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Original Articles

Enacting archetypes in movies: grounding the unconscious mind in emotion-driven media

, , , , &
Pages 154-173 | Published online: 13 Aug 2014
 

Abstract

The concept of emotion-driven media integrates affective computing into developing new types of digital media by including the human spectator as an essential part of the whole system. Enactive media, as a landmark in this direction, provides a theoretical basis that is rooted in the enactivist approach in cognitive science. Based on this thesis, it is required to establish a practical procedure for developing the media content through integrating psychological approaches. We demonstrate a systematic approach for developing the content for emotion-driven media. The theory of archetypes, one of the psychoanalytical approaches, was applied for editing movie clips as the media content, and coupled the content with emotional responses by using experimental psychological methodologies. The results showed that it is promising to utilise archetypal movie clips as the content of emotion-driven media and archetypal symbolism can be a useful resource for developing the content of media systems.

Acknowledgements

This work was supported in part by the Erasmus Mundus Joint Doctorate in Interactive and Cognitive Environments, which is funded by the EACEA Agency of the European Commission under EMJD ICE FPA n 2010-0012.

Notes

1 Monomyth is a metaphorical structure representing mythical narratives about heroes. However, when this concept is used in movie analyses, the hero here is different from the ‘superhero’ that is known as a special theme, but can be any characters that go through a self-evolved process to become better or bring greatness to others.

2 The one-minute duration was chosen for practical reasons. First, if the whole experiment takes too long, the participants might get tired and give biased results. Second, the length of the stimuli influences the adapting speed of the system. If the length is five minutes, the media system also needs five minutes to start to generate correct predictions when adapting to a new spectator. Third, although the length should be as short as possible, it still cannot be too short to enact emotional experiences. Therefore, one minute appears to be a reasonable choice.

3 Since the early 1930s, The Archive for Research in Archetypal Symbolism (ARAS), founded by Jungian scholar Olga Fröbe-Kapteyn, has been collecting and annotating mythological, ritualistic and symbolic images from all over the world and from all epochs of human history.

Additional information

Huang-Ming Chang is a PhD candidate affiliated with Eindhoven University of Technology and the Technical University of Catalonia. His research interests include human emotion, interaction design and digital media.

Leonid Ivonin is a PhD candidate affiliated with Eindhoven University of Technology and the Technical University of Catalonia.

Marta Díaz is a psychologist, full professor at the Department of Management and Director of the Interactive Behaviour and User Experience Lab at the Technical University of Catalonia. Her research interest is human behaviour interacting with smart systems.

Andreu Català is a full professor of the Technical University of Catalonia in the area of systems engineering and automatic control and Director of the Technical Research Centre for Dependency Care and Autonomous Living. Research interests are machine learning and soft computing, ambient intelligence and assistive technologies.

Wei Chen is an assistant professor at the Department of Industrial Design, Eindhoven University of Technology. Her research interests include sensor systems for ambient intelligent design, healthcare system design using wearable sensors, wireless body area networks and smart environments.

Matthias Rauterberg is full professor for interactive systems design at the Department of Industrial Design, Eindhoven University of Technology. He has over 400 publications in the areas of human computer interaction, entertainment and cultural computing, as well as interaction design.

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