Abstract
In real-world scenarios, humans estimate a large proportion of their perceived world contextually and use previous information to adjust or modify their expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different modalities. Intentional combinations of these two affective expressions may be implemented by using audiovisual media. It is to be expected that presentations involving incongruent combinations during gaming and other interactions with machines will alter perceptions and the impact of ambiguity. To evaluate the impact of sensory crosstalk a novel statistical analysis was developed to estimate the impact of each modality. The results show that the visual modality dominates for the pairing pain/pleasure for. The acoustic modality dominates for pain/pleasure, pain/neutral, and pleasure/neutral. For neutral/pain and neutral/pleasure, neither the visual nor the acoustic modality enables highly correct ratings. The findings are of high value to the psychology of perception on a theoretical level and game/media developers as application fields.
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Funding and Acknowledgement
The research and data collection was supported by Czech Science Foundation (Grant No. 19-12885Y “Behavioral and Psycho-Physiological Response on Ambivalent Visual and Auditory Stimuli Presentation”).
Funding
The project was evaluated and approved by the Ethical Committee of the Faculty of Science, Charles University, as part of broader project (7/2018). GDPR regulations were followed at all times.
Conflicts of Interest.The authors declare no conflicts of interest.
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Appendix
Appendix
We show a method of determining whether two sets of ratings are significantly different with an example (Fig. A-1). The rating entries of the female raters for the male stimuli are \({n}_{1}\) and the entries for the male raters for the male stimuli are \({n}_{2}\); then the Beta distribution is . The two boundaries \(\left[\frac{1}{2},{u}_{\mathrm{upper}}\right]\) of the HDI (Highest Density Interval) are determined by \(pdf\left(\frac{1}{2}\right)=pdf({u}_{\mathrm{upper}})\). (Comment: solving for \({u}_{\mathrm{upper}}\) requires computing power.) The probability of HDI is determined by
Comment: this integral can be easily computed using the CDF (Cumulative distribution function) of the Beta distribution: probability =
If the computed probability is less than \(95\%\), then the significance level is greater than \(5\%\). In this case, the deviation of the mode from \(\frac{1}{2}\) is insignificant and the differences between the rating distributions are insignificant. In the example, shown in Fig. A-1, the probability is \(60\%\); the significance level is therefore 40% and the observed difference in the rating distributions is insignificant.
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Boschetti, S., Prossinger, H., Prossinger-Beck, V., Hladký, T., Říha, D., Binter, J. (2023). Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States “Pain”, “Pleasure”, and “Neutral”. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14047. Springer, Cham. https://doi.org/10.1007/978-3-031-35979-8_11
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