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  • 1.
    Leahu, Lucian
    et al.
    KTH, School of Information and Communication Technology (ICT), Communication Systems, CoS.
    Sengers, P.
    Freaky: Collaborative enactments of emotion2015In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, ACM Digital Library, 2015, p. 17-20Conference paper (Refereed)
    Abstract [en]

    The field of CSCW is increasingly drawing on theories and approaches from feminist philosophy of science. To date such efforts have focused on understanding users and their practices. We present a research prototype showing that feminist theories can lead to novel design solutions. Freaky is a mobile, interactive system that collaborates with its users in the enactment of emotion. Informed by the feminist literature, the system introduces a novel approach to emotion: designing for human-machine co-production of emotion.

  • 2.
    Leahu, Lucian
    et al.
    KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID.
    Sengers, P.
    Freaky: Performing hybrid human-machine emotion2014In: Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS, 2014, p. 607-616Conference paper (Refereed)
    Abstract [en]

    This paper explores the possibility of using statistical classification of physiological signals into emotion categories as a resource for open-ended human interpretation of emotion. Typically, design studies for affect assume either that it is possible for computers to objectively identify users' emotions, or that emotion is completely subjective and thus rely solely on human interpretation. By drawing on the feminist concept of performativity, we explain how to conceive of computational representations and human actors as coconstructing emotions. Through a case study of Freaky, a system that uses such models of emotion to support human interpretation, we demonstrate how machine learning models of affect can be constructed and incorporated in systems designed for open-ended user interpretation of affect. Qualitative results from a user deployment show that a performative approach to modeling emotion is possible. We thus demonstrate the potential of performative theories to be generative of new computational and design practices that support hybrid human-machine enactments of emotion.

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