion expression outside the context of the human body. Design principles
are gleaned from visual information processing and focus on the general perception of essential
features themselves. As such we speculate the abstract design approach is on the one hand a
shortcut to the perception of emotion, as the essential features from visual emotion recognition we
normally have to search for are emphasized and isolated, i.e. easy to perceive. On the other hand
abstract design may fit the mental model of technological artifacts better because of its apparent
simplicity [Dautenhahn 2002]. Hypothetically, users do not have to bother with the expectations we
have of real humans or animals as we under-attribute the capabilities of abstract affective robots.
This could entail that users can discover the affective quality of an abstract affective robot naturally
during interaction, i.e. through interaction increasingly construe a fitting mental model of the artifact.
However, the downside of abstract design could be that the perceived affordance of such designs is
relatively low in social situations.
4.3 Related projects
The abstract design strategy has been applied marginally within the field of affective robotics.
However, there exist some related projects within the robotics community that relate to our review
on essential features. This mainly involves the usage of whole body movement independent of form
to endow robots with a synthetic means of expressing emotion independent of their morphology
[Barakova & Lourens 2009, Bethel & Murphy 2008, Maeda 1999, Saerbeck & Bartneck 2010].
Similarly Harris & Sharlin (2010) report on minimizing form and the usage of movements as an
isolated modality for emotional expression. In further relation to essential features of emotion
expression and robotics, form and spatiotemporal form is actively being researched in the field of
self-reconfigurable or modular robotics [Stoy et al 2010], but has as of today not examined any
means of emotional expression. To the knowledge of the authors the attempt closest to what we
describe in this paper as abstract design is done by Samani et al (2010) in the Lovotics project. The
Lovotics project aims to develop a bi-directional friendship-love relationship between the robot and
the user. Design is used as a basis to engage users to explore the possibilities of such relationships. To
uncover the essential factors needed for appearance and expression they have taken a user-centered
design approach and found their aim is best reflected by using an oval form and by expressing
affective behavior through rotation, vibration, tilt, variable height and variable color. Abstract design
has however been explored a bit more in depth in other techno-scientific application areas than that
of robotics. For further reference, these include affective evaluation methods [Laaksolahti et al 2009,
Isbister et al 2006, Isbister et al 2007], communication technology [Liu et al 2003, Scheirer & Picard
2000, Stahl et al 2005], interface design [Sanches et al 2010, Scheirer & Picard 2000, Sengers et al
2002] and ambient displays [Boehner et al 2003, Mutlu et al 2006].
19. 4.4 Conclusion on Robotics
A survey on related projects shows that there exists some work on exploiting movement and other
minimal features as an expressive quality in mostly functional robots. Although this shows that some
minor aspects of abstract design have been used, in general we can conclude that the abstract design
approach to affective robots has received little attention. Our explanation of design strategies
positions our research on design guidelines for abstract affective robots in the whole spectrum of
affective robots and hints on some preliminary theoretical and practical implications of the abstract
design approach concerning design theory and user attitude. Additionally, our review on affective
robotics shows a largely unexplored and undeveloped niche for abstract affective robotics.
5. Design Guidelines for Abstract Affective Robots
The aim of our review on affective robotics, affective science and the science behind abstract art is to
unify that research into a set of guidelines for the design of abstract affective robots. Based on this
review we are able to distinguish two main design phases. The first design phase pertains the
application of essential features from visual emotion recognition to the robot morphology. An
abstract design should contain sufficient essential features and reflect the structure of visual emotion
recognition such that emotions can be conveyed by the design. The second design phase pertains the
design tools, or operations on these essential features, that affect the perception of essential features
in terms of attribution and attention.
5.1 Features
Essential features are the fundamental building blocks of abstract affective design. The application of
these features allows us to compose synthetic emotional expressions by combining different
variations and combinations of these features into a robots morphology. In principle, essential
features can be selected, implemented and matched to the intended expressive qualities and
restrictions of the design. We provide a summary of our review on essential features in table 2 and 3.
