Physiological mouse: toward an emotion-aware mouse

Yujun Fu, Hong Va Leong, Grace Ngai, Michael Xuelin Huang, Stephen C.F. Chan

Research output: Journal article publicationJournal articleAcademic researchpeer-review

4 Citations (Scopus)

Abstract

Human-centered computing is rapidly becoming a major research direction as new developments in sensor technology make it increasingly feasible to obtain signals from human beings. At the same time, the pervasiveness of computing devices is also encouraging more research in human–computer interaction, especially in the direction of personalized and adaptive user interfaces. Among the various research issues, affective computing, or the ability of computers to understand and react according to what a user “feels,” has been gaining in importance. In order to recognize the human affect (feeling), computers rely on the analysis of signal inputs captured by a multitude of means. This paper proposes the use of human physiological signals as a new form of modality in determining human affects, in a non-intrusive manner. The principle of non-invasiveness is very important, since it imposes no extra burden on the user, which improves user accessibility and encourages user adoption. This goal is realized via the physiological mouse, as a first step toward the support of affective computing. The conventional mouse is converted with a small optical component for capturing user photoplethysmographic (PPG) signal. With the PPG signal, it is possible to compute and derive human physiological signals. A prototype of the physiological mouse was built and raw PPG readings measured. The accuracy of the approach was evaluated through empirical studies to determine human physiological signals from the mouse PPG data. Finally, pilot experiments to correlate human physiological signals with various modes of human–computer interaction, namely gaming and video watching, were conducted. The trend in physiological signals could be used as feedback to the computer system which in turn adapts to the needs or the mood of the user, for instance change the volume and the light intensity when watching a video or playing a game based on current user emotion. The authors argue that this research will provide a new dimension for multimodal affective computing research, and the pilot study has already shed some light toward this research goal.
Original languageEnglish
Pages (from-to)365-379
Number of pages15
JournalUniversal Access in the Information Society
Volume16
Issue number2
DOIs
Publication statusPublished - 1 Jun 2017

Keywords

  • Affective computing
  • Gadget prototype
  • Human emotion
  • Non-intrusive measurement
  • Physiological signals

ASJC Scopus subject areas

  • Software
  • Information Systems
  • Human-Computer Interaction
  • Computer Networks and Communications

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