1,209 research outputs found

    Towards responsive Sensitive Artificial Listeners

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    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

    Affective games:a multimodal classification system

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    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

    Machine Understanding of Human Behavior

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    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

    Time-delay neural network for continuous emotional dimension prediction from facial expression sequences

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    "(c) 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, 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 components of this work in other works."Automatic continuous affective state prediction from naturalistic facial expression is a very challenging research topic but very important in human-computer interaction. One of the main challenges is modeling the dynamics that characterize naturalistic expressions. In this paper, a novel two-stage automatic system is proposed to continuously predict affective dimension values from facial expression videos. In the first stage, traditional regression methods are used to classify each individual video frame, while in the second stage, a Time-Delay Neural Network (TDNN) is proposed to model the temporal relationships between consecutive predictions. The two-stage approach separates the emotional state dynamics modeling from an individual emotional state prediction step based on input features. In doing so, the temporal information used by the TDNN is not biased by the high variability between features of consecutive frames and allows the network to more easily exploit the slow changing dynamics between emotional states. The system was fully tested and evaluated on three different facial expression video datasets. Our experimental results demonstrate that the use of a two-stage approach combined with the TDNN to take into account previously classified frames significantly improves the overall performance of continuous emotional state estimation in naturalistic facial expressions. The proposed approach has won the affect recognition sub-challenge of the third international Audio/Visual Emotion Recognition Challenge (AVEC2013)1

    Survey on Emotional Body Gesture Recognition

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    Automatic emotion recognition has become a trending research topic in the past decade. While works based on facial expressions or speech abound, recognizing affect from body gestures remains a less explored topic. We present a new comprehensive survey hoping to boost research in the field. We first introduce emotional body gestures as a component of what is commonly known as "body language" and comment general aspects as gender differences and culture dependence. We then define a complete framework for automatic emotional body gesture recognition. We introduce person detection and comment static and dynamic body pose estimation methods both in RGB and 3D. We then comment the recent literature related to representation learning and emotion recognition from images of emotionally expressive gestures. We also discuss multi-modal approaches that combine speech or face with body gestures for improved emotion recognition. While pre-processing methodologies (e.g., human detection and pose estimation) are nowadays mature technologies fully developed for robust large scale analysis, we show that for emotion recognition the quantity of labelled data is scarce. There is no agreement on clearly defined output spaces and the representations are shallow and largely based on naive geometrical representations

    Time- and value-continuous explainable affect estimation in-the-wild

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    Today, the relevance of Affective Computing, i.e., of making computers recognise and simulate human emotions, cannot be overstated. All technology giants (from manufacturers of laptops to mobile phones to smart speakers) are in a fierce competition to make their devices understand not only what is being said, but also how it is being said to recognise user’s emotions. The goals have evolved from predicting the basic emotions (e.g., happy, sad) to now the more nuanced affective states (e.g., relaxed, bored) real-time. The databases used in such research too have evolved, from earlier featuring the acted behaviours to now spontaneous behaviours. There is a more powerful shift lately, called in-the-wild affect recognition, i.e., taking the research out of the laboratory, into the uncontrolled real-world. This thesis discusses, for the very first time, affect recognition for two unique in-the-wild audiovisual databases, GRAS2 and SEWA. The GRAS2 is the only database till date with time- and value-continuous affect annotations for Labov effect-free affective behaviours, i.e., without the participant’s awareness of being recorded (which otherwise is known to affect the naturalness of one’s affective behaviour). The SEWA features participants from six different cultural backgrounds, conversing using a video-calling platform. Thus, SEWA features in-the-wild recordings further corrupted by unpredictable artifacts, such as the network-induced delays, frame-freezing and echoes. The two databases present a unique opportunity to study time- and value-continuous affect estimation that is truly in-the-wild. A novel ‘Evaluator Weighted Estimation’ formulation is proposed to generate a gold standard sequence from several annotations. An illustration is presented demonstrating that the moving bag-of-words (BoW) representation better preserves the temporal context of the features, yet remaining more robust against the outliers compared to other statistical summaries, e.g., moving average. A novel, data-independent randomised codebook is proposed for the BoW representation; especially useful for cross-corpus model generalisation testing when the feature-spaces of the databases differ drastically. Various deep learning models and support vector regressors are used to predict affect dimensions time- and value-continuously. Better generalisability of the models trained on GRAS2 , despite the smaller training size, makes a strong case for the collection and use of Labov effect-free data. A further foundational contribution is the discovery of the missing many-to-many mapping between the mean square error (MSE) and the concordance correlation coefficient (CCC), i.e., between two of the most popular utility functions till date. The newly invented cost function |MSE_{XY}/σ_{XY}| has been evaluated in the experiments aimed at demystifying the inner workings of a well-performing, simple, low-cost neural network effectively utilising the BoW text features. Also proposed herein is the shallowest-possible convolutional neural network (CNN) that uses the facial action unit (FAU) features. The CNN exploits sequential context, but unlike RNNs, also inherently allows data- and process-parallelism. Interestingly, for the most part, these white-box AI models have shown to utilise the provided features consistent with the human perception of emotion expression
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