43,296 research outputs found

    Robust Modeling of Epistemic Mental States

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    This work identifies and advances some research challenges in the analysis of facial features and their temporal dynamics with epistemic mental states in dyadic conversations. Epistemic states are: Agreement, Concentration, Thoughtful, Certain, and Interest. In this paper, we perform a number of statistical analyses and simulations to identify the relationship between facial features and epistemic states. Non-linear relations are found to be more prevalent, while temporal features derived from original facial features have demonstrated a strong correlation with intensity changes. Then, we propose a novel prediction framework that takes facial features and their nonlinear relation scores as input and predict different epistemic states in videos. The prediction of epistemic states is boosted when the classification of emotion changing regions such as rising, falling, or steady-state are incorporated with the temporal features. The proposed predictive models can predict the epistemic states with significantly improved accuracy: correlation coefficient (CoERR) for Agreement is 0.827, for Concentration 0.901, for Thoughtful 0.794, for Certain 0.854, and for Interest 0.913.Comment: Accepted for Publication in Multimedia Tools and Application, Special Issue: Socio-Affective Technologie

    SpreadCluster: Recovering Versioned Spreadsheets through Similarity-Based Clustering

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    Version information plays an important role in spreadsheet understanding, maintaining and quality improving. However, end users rarely use version control tools to document spreadsheet version information. Thus, the spreadsheet version information is missing, and different versions of a spreadsheet coexist as individual and similar spreadsheets. Existing approaches try to recover spreadsheet version information through clustering these similar spreadsheets based on spreadsheet filenames or related email conversation. However, the applicability and accuracy of existing clustering approaches are limited due to the necessary information (e.g., filenames and email conversation) is usually missing. We inspected the versioned spreadsheets in VEnron, which is extracted from the Enron Corporation. In VEnron, the different versions of a spreadsheet are clustered into an evolution group. We observed that the versioned spreadsheets in each evolution group exhibit certain common features (e.g., similar table headers and worksheet names). Based on this observation, we proposed an automatic clustering algorithm, SpreadCluster. SpreadCluster learns the criteria of features from the versioned spreadsheets in VEnron, and then automatically clusters spreadsheets with the similar features into the same evolution group. We applied SpreadCluster on all spreadsheets in the Enron corpus. The evaluation result shows that SpreadCluster could cluster spreadsheets with higher precision and recall rate than the filename-based approach used by VEnron. Based on the clustering result by SpreadCluster, we further created a new versioned spreadsheet corpus VEnron2, which is much bigger than VEnron. We also applied SpreadCluster on the other two spreadsheet corpora FUSE and EUSES. The results show that SpreadCluster can cluster the versioned spreadsheets in these two corpora with high precision.Comment: 12 pages, MSR 201

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development
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