subject predicate object context
48101 Creator b32b19fdd9ad9f61e852debb903277ce
48101 Creator 3f0d988307a237eaf61bd25565d0ee00
48101 Creator ext-7d0334683307bcbf9e3f4998f930961c
48101 Creator ext-21d48ec56cf0fe086965e0f9517b3473
48101 Date 2016
48101 Is Part Of p03029743
48101 Is Part Of repository
48101 abstract Police officers when dealing with interviewing children have to cope with a complex set of emotions from a vulnerable witness. Triggers for recognising those emotions and how to build rapport are often the basis of learning exercises. However, current training pulls together the full complexity of emotions during role-playing which can be over-whelming and reduce appropriate learning focus. Interestingly a serious game’s interface can provide valuable training not because it represents full complex, multimedia interactions but because it can restrict emotional complexity and increase focus during the interactions on key factors for emotional recognition. The focus of this paper is to report on a specific aspect that was explored during the development of a serious game that aims to address the current police-training needs of child interviewing techniques, where the recognition of emotions plays an important role in understanding how to build rapport with children. The review of literature reveals that emotion recognition, through facial expressions, can contribute significantly to the perceived quality of communication. For this study an ‘emotions map’ was created and tested by 41 participants to be used in the development of a targeted interface design to support the different levels of emotion recognition. The emotions identified were validated with a 70 % agreement across experts and non-experts highlighting the innate role of emotion recognition. A discussion is made around the role of emotions and game-based systems to support their identification for work-based training. As part of the graphical development of the Child Interview Stimulator (CIS) we examined different levels of emotional recognition that can be used to support the in-game graphical representation of a child’s response during a police interview.
48101 authorList authors
48101 presentedAt ext-425306bb7f3f1abbc90b3dd0afde5f60
48101 presentedAt ext-77c114da06537ad82481583b2e8f12be
48101 status peerReviewed
48101 uri http://data.open.ac.uk/oro/document/550571
48101 uri http://data.open.ac.uk/oro/document/550572
48101 uri http://data.open.ac.uk/oro/document/550573
48101 uri http://data.open.ac.uk/oro/document/550574
48101 uri http://data.open.ac.uk/oro/document/550575
48101 uri http://data.open.ac.uk/oro/document/550576
48101 uri http://data.open.ac.uk/oro/document/554834
48101 volume 9894
48101 type AcademicArticle
48101 type Article
48101 label Margoudi, Maria; Hart, Jennefer ; Adams, Anne and Oliveira, Manuel (2016). Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing. In: Serious Games JCSG 2016, Lecture Notes in Computer Science 9894, Springer, pp. 73–86.
48101 label Margoudi, Maria; Hart, Jennefer ; Adams, Anne and Oliveira, Manuel (2016). Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing. In: Serious Games JCSG 2016, Lecture Notes in Computer Science 9894, Springer, pp. 73–86.
48101 Publisher ext-1c5ddec173ca8cdfba8b274309638579
48101 Title Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing
48101 in dataset oro