10,081 research outputs found

    First impressions: A survey on vision-based apparent personality trait analysis

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    © 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

    Smarter choices ?changing the way we travel. Case study reports

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    This report accompanies the following volume:Cairns S, Sloman L, Newson C, Anable J, Kirkbride A and Goodwin P (2004)Smarter Choices ? Changing the Way We Travel. Report published by theDepartment for Transport, London, available via the ?Sustainable Travel? section ofwww.dft.gov.uk, and from http://eprints.ucl.ac.uk/archive/00001224/

    ForDigitStress: A multi-modal stress dataset employing a digital job interview scenario

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    We present a multi-modal stress dataset that uses digital job interviews to induce stress. The dataset provides multi-modal data of 40 participants including audio, video (motion capturing, facial recognition, eye tracking) as well as physiological information (photoplethysmography, electrodermal activity). In addition to that, the dataset contains time-continuous annotations for stress and occurred emotions (e.g. shame, anger, anxiety, surprise). In order to establish a baseline, five different machine learning classifiers (Support Vector Machine, K-Nearest Neighbors, Random Forest, Long-Short-Term Memory Network) have been trained and evaluated on the proposed dataset for a binary stress classification task. The best-performing classifier achieved an accuracy of 88.3% and an F1-score of 87.5%

    Speech emotion recognition with artificial intelligence for contact tracing in the COVID‐19 pandemic

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    If understanding sentiments is already a difficult task in human‐human communication, this becomes extremely challenging when a human‐computer interaction happens, as for instance in chatbot conversations. In this work, a machine learning neural network‐based Speech Emotion Recognition system is presented to perform emotion detection in a chatbot virtual assistant whose task was to perform contact tracing during the COVID‐19 pandemic. The system was tested on a novel dataset of audio samples, provided by the company Blu Pantheon, which developed virtual agents capable of autonomously performing contacts tracing for individuals positive to COVID‐19. The dataset provided was unlabelled for the emotions associated to the conversations. Therefore, the work was structured using a sort of transfer learning strategy. First, the model is trained using the labelled and publicly available Italian‐language dataset EMOVO Corpus. The accuracy achieved in testing phase reached 92%. To the best of their knowledge, thiswork represents the first example in the context of chatbot speech emotion recognition for contact tracing, shedding lights towards the importance of the use of such techniques in virtual assistants and chatbot conversational contexts for psychological human status assessment. The code of this work was publicly released at: https://github.com/fp1acm8/SE

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen VerĂ€nderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten gefĂŒhrt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinĂ€re Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen EinfĂŒhrung in das Thema gibt diese Arbeit daher, erstens, einen Überblick ĂŒber das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden SchamgefĂŒhle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenĂŒber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen Ă€hnlich gehorchen. DarĂŒber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur BewĂ€ltigung von emotional herausfordernden sozialen Situationen vermitteln kann. FĂŒnftens wird MARSSI, ein computergestĂŒtztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter BerĂŒcksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt fĂŒr eine tiefer gehende computergestĂŒtzte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr Ă€hnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Detecting Deceptive Dark-Pattern Web Advertisements for Blind Screen-Reader Users

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    Advertisements have become commonplace on modern websites. While ads are typically designed for visual consumption, it is unclear how they affect blind users who interact with the ads using a screen reader. Existing research studies on non-visual web interaction predominantly focus on general web browsing; the specific impact of extraneous ad content on blind users\u27 experience remains largely unexplored. To fill this gap, we conducted an interview study with 18 blind participants; we found that blind users are often deceived by ads that contextually blend in with the surrounding web page content. While ad blockers can address this problem via a blanket filtering operation, many websites are increasingly denying access if an ad blocker is active. Moreover, ad blockers often do not filter out internal ads injected by the websites themselves. Therefore, we devised an algorithm to automatically identify contextually deceptive ads on a web page. Specifically, we built a detection model that leverages a multi-modal combination of handcrafted and automatically extracted features to determine if a particular ad is contextually deceptive. Evaluations of the model on a representative test dataset and \u27in-the-wild\u27 random websites yielded F1 scores of 0.86 and 0.88, respectively

    Fourteenth Biennial Status Report: MĂ€rz 2017 - February 2019

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