However, composing essential features into specific emotions may not be straightforward at all times.
Visual emotion recognition poses a limitation on the interpretation of combined essential features by
specific hierarchies and dependencies among features. As such, more complex designs must not only
reflect the essential features but also the structure of visual emotion recognition in order to compose
consistent synthetic emotion expressions.
Essential Feature Attribution Reference
Perceived instability negative emotions, fear,
suffering
Pavlova et al 2005
Perceived stability positive emotions, joy, surprise Pavlova et al 2005
Acceleration perceived arousal Saerbeck & Bartneck 2010
20. Velocity activation Lee et al 2007
Smoothness of movement pleasure Lee et al 2007
Fast, jerky movement happiness Pollick et al 2001
Large, fast, jerky movement anger Pollick et al 2001, Sawada et al
2003, Rime et al 1985, Rime et
al 1985
Small, slow movement sadness, fearful Pollick et al 2001, Sawada et al
2003, Rime et al 1985, Rime et
al 1985
rounded movement trace Positive emotions Aronoff 2006, Saebeck &
Bartneck 2010
Angular movement trace Negative emotions Aronoff 2006
Relative motion and perceived
goal-directedness
social attributions, animacy,
emotional attributions through
perceived intentionality.
Dittrich & Lea 1994, Heider &
Simmel 1944, Scholl &
Tremoulet 2000
Table 2: Effects of essential movement features on emotion attribution.
Essential Feature Attribution Reference
Roundness, curvilinearity positive valence, lessened
arousal, no effect on potency,
happy, intimate, warmth
Aronoff 2006, Bar & Neta 2006,
Collier 1996, de Rooij et al 2011,
Silvia & Barona 2009
Roundness negative valence, low arousal,
sadness
Collier 1996
Angularity, diagonality negative valence, heightened
arousal, heightened potency,
threat, coldness
Aronoff 2006, Bar & Neta 2006,
Collier 1996, de Rooij et al 2011,
Silvia & Barona 2009
V-shapes, downward Pointing
triangles
threat Aronoff 2006, Aronoff et al
1988, Larson et al 2007, Larson
et al 2008
Asymmetry heightened arousal, valence*,
dominance*
De Rooij et al 2011, Locher &
Nodine 1989
21. Symmetry low arousal, valence*,
dominance*
De Rooij et al 2011, Locher &
Nodine 1989
Size, height, surface area,
circumference
Arousal, potency, surprise Aronoff 2006, de Rooij et al
2011
Table 3: Effects of essential form features on emotion attribution. *) These features were shown to
have a negative relation with respect to emotion attribution (section 4.3.2).
For example, we could design a robot that can vary its contour in terms of roundness and angularity,
and can increase and decrease its overall size. The provided tables 2 and 3 contain their effects with
respect to emotion attribution. Based on this information we have designed a robot that can
theoretically compose synthetic expressions by varying its contour features and its size where
increasing its roundness and angularity affects the perception the robot in terms valence or pleasure,
and varying the size of the robots expression in terms of perceived arousal and dominance. More
specifically when for example roundness is complemented by increased size the expression will be
perceived as positive, aroused and dominant. Such a description matches emotions such as joy and
happiness [table 5, de Rooij et al 2011]. The application of contour features in combination with
increased size proves to be straightforward.
Affect dimension roundness angularity asymmetry size
pleasure + x - x
displeasure x + - x
arousal x x x* +
dominance x x - +
submissiveness x x - +
Table 4: Example of the combined effects and relational aspects of essential form features with
respect to the pleasure-arousal-dominance model taken from de Rooij et al (2011). Where a “+”
denotes a positive relation to the affect dimension, “-” denotes a negative relation and “x” denotes
no relation.*) results on the contribution of asymmetry to arousal are ambiguous (see de Rooij et al
2011).
