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Adversarial uses of affective computing and ethical implications

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dc.contributor.advisor Rosalind Picard. en_US
dc.contributor.author Reynolds, Carson Jonathan, 1976- en_US
dc.contributor.other Massachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciences en_US
dc.date.accessioned 2007-12-07T19:22:23Z
dc.date.available 2007-12-07T19:22:23Z
dc.date.copyright 2005 en_US
dc.date.issued 2005 en_US
dc.identifier.uri http://dspace.mit.edu/handle/1721.1/33881 en_US
dc.identifier.uri http://hdl.handle.net/1721.1/33881
dc.description Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005. en_US
dc.description Page 158 blank. en_US
dc.description Includes bibliographical references (p. 141-145). en_US
dc.description.abstract Much existing affective computing research focuses on systems designed to use information related to emotion to benefit users. Many technologies are used in situations their designers didn't anticipate and would not have intended. This thesis discusses several adversarial uses of affective computing: use of systems with the goal of hindering some users. The approach taken is twofold: first experimental observation of use of systems that collect affective signals and transmit them to an adversary; second discussion of normative ethical judgments regarding adversarial uses of these same systems. This thesis examines three adversarial contexts: the Quiz Experiment, the Interview Experiment, and the Poker Experiment. In the quiz experiment, participants perform a tedious task that allows increasing their monetary reward by reporting they solved more problems than they actually did. The Interview Experiment centers on a job interview where some participants hide or distort information, interviewers are rewarded for hiring the honest, and where interviewees are rewarded for being hired. In the Poker Experiment subjects are asked to play a simple poker-like game against an adversary who has extra affective or game state information. en_US
dc.description.abstract (cont.) These experiments extend existing work on ethical implications of polygraphs by considering variables (e.g. context or power relationships) other than recognition rate and using systems where information is completely mediated by computers. In all three experiments it is hypothesized that participants using systems that sense and transmit affective information to an adversary will have degraded performance and significantly different ethical evaluations than those using comparable systems that do not sense or transmit affective information. Analysis of the results of these experiments shows a complex situation in which the context of using affective computing systems bears heavily on reports dealing with ethical implications. The contribution of this thesis is these novel experiments that solicit participant opinion about ethical implications of actual affective computing systems and dimensional metaethics, a procedure for anticipating ethical problems with affective computing systems. en_US
dc.description.statementofresponsibility by Carson Jonathan Reynolds. en_US
dc.format.extent 158 p. en_US
dc.language.iso eng en_US
dc.publisher Massachusetts Institute of Technology en_US
dc.rights M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. en_US
dc.rights.uri http://dspace.mit.edu/handle/1721.1/33881 en_US
dc.rights.uri http://dspace.mit.edu/handle/1721.1/7582
dc.subject Architecture. Program In Media Arts and Sciences en_US
dc.title Adversarial uses of affective computing and ethical implications en_US
dc.type Thesis en_US
dc.description.degree Ph.D. en_US
dc.contributor.department Massachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciences en_US
dc.identifier.oclc 66464927 en_US


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