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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Emotion-Driven Speci cations in Interactive Artworks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michela Tomasi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Engineering and Computer Science University of Trento Via Sommarive 5</institution>
          ,
          <addr-line>38123 Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Although emotions are well-recognized features in a ecting human behaviour, little research has been undertaken on the inclusion of emotions in the non-functional requirements of a software system. Recently, interactive art became an exploratory eld where artists and software engineers collaborate in the creation of art pieces; thus, through technology and software tools, human body expressions are translated into artistic products. The aim of our project is to understand the process that generates speci cations during the viewer's experience with an interactive art installation where non-functional requirements are described by emotions. Therefore the emotion-driven speci cations that we aim to obtain will de ne the hardware and the software of the interactive art installations to be developed in order to convey the desired emotions to the audience. In order to acquire these results, we create proof-of-concept artworks described by a conceptual modelling language and verify their functionalities.</p>
      </abstract>
      <kwd-group>
        <kwd>Emotions</kwd>
        <kwd>interactive art</kwd>
        <kwd>non-functional requirements</kwd>
        <kwd>speci cations</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Emotions are recognized as a driven force of the human activities. Although
considerable research has been devoted to emotion recognition in the eld of
HCI, rather less attention has been paid to its analysis in requirements
engineering [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The existence of user interfaces capable of detecting body gestures,
facial expressions and scripted voices needs to be supported by the inclusion
of emotions in the software requirements in order to predict and in uence
human reactions. Thus, emotions can become an important feature in monitoring
human-computer interaction. Nowadays even many advisory systems such as
e-health systems tend to reach their goals targeting our emotions [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Since
emotions act as goals in software production, more e ort should be conveyed in order
to derive methodologies to capture emotions in the requirements in a consistent
way.
      </p>
      <p>
        The scenario of interactive art can o er itself as a playground to test human
perceptions and aesthetics. Moreover, the viewer's emotions are recognized as
one of the main non-functional requirements since they o er an insight into the
viewer's engagement level with the art piece. Through the inclusion of
technology, interactive art creates a new experience of human-computer interaction;
"interactive art, in its many forms, is vitally concerned with these same issues
and it is important to see what each area can learn from the other" argued
Edmonds et al.[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] referring to the issues investigated in the HCI eld.
Thus, in our research, we consider emotions as non-functional requirements of
interactive installations and study the implications on the system functionality,
since emotions, as pointed previously, are believed the driving force of human
activities during interaction.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>State of the Art</title>
      <p>
        Since the early 60s, artists and software engineers have been collaborating during
the design and development of interactive artworks. The necessity of this
interplay comes from the di erent competences that are required during the creation.
Artists own the idea and the message to convey through a certain piece of art,
whereas software designers and developers, following the requirements
predened by the artists, implement the software that will transmit a certain output
to the audience. Furthermore, Glass and DeMarco [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] state that by developing
artworks the eld of software engineering could be fed by "innovation and
creativity", attributes that generally own to the art scenario. Thus, new methods,
models and tools devoted to innovation in software could be boosted by the
collaboration of artists with software engineers. An example of multidisciplinary
team is the SArt project, where members of the Software Engineering group of
the Norwegian University of Science and Technology (NTNU) develop softwares
devoted to the functionality of interactive art pieces [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Software engineers have
to overlook the computational complexity at the increasing of the requirements.
Many recent studies convey in identify the requirements elicitation as an
unsolved issue in art projects faced by a multidisciplinary team. The computer
scientist C. Machin [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], describing the artwork Priva-Lite Panel Construction
Digital Garden realized with the artist E. Rolinson, stresses the challenge in the
requirements de nition. As argued by Browne et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], a modular approach in
the design is necessary to avoid complications that results by the addition of
further functional requirements desired by the artist. Often the latter have no
clear idea of what the artwork should generate, therefore his/her demands are
changing, leading to the process of "evolutionary prototyping" where scientists
transform continuously the developed prototype to satisfy the artist's request
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Bentley et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] state that research on emotions in software engineering has
been su ciently driven in the past, however it remains at a theoretical level,
without being tested. Their contribute in designing a computer game, where
user's engagement was treated as the main goal. Nevertheless, no validation was
conducted and therefore no implementation followed to the suggested design.
Two techniques have been developed by Hassenzahl et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] to account
enjoyment among the non-functional requirements. The same factor was included
among the emotions considered in designing video games by Callele et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]; the
capture and the expression of emotions during the engagement was the objective
of that study. The proposed design was context-aware and di cult to implement
in many video games; moreover, further research appeared necessary in order to
better relate "look and feel" for conveying certain emotions during the game.
Wierzbocki et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] present an art installation, where the viewer's emotions are
translated into led light signals through the analysis based on face recognition.
This example of interactive artwork is one of the few examples where emotion
are explicitly addressed in interactive art.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Emotions as non-functional requirements</title>
      <p>
        Models including emotions among the non-functional requirements of a
software system have been proposed, nevertheless the application of these models to
software products revealed limitations [
        <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
        ]. Furthermore, the integration of a
cognitive perspective of the viewer engagment among the software requirements
has been disregarded so far in the artistic context. Since emotions act as goals in
software production, more e ort should be conveyed in order to derive
methodologies able to capture emotions in the requirements in a consistent way. The
theoretical approach is not been su ciently supported by experiments conferring
evidence to the intuition. "Traditional software engineering methodologies and
tools are poorly suited to develop new media applications", argued Biswas et al.
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>We face the problem of the inclusion of emotions in the non-functional
requirements of interactive artworks starting from the de nition of a emotion-driven
requirements modelling language to the understanding of the speci cations
process. The formulation of a emotion-driven requirements modelling language is
achieved de ning the goal models of the agents involved in interactive art pieces.
In our case the agents are the viewers, whose emotions are described by a
cognitive model and the installation, whose aim is to induce certain emotions on the
participant. Comparing the two goal models, their completion can be deduced
and agents' plans can be designed in order to ful l the given non-functional
requirements. Di erent scenarios will be de ned to better design the requirement
driven architecture, where soft-goals and task will represent the interaction to
accomplish the ultimate goal to induce certain emotion in the participants
during the engagement with an interactive art piece.</p>
      <p>Parallel to a deductive approach, we follow an inductive method testing the
artworks functionalities and enquire users, in order to validate the de ned
emotiondriven requirements modelling language and gather information about the
speci cations generation process. In particular, prototyping is the method we follow
during the artwork implementation, since it allows to rede ne the software and
the hardware continuously to better match the xed requirements. The choice
of following both an inductive and deductive approach is necessary to match
the theoretical framework given by the emotion-driven requirements modelling
language with the experiments obtained through the interactive artwork
prototyping.</p>
      <p>This study conducted on interactive art installations could lead to the creation
of new approaches to be adopted on other software products where interaction
is set as the main goal. Moreover, our ndings could o er further insight into
the human-computer interaction eld where emotions are targeted.</p>
    </sec>
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