Using Biometric Data to Assess Affective Response to Media Experiences
The purpose of this work is to investigate a method of measuring emotional experience by interrupting video content every three minutes to self-report. We let 16 test participants watch the short-film Helium divided into a control group and an interventio
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tract The purpose of this work is to investigate a method of measuring emotional experience by interrupting video content every three minutes to self-report. We let 16 test participants watch the short-film Helium divided into a control group and an intervention group. The subjective experiences from nine subjects (the intervention group) were captured by self-reporting via the widely used SAM pictogram scale. The intervention group was interrupted every three minutes for this. We found that interruptions induced by the self-reporting approach have negative effects on the subjects’ experience. This is observed in the biometric GSR data, which shows a clear correlation between GSR measures and the interruptions, showing an average of 30 s to return to “normal” after interruptions. The intervention group’s experience evaluation of the video content also support this effect, showing statistical evidence of a reduced experience when using the method of interruptions.
Keywords Emotions Core affect Arousal Valence Biometrics Skin conductance Galvanic skin response (GSR) Self-reporting SAM Media research
C.T. Jensen A.M.K. Jessen (&) L.I. Jørgensen J.K. Laursen L.B. Larsen Aalborg University, Fredrik Bajers Vej 7, 9220 Aalborg, Denmark e-mail: [email protected] C.T. Jensen e-mail: [email protected] L.I. Jørgensen e-mail: [email protected] J.K. Laursen e-mail: [email protected] L.B. Larsen e-mail: [email protected] J.L. Wieland DR Media Research, Danish National Broadcasting Corporation, Copenhagen, Denmark e-mail: [email protected] © Springer International Publishing Switzerland 2017 W. Chung and C.S. Shin (eds.), Advances in Affective and Pleasurable Design, Advances in Intelligent Systems and Computing 483, DOI 10.1007/978-3-319-41661-8_45
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1 Introduction The audience’s emotional experience is of high priority for video content production, since the audience base their evaluation of entertainment on their emotions [1]. Research present the assumption that the audience desire a pleasant feeling when watching video content and even negative emotions can create a positive emotional experience [1, 2]. Furthermore, empathy and identification with the contributory characters add to the emotional experience [3, 4]. Identification happens when the audience gets a direct simulation of the characters state [3] and empathy occurs when the audience take on the character’s emotional states; psychological perspective; and cognitive sense of reality [4]. Thus, video content should stimulate the creation of emotions, identification, and empathy in order to provide a good experience. The purpose of this study is to investigate methods for measuring emotional experience in video content. It can be difficult to clarify if the video content actually creates the desired emotional experience among the audience. Researchers still argue the origin of emotions [5], as it is possible to characterize emotions as a top-down or button-up process [6]. Early researchers such
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