48101 |
Creator |
b32b19fdd9ad9f61e852debb903277ce |
48101 |
Creator |
3f0d988307a237eaf61bd25565d0ee00 |
48101 |
Creator |
ext-7d0334683307bcbf9e3f4998f930961c |
48101 |
Creator |
ext-21d48ec56cf0fe086965e0f9517b3473 |
48101 |
Date |
2016 |
48101 |
Is Part Of |
p03029743 |
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Is Part Of |
repository |
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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. |
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authorList |
authors |
48101 |
presentedAt |
ext-425306bb7f3f1abbc90b3dd0afde5f60 |
48101 |
presentedAt |
ext-77c114da06537ad82481583b2e8f12be |
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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 |
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volume |
9894 |
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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 |