Download - Fairclough Inaugural Biocybernetic Loops

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  • 1. Biocybernetic Loops: applied psychophysiology & human-computer interaction Stephen Fairclough School of Natural Sciences & Psychology Liverpool John Moores University

2. two interactions 3. two interactions 4. mental work 5. the greedy brain 6. blood glucose -0.8 -0.6 -0.4 -0.2 0.1 0.3 15min 30min 45min Changeinbloodglucose(mmol/L) low demand high demand Fairclough & Houston (2003) Biological Psychology 7. driver impairment 0 2 4 6 8 10 12 40min 80min 120min FrequencyofLineCrossings Control Part_SD Full_SD Fairclough & Graham (1999) Human Factors 8. 2 4 6 8 10 Frequency of line crossings 5 10 15 MentalEffort(HRV%changefrombaseline) 40 80 120 Control 80 40 120 Full_SD 40 80 120 Part_SD driver impairment 9. motivational intensity high effort easy hard impossible demand low effort low high 10. motivational intensity 0.0 1.0 2.0 3.0 4.0 5.0 6.0 easy hard impossible ChangeinSystolicBP(mmg/Hg) demand Ewing & Fairclough (2009) Psychophysiology 11. high effort easy hard impossible demand low effort motivational intensity instrumentality 12. 0.0 3.0 6.0 9.0 easy hard impossible ChangeinSystolicBP(mmg/Hg) Control Reward demand Ewing & Fairclough (2009) Psychophysiology motivational intensity 13. EEG measurement 14. theta activity easy hard impossible Ewing & Fairclough (2010) Proc. of HFES Annual Meeting 15. EEG measurement 16. upper alpha activity (11Hz) easy hard impossible Ewing & Fairclough (2010) Proc. of HFES Annual Meeting 17. lower alpha activity (9Hz) (hard demand) reward no reward Ewing & Fairclough (2010) Proc. of HFES Annual Meeting 18. high effort easy hard impossible demand low effort persistence intensity motivational intensity 19. Easy Hard Impossible tetris study easy hard impossible Fairclough et al (2013) Int. Journal of Autonomous & Adaptive Systems 20. tetris study 0 17.5 35 52.5 70 87.5 easy medium hard impossible EFFORT DEMAND boredom engagement zone overload Fairclough & Gilleade (2012) Proc. of ICMI 21. tetris study 0 20 40 60 80 100 easy hard impossible Power Game Difficulty Fz theta P4 alpha boredom engagement zone overload Fairclough & Gilleade (2012) Proc. of ICMI 22. adaptive tetris Fairclough & Gilleade (2012) Proc. of ICMI 23. the biocybernetic loop data collection data collection [signal sampling & filtering] software adaptation data translation adaptation IF overloaded THEN reduce difficulty IF very bored THEN increase difficulty [trigger values] [artifact correction] [signal quantification] classification psycho- physiological inference 0 17.5 35 52.5 70 87.5 easy medium hardimpossible EFFORT DEMAND 24. physiological computing Entertainment Cockpit Automation Affective Computing Digital Health Allanson & Fairclough (2003) Interacting With Computers Fairclough (2009) Interacting With Computers 25. wearable sensors 26. adaptive curation ARtSENSE project augmented reality museums interest levels Karran & Fairclough (2013) Proceeding of CHI13 27. Beta/Alpha Ratio (Fp1/Fpz/Fp2) heart rate Mean SCL R[alpha] minus L[alpha] Fp1 Fp2 construct measure measurement of interest Karran & Fairclough (2013) Proceeding of CHI13 28. the valencian kitchen Karran & Fairclough (2013) Proceeding of CHI13 29. classification of interest construct mean classification Complexity 74% Activation 76% Valence 70% Complexity + Activation 80% Karran & Fairclough (2013) Proceeding of CHI13 30. the biocybernetic loop #2 data collection data collection [signal sampling & filtering] [artifact correction] [signal quantification] classification psycho- physiological inference software adaptation data translation adaptation IF high interest THEN more information IF low interest THEN move to next topic [trigger values] 31. affective computing Mood music player Philips Research 32. cardiovascular anger reciprocal sympathetic activation increased blood pressure increased cardiac output cardiovascular health 33. driving task Anger induction simulated journey time schedule financial incentive 34. simulated journey Please get the kids to school in eight minutes. 8min 3min 3min 2min 4min Fairclough & Spiridon (2012) Int. Journal of Psychophysiology 35. mood music Activated Tired HappySad PH PL NH NL Fairclough et al (2014) Physiology & Behaviour 36. examples of music Activated Tired HappySad Fairclough et al (2014) Physiology & Behaviour 37. Activated Tired HappySad examples of music Fairclough et al (2014) Physiology & Behaviour 38. Activated Tired HappySad examples of music Fairclough et al (2014) Physiology & Behaviour 39. Activated Tired HappySad examples of music Fairclough et al (2014) Physiology & Behaviour 40. ** ** subjective anger (STAXI) Fairclough et al (2014) Physiology & Behaviour 41. systolic BP reactivity ** ** ** Fairclough et al (2014) Physiology & Behaviour 42. ** change in cardiac output Fairclough et al (2014) Physiology & Behaviour 43. data collection data collection [signal sampling & filtering] [artifact correction] [signal quantification] classification psycho- physiological inference software adaptation data translation adaptation IF high BP & CO THEN play low activation music [trigger values] the biocybernetic loop #3 44. 1. implicit adaptation 2. implicit tagging of experience 3. adaptation of environment to improve health potential applications Fairclough & Gilleade (Ed.) (2014) Advances In Physiological Computing 45. 1. the machine with an agenda 2. the divided self 3. data protection and privacy potential issues Fairclough (2009) Interacting With Computers 46. 1. the machine with an agenda 2. the divided self 3. data protection and privacy potential issues Fairclough (2009) Interacting With Computers 47. 1. the machine with an agenda 2. the divided self 3. data protection and privacy potential issues Fairclough (2014) Nature 48. two interactions 49. acknowledgements Jen Allanson Chris Burns Katie Ewing Kiel Gilleade Rob Graham Laura Goodwin Kim Houston Ute Kreplin Alexander Karran Roger McKinley Ben Mulder Will Pappenheim Helen Poole Jenna Roberts Elena Spiridon Ted Sayers Andy Tattersall Tamiko Thiel Louise Venables Marjolein van den Zwaag Joyce Westerlink