17,245 research outputs found

    Addressee Identification In Face-to-Face Meetings

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    We present results on addressee identification in four-participants face-to-face meetings using Bayesian Network and Naive Bayes classifiers. First, we investigate how well the addressee of a dialogue act can be predicted based on gaze, utterance and conversational context features. Then, we explore whether information about meeting context can aid classifiers’ performances. Both classifiers perform the best when conversational context and utterance features are combined with speaker’s gaze information. The classifiers show little gain from information about meeting context

    When Computer Vision Gazes at Cognition

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    Joint attention is a core, early-developing form of social interaction. It is based on our ability to discriminate the third party objects that other people are looking at. While it has been shown that people can accurately determine whether another person is looking directly at them versus away, little is known about human ability to discriminate a third person gaze directed towards objects that are further away, especially in unconstraint cases where the looker can move her head and eyes freely. In this paper we address this question by jointly exploring human psychophysics and a cognitively motivated computer vision model, which can detect the 3D direction of gaze from 2D face images. The synthesis of behavioral study and computer vision yields several interesting discoveries. (1) Human accuracy of discriminating targets 8{\deg}-10{\deg} of visual angle apart is around 40% in a free looking gaze task; (2) The ability to interpret gaze of different lookers vary dramatically; (3) This variance can be captured by the computational model; (4) Human outperforms the current model significantly. These results collectively show that the acuity of human joint attention is indeed highly impressive, given the computational challenge of the natural looking task. Moreover, the gap between human and model performance, as well as the variability of gaze interpretation across different lookers, require further understanding of the underlying mechanisms utilized by humans for this challenging task.Comment: Tao Gao and Daniel Harari contributed equally to this wor

    Multimodal Observation and Interpretation of Subjects Engaged in Problem Solving

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    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

    I’m Doing Better on My Own: Social Inhibition in Vocabulary Learning in Adults

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    Published: 05 June 2019Vocabulary learning is better achieved by children facing a teacher than when presented to the same teacher through video (so-called “video deficit” effect), which has significant implications for toddlers’ education. Since millions of adults also learn new vocabulary when acquiring a second language (L2), it is important to explore whether adults suffer from “video deficit” effects, as children do. In the present study, we report two experiments in which Spanish native late learners of English were involved in a vocabulary learning task. In Experiment 1, participants had to learn English (L2) labels associated to real objects. In Experiment 2, participants had to learn English (L2) and Spanish (L1) labels associated to novel objects. In both experiments, vocabulary learning was divided into three conditions: In the NoFace condition, participants were presented with the objects and their auditory labels, through video. In the Video condition, a teacher was showing the objects and uttering their names, through video. The Live condition was equivalent, except that the teacher was facing the participants in the room. Each condition was followed by a recall test. Better learning in Video compared to NoFace condition revealed that adults benefit from the teacher’s display with direct gaze, confirming the fundamental role of face display with direct gaze in social communication in adults. Interestingly, adults learned better through Video than in the Live condition. Those results were obtained in L2 vocabulary learning in both Experiments 1 and 2, and also generalized to native language in Experiment 2. We argue that adults suffer from social inhibition, meaning that they perform worse when in the presence of another person during task performance. In sum, we show that video-mediated teaching might not be detrimental for adults learning new vocabulary lists, as it is the case for young children. These results might have important implications for pedagogical programs targeting adults’ second language vocabulary learning, since proper acquisition of vocabulary list can be achieved through video including a teacher’s display.This research was funded by a grant from the FP7/2007–2013 Cooperation grant agreement 613465-AThEME, an ERC grant from the European Research Council (ERC-2011-ADG-295362), grants from the Spanish Government (PSI2014-54500, PSI2015-65694, and PSI2017-82941-P), and from the Basque Government (PI_2015_1_25 and PIBA18_29)

    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

    Spotting Agreement and Disagreement: A Survey of Nonverbal Audiovisual Cues and Tools

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    While detecting and interpreting temporal patterns of non–verbal behavioral cues in a given context is a natural and often unconscious process for humans, it remains a rather difficult task for computer systems. Nevertheless, it is an important one to achieve if the goal is to realise a naturalistic communication between humans and machines. Machines that are able to sense social attitudes like agreement and disagreement and respond to them in a meaningful way are likely to be welcomed by users due to the more natural, efficient and human–centered interaction they are bound to experience. This paper surveys the nonverbal cues that could be present during agreement and disagreement behavioural displays and lists a number of tools that could be useful in detecting them, as well as a few publicly available databases that could be used to train these tools for analysis of spontaneous, audiovisual instances of agreement and disagreement

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems
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