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Mr. Schuchhardt’s Research

Mr. Schuchhardt’s Research. Intro to Frustration Rules Part 1. Must bounce the ping-pong ball from 1 foot away from the Solo Cup. One person may support the cup so it doesn’t fall over. Each person must make 10 balls in 1 minute to receive participation points for the day.

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Mr. Schuchhardt’s Research

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  1. Mr. Schuchhardt’s Research

  2. Intro to Frustration Rules Part 1 • Must bounce the ping-pong ball from 1 foot away from the Solo Cup. • One person may support the cup so it doesn’t fall over. • Each person must make 10 balls in 1 minute to receive participation points for the day. • 10 points if successful, 0 points if not.

  3. Intro to Frustration Part 2 Rules • Must make 10 quarters in the Dixie Cup in 1 minute to receive participation points. • Must bounce the quarter off the lab table into the cup. • One person may support the cup to prevent it from falling. • 10 points for success, 0 points for failure.

  4. Follow-Up Questions • Did you feel stressed out that you weren’t going to be successful? • What did your body start to do when you were stressed? How did you begin to perform? (think breathing, heart rate, etc…)

  5. Sensors • We want to use sensors which are good at reading user emotions • Eye Tracker • Pupils dilate when users are excited, nervous or annoyed • Accelerometers • We hypothesize that if users are annoyed they might fidget or move around • GSR • Users tend to sweat when they are annoyed or nervous • GSR sensors measure this reaction (polygraphs)

  6. Okay, so now what? • Well, we can detect emotions. So what? • We sat in a meeting and talked about what we could do with the sensors.

  7. Objective • User frequently get annoyed with their computers • What if the computer could detect when they are annoyed? • If the computer notices the user is annoyed • Try to automatically improve the computer’s performance • If the computer notices the user isn’t annoyed • Why not save some battery power?

  8. Sensor Demonstration

  9. Experiments • We first have to prove that we can detect when users are annoyed! • We artificially try to annoy the user by dimming the screen • We take sensor readings while we dim the screen • We run the experiments on multiple users from a variety of backgrounds

  10. Data • What does it mean if the data changes before and after the annoyance? • What does it mean if the sensor doesn’t change before and after annoyances? • What does it mean at the beginning that all the users have different pupil values? • How could we explain the data for User 11? • What would the graph look like who just played the game with no annoyances?

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