21,599 research outputs found
Affective Music Information Retrieval
Much of the appeal of music lies in its power to convey emotions/moods and to
evoke them in listeners. In consequence, the past decade witnessed a growing
interest in modeling emotions from musical signals in the music information
retrieval (MIR) community. In this article, we present a novel generative
approach to music emotion modeling, with a specific focus on the
valence-arousal (VA) dimension model of emotion. The presented generative
model, called \emph{acoustic emotion Gaussians} (AEG), better accounts for the
subjectivity of emotion perception by the use of probability distributions.
Specifically, it learns from the emotion annotations of multiple subjects a
Gaussian mixture model in the VA space with prior constraints on the
corresponding acoustic features of the training music pieces. Such a
computational framework is technically sound, capable of learning in an online
fashion, and thus applicable to a variety of applications, including
user-independent (general) and user-dependent (personalized) emotion
recognition and emotion-based music retrieval. We report evaluations of the
aforementioned applications of AEG on a larger-scale emotion-annotated corpora,
AMG1608, to demonstrate the effectiveness of AEG and to showcase how
evaluations are conducted for research on emotion-based MIR. Directions of
future work are also discussed.Comment: 40 pages, 18 figures, 5 tables, author versio
Personalized Automatic Estimation of Self-reported Pain Intensity from Facial Expressions
Pain is a personal, subjective experience that is commonly evaluated through
visual analog scales (VAS). While this is often convenient and useful,
automatic pain detection systems can reduce pain score acquisition efforts in
large-scale studies by estimating it directly from the participants' facial
expressions. In this paper, we propose a novel two-stage learning approach for
VAS estimation: first, our algorithm employs Recurrent Neural Networks (RNNs)
to automatically estimate Prkachin and Solomon Pain Intensity (PSPI) levels
from face images. The estimated scores are then fed into the personalized
Hidden Conditional Random Fields (HCRFs), used to estimate the VAS, provided by
each person. Personalization of the model is performed using a newly introduced
facial expressiveness score, unique for each person. To the best of our
knowledge, this is the first approach to automatically estimate VAS from face
images. We show the benefits of the proposed personalized over traditional
non-personalized approach on a benchmark dataset for pain analysis from face
images.Comment: Computer Vision and Pattern Recognition Conference, The 1st
International Workshop on Deep Affective Learning and Context Modelin
What does touch tell us about emotions in touchscreen-based gameplay?
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the playerâs emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
Chronic-Pain Protective Behavior Detection with Deep Learning
In chronic pain rehabilitation, physiotherapists adapt physical activity to
patients' performance based on their expression of protective behavior,
gradually exposing them to feared but harmless and essential everyday
activities. As rehabilitation moves outside the clinic, technology should
automatically detect such behavior to provide similar support. Previous works
have shown the feasibility of automatic protective behavior detection (PBD)
within a specific activity. In this paper, we investigate the use of deep
learning for PBD across activity types, using wearable motion capture and
surface electromyography data collected from healthy participants and people
with chronic pain. We approach the problem by continuously detecting protective
behavior within an activity rather than estimating its overall presence. The
best performance reaches mean F1 score of 0.82 with leave-one-subject-out cross
validation. When protective behavior is modelled per activity type, performance
is mean F1 score of 0.77 for bend-down, 0.81 for one-leg-stand, 0.72 for
sit-to-stand, 0.83 for stand-to-sit, and 0.67 for reach-forward. This
performance reaches excellent level of agreement with the average experts'
rating performance suggesting potential for personalized chronic pain
management at home. We analyze various parameters characterizing our approach
to understand how the results could generalize to other PBD datasets and
different levels of ground truth granularity.Comment: 24 pages, 12 figures, 7 tables. Accepted by ACM Transactions on
Computing for Healthcar
Ubiquitous emotion-aware computing
Emotions are a crucial element for personal and ubiquitous computing. What to sense and how to sense it, however, remain a challenge. This study explores the rare combination of speech, electrocardiogram, and a revised Self-Assessment Mannequin to assess peopleâs emotions. 40 people watched 30 International Affective Picture System pictures in either an office or a living-room environment. Additionally, their personality traits neuroticism and extroversion and demographic information (i.e., gender, nationality, and level of education) were recorded. The resulting data were analyzed using both basic emotion categories and the valence--arousal model, which enabled a comparison between both representations. The combination of heart rate variability and three speech measures (i.e., variability of the fundamental frequency of pitch (F0), intensity, and energy) explained 90% (p < .001) of the participantsâ experienced valence--arousal, with 88% for valence and 99% for arousal (ps < .001). The six basic emotions could also be discriminated (p < .001), although the explained variance was much lower: 18â20%. Environment (or context), the personality trait neuroticism, and gender proved to be useful when a nuanced assessment of peopleâs emotions was needed. Taken together, this study provides a significant leap toward robust, generic, and ubiquitous emotion-aware computing
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