Emotion category Roundness Angularity Asymmetry Size
Love + x - x
Joy + x - +
22. Surprise x x x +
Anger x + - +
Sadness x x +* -
Fear x + - x
Table 5: Example of the combined effects and relational aspects of essential form features with
respect to emotion categories taken from de Rooij et al (2011). Where a “+” denotes a positive
relation to the affect dimension, “-” denotes a negative relation and “x” denotes no relation.*)
especially a specific orientation downward and downward-right in combination with asymmetry were
shown to relate to sadness (see de Rooij et al 2011).
Now lets revise the design of the robot and add the capability of changing from symmetry to
asymmetry. Here, the limitations posed by the structure of visual emotion recognition becomes more
evident (table 4, table 5, de Rooij et al 2011). From table 3 we can see that asymmetry has been
linked to increased arousal, and was also shown to affect valence. However, research on their
combined effects shows that first, asymmetry has a negative relation with both contour and
dominance and second asymmetry impacts pleasure much less than contour [de Rooij et al 2011],
third, this effect is only true on the condition that contour features are the dominant factor in
emotion attributions towards the robot. If this is not the case, a particular combination of downward
and especially downward-right can overrule the effect of contour and evokes attributions of sadness
[de Rooij et al 2011]. Additionally, asymmetry has a negative relation to dominance, this impact
resembles the impact of increased size in strength. As such a several different combinations of
asymmetry and size may be shown to evoke similar levels of perceived dominance.
Therefore, when designing an abstract affective robot, composing essential features into specific
synthetic expressions can at times be straightforward. The structure of visual emotion recognition
does however poses different restrictions on specific combinations of features, which affects their
interpretation with respect to emotion attribution. This is dependent on what and how many
essential features are combined. Though an example was shown based on previous work [de Rooij et
al 2011], there are many open questions pertaining the hierarchy and dependence among essential
features, and especially among combining essential features from different modalities. Therefore,
additional attribution research on specific designs may be required. Also, for further information on
the specific structure of emotion recognition, and as such the hierarchy and dependence among
essential features with respect to emotion attribution, we refer to the references provided in table 2
and 3, as well as section 3.4.
5.2 Design tools
Design tools, or design operations are those mechanisms we can apply on essential features from
visual emotion recognition that affect these essential features in terms of emotion attribution and
differentiation. From our review the psychology behind abstract art we are able to distinguish six
design tools that can be applied to those features: translation, isolation, exaggeration, multiplicity,
grouping and contrast. Do note that that the design tools we propose here may be used, but do not
23. all have to be used. As such, the design guidelines show the possibilities of abstract design within an
affective robotics design framework. The proposed methods for abstract affective design [section 2.2
and 2.3] are not neatly framed with respect to their effects concerning attribution and differentiation.
Methods can have multiple relevant effects simultaneously. It is necessary that we are aware of this
so we can take this into account when designing an abstract affective robot.
5.2.1 Attribution
Attribution revolves around managing the emotional quality when designing an abstract affective
robot, i.e. essential features and the operations thereon that affect emotion attribution. Applying
these design tools to essential features (table 2 and 3) affect the formation and intensity of essential
features, and as such the emotional attributions towards them. As such, design tools that affect
essential features with respect to emotion attribution provide flexibility in the essential features we
use, how we combine them and how they are interpreted. We distinguish four major design tools
that affect attribution: exaggeration, multiplicity, grouping and translation.
5.2.1.1 Translation
The design tool translation allows some more freedom in the usage of specific essential features, as
we can translate essential features from one modality to another [section 2.2.3, table 6]. The
advantage of translation can be that in the absence of ways to accurately meet in the physical
requirements for features that evoke specifically desired emotional attributions, it may be possible to
translate these essential features to another modality that is possible to implement, i.e. they may
provide the design of robots with specific morphological restrictions with a wider vocabulary of
emotion expressions. If we take the example of an abstract affective robot that has only motion
kinematics to express emotions, and assume motion kinematics do not provide a sufficient emotional
attribution of positive valence, but we can find this precise emotional attribution in the form feature
roundness or curvature, translation shows it may be possible to translate this form feature to motion
patterns, while retaining its affective quality. The question does remain which essential features can
be translated while retaining their affective quality, and to what extent they will impact composing
features with respect to hierarchy and dependence. Therefore, it is advised to verify designs using
translation. To verify this may require empirical research for a particular design.
