This computer responds to user frustration: Theory, design, and results
By Jonathan Klein, Youngme Moon, Rosalind W. Picard. Interacting with computers, 2002
604 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Experimental and Cognitive Psychology, Social Psychology
View Paper: https://www.semanticscholar.org/paper/b67542398227d8583a7c96663e687de93910e655
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- S. D’Mello
- A. Graesser
- Stephen H. Fairclough
- Christine L. Lisetti
- Fatma Nasoz
- Neal Finkelstein
- Kaye Alvarez
- Timothy W. Bickmore
In Experimental and Cognitive Psychology
- S. D’Mello
- A. Graesser
- Stephen H. Fairclough
- Timothy W. Bickmore
- Christine L. Lisetti
- Fatma Nasoz
- Neal Finkelstein
- Kaye Alvarez
In Social Psychology
- Stephen H. Fairclough
- S. D’Mello
- A. Graesser
- Rosalind W. Picard
- Timothy W. Bickmore
- Clifford Nass
- Scotty D. Craig
- Bethany McDaniel
Citations in the corpus
- Computers that care: investigating the effects of orientation of emotion exhibited by an embodied computer agent (2005, background): “This paper takes an important step toward answering this question by investigating how users respond to a computer agent that cares about them (see also Klein et al., 2002; Bickmore and Picard, 2004).”
- Fundamentals of physiological computing (2009, background): “(c) By incorporating an emotional display element into the user interface to reinforce positive emotions and mitigate negative emotions (Ahn et al., 2007; Klein et al., 2002; Lisetti and LeRouge, 2004; Prendinger et al., 2005).”
- Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments (2010, background): “For instance, some research has focused on reducing users’ frustration (Hone, 2006; Klein et al., 2002; McQuiggan et al., 2007), but it is not even clear that frustration is always a negative experience in all types of human–computer interaction.”
- Emotion recognition from physiological signals using wireless sensors for presence technologies (2004, background): “’s [20] interactive system responds to the user’s self-reported frustration during an interaction with a computer game.”
- Establishing and maintaining long-term human-computer relationships (2005, background): “…(Laver 1981) Friend Stranger Politeness (Brown and Levinson 1987) Indicative of small social distance Indicative of large social distance Empathy exchanges (Klein et al. 2002) Daily None Humor (Morkes et al. 1998) Frequent None Continuity behaviors (Gilbertson et al. 1998) Daily None Nonverbal…”
- THE EMPATHIC COMPANION: A CHARACTER-BASED INTERFACE THAT ADDRESSES USERS' AFFECTIVE STATES (2005, background): “This type of social interface has been demonstrated to enrich human–computer interaction in a wide variety of applications, including interactive presentations, tutoring, and sales (see Prendinger and Ishizuka [2004] for a recent overview).”
- Automatic detection of learner’s affect from conversational cues (2008, background): “Researchers in the field of human–computer interaction (HCI) have recently been modeling the affect of users (feelings, moods, emotions) in an attempt to develop more effective, user-friendly, and naturalistic applications (Bianchi-Berthouze and Lisetti 2002; Hudlicka and McNeese 2002; Klein et al. ”