1,226 research outputs found

    Sub-story detection in Twitter with hierarchical Dirichlet processes

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    Social media has now become the de facto information source on real world events. The challenge, however, due to the high volume and velocity nature of social media streams, is in how to follow all posts pertaining to a given event over time – a task referred to as story detection. Moreover, there are often several different stories pertaining to a given event, which we refer to as sub-stories and the corresponding task of their automatic detection – as sub-story detection. This paper proposes hierarchical Dirichlet processes (HDP), a probabilistic topic model, as an effective method for automatic sub-story detection. HDP can learn sub-topics associated with sub-stories which enables it to handle subtle variations in sub-stories. It is compared with state-of-the-art story detection approaches based on locality sensitive hashing and spectral clustering. We demonstrate the superior performance of HDP for sub-story detection on real world Twitter data sets using various evaluation measures. The ability of HDP to learn sub-topics helps it to recall the sub-stories with high precision. This has resulted in an improvement of up to 60% in the F-score performance of HDP based sub-story detection approach compared to standard story detection approaches. A similar performance improvement is also seen using an information theoretic evaluation measure proposed for the sub-story detection task. Another contribution of this paper is in demonstrating that considering the conversational structures within the Twitter stream can bring up to 200% improvement in sub-story detection performance

    SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

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    Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure

    Who is where? Matching people in video to wearable acceleration during crowded mingling events

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    ConferenciaWe address the challenging problem of associating acceler- ation data from a wearable sensor with the corresponding spatio-temporal region of a person in video during crowded mingling scenarios. This is an important rst step for multi- sensor behavior analysis using these two modalities. Clearly, as the numbers of people in a scene increases, there is also a need to robustly and automatically associate a region of the video with each person's device. We propose a hierarchi- cal association approach which exploits the spatial context of the scene, outperforming the state-of-the-art approaches signi cantly. Moreover, we present experiments on match- ing from 3 to more than 130 acceleration and video streams which, to our knowledge, is signi cantly larger than prior works where only up to 5 device streams are associated

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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