Essential Feature translation Reference
kinematics static image that reflects
movement and kinematic traces
Freedberg & Gallese 2007
roundness movement traces Aronoff 2006, Bassili 1978,
Saerbeck & Bartneck 2010
angularity movement traces Aronoff 2006, Bassili 1978
Table 6: Suggested translations of essential features that retain affect
5.2.1.2 Exaggeration
24. The design operation exaggeration provides us with a means to intensify the emotional attributions
to essential features based on the peak shift principle [section 2.2.2]. The implications on the level of
attribution are that emotional attributions towards specific features will be perceived relative to
similar instances of those same features. The perceived distance and orientation from a specific
instance of the feature towards the exaggerated version of that feature determines the impact on
emotional attributions in that same direction. As such exaggeration provides a means to explore the
space of emotion attributions in a directional way relative to a featural anchor point. For example, if
we endow a robot with the capability to vary its perceived instability. Following attribution research
(table 2 and 3) the perceived instability evokes a fearful reaction. Exaggeration along the path of
perceived instability then intensifies the perception of fear relative to its previous instance.
Practically, the core question of exaggeration revolves around what the exact path of peak shifting is
[section 2.2.2]. Note this is not a trivial question to answer because the path of exaggeration depends
on the specific perceptual qualities of a feature. Continuing with our example robot, exaggeration
would entail increasing the perception of instability which in turn increases the emotional attribution
towards the feature. Perceiving instability may be dependent on the materials used, form and the
composition of elements in relation to the earth’s gravitational pull. So in principle the correct path of
exaggeration is always dependent on the specifics of the essential feature we are operating on. This
requires research, either from literature or empirical. To start, we would like to refer to the references
in table 2 and 3 for further details. Also note exaggeration is a design operation relating to attention
as well [section 2.2.2 and 5.2.2.2]. Lastly, we recommend isolation [section 5.2.2.1] to precede
exaggeration when designing an abstract affective robot.
5.2.1.3 Multiplicity
Another design operation that affects the emotional attribution towards essential features is
multiplicity [section 2.2.4]. Multiplicity simply states that the quantity of essential features has an
impact on emotion attribution. Typically, essential features of one type reinforce each other, so
increasing quantity entails intensification of the accompanying emotional attribution. For example, if
we build a robot that has a variable amount of angular features, and attribution research shows these
features evoke a threat response, than increasing the amount of angular features the robot shows in
an expression makes the expression more threatening. Note multiplicity is closely tied to composition
and should therefore keep in mind the role contrast and especially grouping when applying this
design operation [section 5.2.1.4 and 5.2.2.3].
5.2.1.4 Grouping
A key issue of composition in the context of abstract affective robots is to be aware of any gestalt
effects [section 2.3.2]. The relevance of grouping is that combinations of features may perceptually
form different features when put together according to the Gestalt grouping principles. The specifics
of the Gestalt grouping principles can be found in Wolfe (2005). For example, let’s assume we have
built a robot that has three rounded features that are positioned as a downward pointing triangle on
the robots body. Rounded features are generally known to evoke positive emotion attributions while
a downward triangle is known to evoke a threat response (table 2). According to the gestalt principles
we can both perceive those three rounded features but also the square through grouping and binding
mechanisms depending on the focus of the user. So this essentially means it depends on the users’
focus what essential feature will be perceived, and as such what emotion will be attributed. Grouping
25. principles become increasingly relevant for the design of abstract affective robots when the
complexity of a design increases. And as such it becomes increasingly difficult for a designer to be
aware of any Gestalt effects, i.e. the more features we combine the higher the chance for Gestalts
will form the designer is not aware of when the robot is operating. More interestingly, the Gestalt
principles can be used to design expressions based on essential features as well. For example,
grouping is strongly related to the design operation multiplicity as well as it can be used as an
additional operator for multiplicity to reinforce emotion attributions [section 5.2.1.3]. As such,
Gestalt mechanisms such as grouping and binding are therefore important to take into account when
designing an abstract affective robot.
