17,178 research outputs found
Linking recorded data with emotive and adaptive computing in an eHealth environment
Telecare, and particularly lifestyle monitoring, currently relies on the ability to detect and respond to changes in individual behaviour using data derived from sensors around the home. This means that a significant aspect of behaviour, that of an individuals emotional state, is not accounted for in reaching a conclusion as to the form of response required. The linked concepts of emotive and adaptive computing offer an opportunity to include information about emotional state and the paper considers how current developments in this area have the potential to be integrated within telecare and other areas of eHealth. In doing so, it looks at the development of and current state of the art of both emotive and adaptive computing, including its conceptual background, and places them into an overall eHealth context for application and development
Affective games:a multimodal classification system
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
Towards responsive Sensitive Artificial Listeners
This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness
A Comprehensive Performance Evaluation of Deformable Face Tracking "In-the-Wild"
Recently, technologies such as face detection, facial landmark localisation
and face recognition and verification have matured enough to provide effective
and efficient solutions for imagery captured under arbitrary conditions
(referred to as "in-the-wild"). This is partially attributed to the fact that
comprehensive "in-the-wild" benchmarks have been developed for face detection,
landmark localisation and recognition/verification. A very important technology
that has not been thoroughly evaluated yet is deformable face tracking
"in-the-wild". Until now, the performance has mainly been assessed
qualitatively by visually assessing the result of a deformable face tracking
technology on short videos. In this paper, we perform the first, to the best of
our knowledge, thorough evaluation of state-of-the-art deformable face tracking
pipelines using the recently introduced 300VW benchmark. We evaluate many
different architectures focusing mainly on the task of on-line deformable face
tracking. In particular, we compare the following general strategies: (a)
generic face detection plus generic facial landmark localisation, (b) generic
model free tracking plus generic facial landmark localisation, as well as (c)
hybrid approaches using state-of-the-art face detection, model free tracking
and facial landmark localisation technologies. Our evaluation reveals future
avenues for further research on the topic.Comment: E. Antonakos and P. Snape contributed equally and have joint second
authorshi
Sympathy Begins with a Smile, Intelligence Begins with a Word: Use of Multimodal Features in Spoken Human-Robot Interaction
Recognition of social signals, from human facial expressions or prosody of
speech, is a popular research topic in human-robot interaction studies. There
is also a long line of research in the spoken dialogue community that
investigates user satisfaction in relation to dialogue characteristics.
However, very little research relates a combination of multimodal social
signals and language features detected during spoken face-to-face human-robot
interaction to the resulting user perception of a robot. In this paper we show
how different emotional facial expressions of human users, in combination with
prosodic characteristics of human speech and features of human-robot dialogue,
correlate with users' impressions of the robot after a conversation. We find
that happiness in the user's recognised facial expression strongly correlates
with likeability of a robot, while dialogue-related features (such as number of
human turns or number of sentences per robot utterance) correlate with
perceiving a robot as intelligent. In addition, we show that facial expression,
emotional features, and prosody are better predictors of human ratings related
to perceived robot likeability and anthropomorphism, while linguistic and
non-linguistic features more often predict perceived robot intelligence and
interpretability. As such, these characteristics may in future be used as an
online reward signal for in-situ Reinforcement Learning based adaptive
human-robot dialogue systems.Comment: Robo-NLP workshop at ACL 2017. 9 pages, 5 figures, 6 table
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