Computer-Cognition Interfaces: Sensing and Influencing Mental Processes with Computer Interaction

Research output: Book/ReportPh.D. thesisResearch

Standard

Computer-Cognition Interfaces : Sensing and Influencing Mental Processes with Computer Interaction. / Mottelson, Aske.

Department of Computer Science, Faculty of Science, University of Copenhagen, 2018.

Research output: Book/ReportPh.D. thesisResearch

Harvard

Mottelson, A 2018, Computer-Cognition Interfaces: Sensing and Influencing Mental Processes with Computer Interaction. Department of Computer Science, Faculty of Science, University of Copenhagen. <https://soeg.kb.dk/permalink/45KBDK_KGL/fbp0ps/alma99122612835305763>

APA

Mottelson, A. (2018). Computer-Cognition Interfaces: Sensing and Influencing Mental Processes with Computer Interaction. Department of Computer Science, Faculty of Science, University of Copenhagen. https://soeg.kb.dk/permalink/45KBDK_KGL/fbp0ps/alma99122612835305763

Vancouver

Mottelson A. Computer-Cognition Interfaces: Sensing and Influencing Mental Processes with Computer Interaction. Department of Computer Science, Faculty of Science, University of Copenhagen, 2018.

Author

Mottelson, Aske. / Computer-Cognition Interfaces : Sensing and Influencing Mental Processes with Computer Interaction. Department of Computer Science, Faculty of Science, University of Copenhagen, 2018.

Bibtex

@phdthesis{343b639067884512949b63b3f8ddd80d,
title = "Computer-Cognition Interfaces: Sensing and Influencing Mental Processes with Computer Interaction",
abstract = "The variety of information about users hidden in the details of interaction data is increasingly being utilized for recognizing complex mental processes. Digital systems can correspondingly influence mental processes of users, paving the way for new interactive systems that interface with the human mind. This thesis presents advances to such interfaces: through four papers I show how human affect and cognition can be sensed and influenced computationally.Paper 1 presents two studies that together show that affect influences mobile interaction, which allows for binary discrimination between neutral and positive affect using sensor led machine learning classification. Paper 2 builds upon the methods presented in Paper 1 and extends the classification domain to dishonesty, also using mobile interaction data. The paper shows across three studies how dishonesty and honesty vary in interactional details, and how this difference can be utilized for estimating the veracity of user behavior based on features that are engineered by mobile interaction data.Paper 3 presents a feasibility study of conducting virtual reality studies outside a laboratory, to increase heterogeneity and power. The paper shows through two studies how a range of VR tasks can be conducted without the use of an immediate experimenter, with participants carrying out experiments themselves. In Paper 4 I apply this methodology, and conduct a VR study with more than 200 participants to study how manipulations to avatars can influence affect responses. The paper presents evidence supporting the link between affect and avatars, and additionally discusses the interplay between positive affect and body ownership.",
author = "Aske Mottelson",
year = "2018",
language = "English",
publisher = "Department of Computer Science, Faculty of Science, University of Copenhagen",

}

RIS

TY - BOOK

T1 - Computer-Cognition Interfaces

T2 - Sensing and Influencing Mental Processes with Computer Interaction

AU - Mottelson, Aske

PY - 2018

Y1 - 2018

N2 - The variety of information about users hidden in the details of interaction data is increasingly being utilized for recognizing complex mental processes. Digital systems can correspondingly influence mental processes of users, paving the way for new interactive systems that interface with the human mind. This thesis presents advances to such interfaces: through four papers I show how human affect and cognition can be sensed and influenced computationally.Paper 1 presents two studies that together show that affect influences mobile interaction, which allows for binary discrimination between neutral and positive affect using sensor led machine learning classification. Paper 2 builds upon the methods presented in Paper 1 and extends the classification domain to dishonesty, also using mobile interaction data. The paper shows across three studies how dishonesty and honesty vary in interactional details, and how this difference can be utilized for estimating the veracity of user behavior based on features that are engineered by mobile interaction data.Paper 3 presents a feasibility study of conducting virtual reality studies outside a laboratory, to increase heterogeneity and power. The paper shows through two studies how a range of VR tasks can be conducted without the use of an immediate experimenter, with participants carrying out experiments themselves. In Paper 4 I apply this methodology, and conduct a VR study with more than 200 participants to study how manipulations to avatars can influence affect responses. The paper presents evidence supporting the link between affect and avatars, and additionally discusses the interplay between positive affect and body ownership.

AB - The variety of information about users hidden in the details of interaction data is increasingly being utilized for recognizing complex mental processes. Digital systems can correspondingly influence mental processes of users, paving the way for new interactive systems that interface with the human mind. This thesis presents advances to such interfaces: through four papers I show how human affect and cognition can be sensed and influenced computationally.Paper 1 presents two studies that together show that affect influences mobile interaction, which allows for binary discrimination between neutral and positive affect using sensor led machine learning classification. Paper 2 builds upon the methods presented in Paper 1 and extends the classification domain to dishonesty, also using mobile interaction data. The paper shows across three studies how dishonesty and honesty vary in interactional details, and how this difference can be utilized for estimating the veracity of user behavior based on features that are engineered by mobile interaction data.Paper 3 presents a feasibility study of conducting virtual reality studies outside a laboratory, to increase heterogeneity and power. The paper shows through two studies how a range of VR tasks can be conducted without the use of an immediate experimenter, with participants carrying out experiments themselves. In Paper 4 I apply this methodology, and conduct a VR study with more than 200 participants to study how manipulations to avatars can influence affect responses. The paper presents evidence supporting the link between affect and avatars, and additionally discusses the interplay between positive affect and body ownership.

UR - https://soeg.kb.dk/permalink/45KBDK_KGL/fbp0ps/alma99122612835305763

M3 - Ph.D. thesis

BT - Computer-Cognition Interfaces

PB - Department of Computer Science, Faculty of Science, University of Copenhagen

ER -

ID: 218431967