ABSTRACT
Communication skills are essential in our everyday lives. Yet, it can be difficult for people with communication disorders to improve these skills without professional help. Quantifying communication and providing feedback advice in an automated manner would significantly improve that process. Therefore, we aim to propose a method to monitor communication that employs life-logging technology to evaluate parameters related to communication skills. In our study, we measured frequency of smiles as a metric for smooth communication. In addition, smiling can improve happiness even if a smile is mimicked. Ultimately, we provided feedback results to users in a gamified form and investigated the effects of feedback on communication.
- Cabinet Office, National Survey of Social Withdrawal (in Japanese), 2010.Google Scholar
- Olguın, D., Paradiso, J. A., and Pentland, A. 2006. Wearable communicator badge: Designing a new platform for revealing organizational dynamics. In Proceedings of Student Colloquium Proposals of the 10th International IEEE Symposium On Wearable Computers (ISWC), (Montreux, Switzerland, October 11--14, 2006), pp. 4--6.Google Scholar
- Sumi, Y. 2011. Structural understanding of multiparty conversation through multimodal data. The Special Interest Group Technical Reports of IPSJ, SLP, 2011-SLP-85(9), pp. 1--6.Google Scholar
- Murrayama.A, Shimizu.H, Daibou.I, Analyzing the Interdependence of Group Communication (2)-Factors that would influence on the degree of satisfaction in triadic communication-, IEIC Technical Report (Institute of Electronics, Information and Communication Engineers), 106(146), pp.7--12, 2006Google Scholar
- Tomkins, S. S. Affect, imagery, consciousness: Vol. 1. The positive affects. Springer, New York, USA, (1962).Google Scholar
- Tsujita.H, Rekimoto J, Smiling makes us happier: enhancing positive mood and communication with smile-encouraging digital appliances, In Proceedings of the 13th international conference on Ubiquitous computing (UbiComp '11). ACM, (New York, USA), pp.1--10. Google ScholarDigital Library
- Kleinke, C. L., Peterson, T. R., and Rutledge, T. R. 1998. Effects of self-generated facial expressions on mood. Journal of Personality and Social Psychology, 74, pp. 272--279.Google ScholarCross Ref
- Mosca, I., 2012, "+10! Gamification and deGamification!" in G|A|M|E Games as Art, Media, Entertainment, 1,1. http://www.gamejournal.it/plus10_gamification-and-degamification/Google Scholar
- Deterding, S., Sicart, M., N, Lennart., O'Hara, K., Dixon, D., 2011, Gamification. using game-design elements in nongaming contexts. CHI '11 Extended Abstracts on Human Factors in Computing Systems (CHI EA '11), pp. 2425--2428. Google ScholarDigital Library
- Deterding, S., Dixon, D., Khaled, R., Nacke, L., 2011, From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference, pp. 9--15. Google ScholarDigital Library
- Kleinberg, A., 2011," HOW TO: Gamify Your Marketing" in Mashable, Social Media http://mashable.com/2011/07/18/gamification-marketing/Google Scholar
- D, Hemley., 2012, "26 Elements of a Gamification Marketing Strategy" in Social Media Examiner. http://www.socialmediaexaminer.com/26-elements-of-agamification-marketing-strategy/Google Scholar
- Hiyama, A., Yamashita, Y., Nishimura, Y., Nishioka, T., Hirota, K., Kuzuoka, H., and Hirose, M. 2004. A real world role-playing game as an application of the guide system in a museum. Proceedings of the 14th International Conference on Artificial Reality Telexistence (ICAT 2004), (2004, 11.30--12.2) Seoul, Korea, pp. 29--34Google Scholar
- Jung, J. H., Schneider, C., and Valacich, J. Enhancing the Motivational Affordance of Information Systems: The Effects of Real-Time Performance Feedback and Goal Setting in Group Collaboration Environments. Management Science 56, 4 (2010), 724--742. Google ScholarDigital Library
- Matsumira, M., and Tuji, R. 2005. Non-restrictive and Longtime Monitoring of Utterance and Laughing Voice: Laughometer. IEICE Technical Report. Speech, 105(370), pp. 7--12.Google Scholar
- Kikuchi, A. 2004. Notes on the research using KiSS-18. Bulletin of the Faculty of Social Welfare, Iwate Prefectural University, 6(2), pp. 41--51.Google Scholar
- Hirooka, S., and Yokoya, T. 2003. Self-fulfilling prophecy in interpersonal communication: The effects of smiling on one's own liking the others of the guide system in a museum. Bulletin of the Faculty of Education, Mie University. Educational science, 54, pp. 131--144.Google Scholar
Index Terms
- Communication pedometer: a discussion of gamified communication focused on frequency of smiles
Recommendations
Does a big Duchenne smile really matter on e-commerce websites? An eye-tracking study in China
The smile is the most common and universal human facial expression. This study investigates the joint effect of a model's smile type and intensity on consumers' attention and purchase intention. A 2 (smile type Duchenne smile vs. non-Duchenne smile) 2 (...
Smiling makes us happier: enhancing positive mood and communication with smile-encouraging digital appliances
UbiComp '11: Proceedings of the 13th international conference on Ubiquitous computingWilliam James, the noted psychologist and philosopher, believed that smiling has a positive effect on our mind. James' view, which was confirmed by several psychological studies, was that we become happier when we laugh. In this paper, we propose a new ...
How feedback boosts motivation and play in a brain-training game
Highlights- We study effects of feedback type and valence in a brain-training game.
- ...
AbstractGames are important vehicles for learning and behavior change as long as players are motivated to continue playing. We study the impact of verbal feedback in stimulating player motivation and future play in a brain-training game. We ...
Comments