8,066 research outputs found
Machine Understanding of Human Behavior
A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
Multimodal Observation and Interpretation of Subjects Engaged in Problem Solving
In this paper we present the first results of a pilot experiment in the
capture and interpretation of multimodal signals of human experts engaged in
solving challenging chess problems. Our goal is to investigate the extent to
which observations of eye-gaze, posture, emotion and other physiological
signals can be used to model the cognitive state of subjects, and to explore
the integration of multiple sensor modalities to improve the reliability of
detection of human displays of awareness and emotion. We observed chess players
engaged in problems of increasing difficulty while recording their behavior.
Such recordings can be used to estimate a participant's awareness of the
current situation and to predict ability to respond effectively to challenging
situations. Results show that a multimodal approach is more accurate than a
unimodal one. By combining body posture, visual attention and emotion, the
multimodal approach can reach up to 93% of accuracy when determining player's
chess expertise while unimodal approach reaches 86%. Finally this experiment
validates the use of our equipment as a general and reproducible tool for the
study of participants engaged in screen-based interaction and/or problem
solving
Looking Beyond a Clever Narrative: Visual Context and Attention are Primary Drivers of Affect in Video Advertisements
Emotion evoked by an advertisement plays a key role in influencing brand
recall and eventual consumer choices. Automatic ad affect recognition has
several useful applications. However, the use of content-based feature
representations does not give insights into how affect is modulated by aspects
such as the ad scene setting, salient object attributes and their interactions.
Neither do such approaches inform us on how humans prioritize visual
information for ad understanding. Our work addresses these lacunae by
decomposing video content into detected objects, coarse scene structure, object
statistics and actively attended objects identified via eye-gaze. We measure
the importance of each of these information channels by systematically
incorporating related information into ad affect prediction models. Contrary to
the popular notion that ad affect hinges on the narrative and the clever use of
linguistic and social cues, we find that actively attended objects and the
coarse scene structure better encode affective information as compared to
individual scene objects or conspicuous background elements.Comment: Accepted for publication in the Proceedings of 20th ACM International
Conference on Multimodal Interaction, Boulder, CO, US
Neural Network Based Reinforcement Learning for Audio-Visual Gaze Control in Human-Robot Interaction
This paper introduces a novel neural network-based reinforcement learning
approach for robot gaze control. Our approach enables a robot to learn and to
adapt its gaze control strategy for human-robot interaction neither with the
use of external sensors nor with human supervision. The robot learns to focus
its attention onto groups of people from its own audio-visual experiences,
independently of the number of people, of their positions and of their physical
appearances. In particular, we use a recurrent neural network architecture in
combination with Q-learning to find an optimal action-selection policy; we
pre-train the network using a simulated environment that mimics realistic
scenarios that involve speaking/silent participants, thus avoiding the need of
tedious sessions of a robot interacting with people. Our experimental
evaluation suggests that the proposed method is robust against parameter
estimation, i.e. the parameter values yielded by the method do not have a
decisive impact on the performance. The best results are obtained when both
audio and visual information is jointly used. Experiments with the Nao robot
indicate that our framework is a step forward towards the autonomous learning
of socially acceptable gaze behavior.Comment: Paper submitted to Pattern Recognition Letter
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Exposing piaget's scheme: Empirical evidence for the ontogenesis of coordination in learning a mathematical concept
The combination of two methodological resources-natural-user interfaces (NUI) and multimodal learning analytics (MMLA)-is creating opportunities for educational researchers to empirically evaluate seminal models for the hypothetical emergence of concepts from situated sensorimotor activity. 76 participants (9-14 yo) solved tablet-based non-symbolic manipulation tasks designed to foster grounded meanings for the mathematical concept of proportional equivalence. Data gathered in task-based semi-structured clinical interviews included action logging, eye-gaze tracking, and videography. Successful task performance coincided with spontaneous appearance of stable dynamical gaze-path patterns soon followed by multimodal articulation of strategy. Significantly, gaze patterns included uncued non-salient screen locations. We present cumulative results to argue that these 'attentional anchors' mediated participants' problem solving. We interpret the findings as enabling us to revisit, support, refine, and elaborate on central claims of Piaget's theory of genetic epistemology and in particular his insistence on the role of situated motor-action coordination in the process of reflective abstraction
First impressions: A survey on vision-based apparent personality trait analysis
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Personality analysis has been widely studied in psychology, neuropsychology, and signal processing fields, among others. From the past few years, it also became an attractive research area in visual computing. From the computational point of view, by far speech and text have been the most considered cues of information for analyzing personality. However, recently there has been an increasing interest from the computer vision community in analyzing personality from visual data. Recent computer vision approaches are able to accurately analyze human faces, body postures and behaviors, and use these information to infer apparent personality traits. Because of the overwhelming research interest in this topic, and of the potential impact that this sort of methods could have in society, we present in this paper an up-to-date review of existing vision-based approaches for apparent personality trait recognition. We describe seminal and cutting edge works on the subject, discussing and comparing their distinctive features and limitations. Future venues of research in the field are identified and discussed. Furthermore, aspects on the subjectivity in data labeling/evaluation, as well as current datasets and challenges organized to push the research on the field are reviewed.Peer ReviewedPostprint (author's final draft
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