5.2.2 Differentiation
Abstract affective robot designs inevitably have more features than only its essential features for
emotion expression. A key question is how to guide attention towards the essential features and
away from features that do not evoke emotion attributions. Justification for such a design step lies in
the fact that if attention is not allocated to a feature it’s information will not be processed, or at least
not processed sufficiently [Lavie 1995]. From a design theoretical perspective this becomes
increasingly important when the morphological complexity increases. The design step differentiation
provides tools to ensure this. The design operations involved are: isolation, exaggeration and
contrast.
5.2.2.1 Isolation
The design tool isolation is applied to remove redundant features from the design in order to benefit
the perception of features essential to emotion attribution [section 2.2.1]. This is accomplished by
limiting the amount of essential features on one modality and removing or neutralizing any other, in
terms of emotion attribution, redundant (visual) information. By removing or neutralizing inessential
features essential features stand out and therefore attention is guided towards these essential
features. In that sense isolation is a subtractive operation, i.e. it does not operate on essential
features but purges the design from inessential information. Applying the essential features from
table 2 and 3 should reduce the difficulty of applying isolation as it allows for a bottom-up design
process. A simple heuristic is to limit the amount of features per modality, which reduces overall
design complexity. Inevitably, there is a need to reduce other non-essential visual information on
modalities that are not used for emotion expression. Here, design choices can be made at the level of
attribution and at the level of perception. For example, if we develop a robot that has only movement
to express emotions with, it will inevitably have form, texture and color as well. As such these
modalities may guide attention away from the essential feature movement because they are
interpreted as emotionally meaningful and bias attribution. In the case of form we can derive
possible interpretations from table 3. Attention can also be guided away from essential features
because those other modalities are for example highly contrasting and therefore draw attention. To
prevent both issues we recommend using an affectively and perceptually neutral form, texture and
color in this example. Also see section 5.2.2.3 for an alternative design solution related to contrast.
Another contribution of isolation to design is that the perceptual clarity that comes with isolating
essential features combats ambiguity as different expressions will become easily distinguishable in
sequence. Lastly, we recommend isolation to precede other the other design tools discussed [section
5.2.1 and 5.2.2].
26. 5.2.2.2 Exaggeration
The design operation exaggeration contributes to differentiation by guiding attention towards
exaggerated features as they contrast with similar instances of essential features, making them more
eye-catching [section 2.2.2]. For a detailed description and examples on the implications of
exaggeration on implementation and attribution see section 5.2.1.2. The difference with isolation in
the context of differentiation is that exaggeration directly operates on essential features, while
isolation is a subtractive procedure and as such affects the overall design directly, but not the
essential features themselves. Therefore the additional use of exaggeration over isolation is that it
can be used to target specific features and guide attention to those features independent of changing
other features of the robot. For example, if we design a very complex abstract affective robot, i.e. one
with many features and expressive modalities, exaggeration can be used to force attention to specific
essential features that make up a specific expression we want to convey. Secondly, this also entails
that exaggeration can be used to combat ambiguity. This is not only helpful in a complex design, but
may be particularly helpful when working with limited technological means. To illustrate, when we
purposefully limit the modality movement of an abstract affective robot to only two speeds, fast and
slow. This could be achieved by downgrading resolution. Sticking to peak shifting allows us to match
the mechanics of the robot to the path of exaggeration [section 2.2.2] and thus allows for more
specific and affectively consistent construction. Do note that in any case exaggeration affects
attribution as well [section 5.2.1.2].
