1,298 research outputs found

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

    Get PDF
    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

    Towards responsive Sensitive Artificial Listeners

    Get PDF
    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

    Video summarisation: A conceptual framework and survey of the state of the art

    Get PDF
    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc.Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distinguishes between video summarisation techniques (the methods used to process content from a source video stream to achieve a summarisation of that stream) and video summaries (outputs of video summarisation techniques). Video summarisation techniques are considered within three broad categories: internal (analyse information sourced directly from the video stream), external (analyse information not sourced directly from the video stream) and hybrid (analyse a combination of internal and external information). Video summaries are considered as a function of the type of content they are derived from (object, event, perception or feature based) and the functionality offered to the user for their consumption (interactive or static, personalised or generic). It is argued that video summarisation would benefit from greater incorporation of external information, particularly user based information that is unobtrusively sourced, in order to overcome longstanding challenges such as the semantic gap and providing video summaries that have greater relevance to individual users

    Emotion Recognition based on Multimodal Information

    Get PDF

    Machine Understanding of Human Behavior

    Get PDF
    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

    Impact of annotation modality on label quality and model performance in the automatic assessment of laughter in-the-wild

    Full text link
    Laughter is considered one of the most overt signals of joy. Laughter is well-recognized as a multimodal phenomenon but is most commonly detected by sensing the sound of laughter. It is unclear how perception and annotation of laughter differ when annotated from other modalities like video, via the body movements of laughter. In this paper we take a first step in this direction by asking if and how well laughter can be annotated when only audio, only video (containing full body movement information) or audiovisual modalities are available to annotators. We ask whether annotations of laughter are congruent across modalities, and compare the effect that labeling modality has on machine learning model performance. We compare annotations and models for laughter detection, intensity estimation, and segmentation, three tasks common in previous studies of laughter. Our analysis of more than 4000 annotations acquired from 48 annotators revealed evidence for incongruity in the perception of laughter, and its intensity between modalities. Further analysis of annotations against consolidated audiovisual reference annotations revealed that recall was lower on average for video when compared to the audio condition, but tended to increase with the intensity of the laughter samples. Our machine learning experiments compared the performance of state-of-the-art unimodal (audio-based, video-based and acceleration-based) and multi-modal models for different combinations of input modalities, training label modality, and testing label modality. Models with video and acceleration inputs had similar performance regardless of training label modality, suggesting that it may be entirely appropriate to train models for laughter detection from body movements using video-acquired labels, despite their lower inter-rater agreement

    An Analysis of Rhythmic Staccato-Vocalization Based on Frequency Demodulation for Laughter Detection in Conversational Meetings

    Get PDF
    Human laugh is able to convey various kinds of meanings in human communications. There exists various kinds of human laugh signal, for example: vocalized laugh and non vocalized laugh. Following the theories of psychology, among all the vocalized laugh type, rhythmic staccato-vocalization significantly evokes the positive responses in the interactions. In this paper we attempt to exploit this observation to detect human laugh occurrences, i.e., the laughter, in multiparty conversations from the AMI meeting corpus. First, we separate the high energy frames from speech, leaving out the low energy frames through power spectral density estimation. We borrow the algorithm of rhythm detection from the area of music analysis to use that on the high energy frames. Finally, we detect rhythmic laugh frames, analyzing the candidate rhythmic frames using statistics. This novel approach for detection of `positive' rhythmic human laughter performs better than the standard laughter classification baseline.Comment: 5 pages, 1 figure, conference pape

    Multimedia search without visual analysis: the value of linguistic and contextual information

    Get PDF
    This paper addresses the focus of this special issue by analyzing the potential contribution of linguistic content and other non-image aspects to the processing of audiovisual data. It summarizes the various ways in which linguistic content analysis contributes to enhancing the semantic annotation of multimedia content, and, as a consequence, to improving the effectiveness of conceptual media access tools. A number of techniques are presented, including the time-alignment of textual resources, audio and speech processing, content reduction and reasoning tools, and the exploitation of surface features

    Affective games:a multimodal classification system

    Get PDF
    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
    corecore