5.2.2.3 Contrast
When we combine different features, and make choices on the placement of those features, contrast
may arise between them. There are implications for contrast between different modalities and
different features. Firstly, contrast can be used to combine different modalities to specifically
reinforce the perception of another. For example, let’s assume we have a robot that has several
moving elements and can only use movement as an expressive modality. Then when we give each
moving element different, but highly contrasting colors, this reinforces the perception of movement,
increasing the ease and detail with which movement is perceived [section 2.3.1, Zeki 1994]. It is
important to be aware of such effects for differentiation between modalities. This may require
additional research into the neuroscience of visual perception. Also note this may be an alternative
design choice when considering isolation as well [section 5.2.2.1]. The second implication of contrast
relates directly to the placement of features as combinations of features may combine to form
contrasting areas. This needs to be taken into account when designing a robot. Consider a case the
combination of two essential features visually meet and form an edge. Edges are known to be highly
contrasting and as such draw attention to them, away from the two essential features from our robot.
Note contrast may arise not only contrast between static features, but also those on the temporal
plane, examples include moving or changing elements contrasting other dynamic or static elements
of the design. Practically, ensuring contrast arises only on essential features ensures attention is
drawn to them. So in summary, depending on the design contrast distracts from or attracts towards,
or reinforces the perception of the expressions we are trying to communicate.
6 Discussion and Conclusion
27. With this research we have investigated a fundamentally novel design approach for the
morphological design of affective robots in which minimal requirements and abstraction play a
central role. The core quality of our design approach is that it provides a novel way to match the
robots morphology with the cognitive and perceptual requirements of a user for affective interaction.
Our approach shifts the focus of design from modeling anatomical features and their dynamics used
in bodily expressions (i.e. facial expressions, body postures and arm gestures) to physically modeling
emotion expressions after the essential components and structure of visual emotion recognition.
A core challenge for abstract design is that it requires emotions to be conveyed outside the context
and configuration of the human body. To do so requires both the identification of essential features
of visual emotion recognition, their hierarchy and dependence with respect to emotion attribution
and new ways to design and implement them consistent with theories of visual information
processing. To develop such a theoretical framework we have reviewed emotion attribution research
and adopted abstract art and the psychology behind it as an empirical basis for investigating abstract
design. In addition, we have positioned abstract design in the whole spectrum of design strategies for
affective robots and found little research has been done on the developing such artifacts. As such, we
have attempted to unify research from affective robotics, affective science and the psychology behind
abstract art to develop guidelines and provide scientific context for the design of abstract affective
robots.
The developed guidelines consist of a two phase design process along which we have discussed
specific design operations from the reviewed literature, as well as their practical implications in the
context of robot design. The first design phase consists of the selection of essential features from
visual emotion recognition. The second design phase consists of the possible application of design
tools, these can be used to manipulate the essential features, which provides the designer with
additional flexibility and tools to compose a suitable expressive robotic morphology that suits the
design objective. In the first design phase features can be selected and combined to compose specific
expressive capabilities for an affective robot. However, as we show there exist cases were application
is straightforward, but also where application requires not only the presence of essential features,
but also requires their composition to reflect the structure of visual emotion recognition. In the
second design phase essential features can further be manipulated into specific designs. The
proposed design tools can be distinguished by two major categories: attribution and attention.
Attribution concerns essential features and the operations thereon that affect the emotional
attributions towards them. Differentiation provides the design operations that ensure attention is
guided to these essential features. Additionally, we have aimed to provide the designer with sufficient
theoretical and practical information on the possibilities of designing and researching abstract
affective robots.
Future research can take diverse directions. Attribution research already shows more research is
needed on emotional attributions towards combinations of essential features, which are the
fundamental building blocks of abstract affective robots. Also, the specific effects of design tools
require further investigation. Additionally, user studies can guide future development by investigating
the advantages and disadvantages of abstract affective robots with respect to acceptance and
believability, and their perceived affordance, which could eventually lead to suitable practical
applications and new application areas. Furthermore, the integration of other biological valuation
processes, such as aesthetic valuation, with abstract affective design can lead to a more complete
28. theory of abstract design in general. Further development benefits on the advances made in research
areas such as the science behind art, visual emotion recognition and neuroaesthetics. In turn
developing abstract affective robotics may contribute theoretically to those fields as well.
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