3,960 research outputs found

    Sensing, interpreting, and anticipating human social behaviour in the real world

    Get PDF
    Low-level nonverbal social signals like glances, utterances, facial expressions and body language are central to human communicative situations and have been shown to be connected to important high-level constructs, such as emotions, turn-taking, rapport, or leadership. A prerequisite for the creation of social machines that are able to support humans in e.g. education, psychotherapy, or human resources is the ability to automatically sense, interpret, and anticipate human nonverbal behaviour. While promising results have been shown in controlled settings, automatically analysing unconstrained situations, e.g. in daily-life settings, remains challenging. Furthermore, anticipation of nonverbal behaviour in social situations is still largely unexplored. The goal of this thesis is to move closer to the vision of social machines in the real world. It makes fundamental contributions along the three dimensions of sensing, interpreting and anticipating nonverbal behaviour in social interactions. First, robust recognition of low-level nonverbal behaviour lays the groundwork for all further analysis steps. Advancing human visual behaviour sensing is especially relevant as the current state of the art is still not satisfactory in many daily-life situations. While many social interactions take place in groups, current methods for unsupervised eye contact detection can only handle dyadic interactions. We propose a novel unsupervised method for multi-person eye contact detection by exploiting the connection between gaze and speaking turns. Furthermore, we make use of mobile device engagement to address the problem of calibration drift that occurs in daily-life usage of mobile eye trackers. Second, we improve the interpretation of social signals in terms of higher level social behaviours. In particular, we propose the first dataset and method for emotion recognition from bodily expressions of freely moving, unaugmented dyads. Furthermore, we are the first to study low rapport detection in group interactions, as well as investigating a cross-dataset evaluation setting for the emergent leadership detection task. Third, human visual behaviour is special because it functions as a social signal and also determines what a person is seeing at a given moment in time. Being able to anticipate human gaze opens up the possibility for machines to more seamlessly share attention with humans, or to intervene in a timely manner if humans are about to overlook important aspects of the environment. We are the first to propose methods for the anticipation of eye contact in dyadic conversations, as well as in the context of mobile device interactions during daily life, thereby paving the way for interfaces that are able to proactively intervene and support interacting humans.Blick, Gesichtsausdrücke, Körpersprache, oder Prosodie spielen als nonverbale Signale eine zentrale Rolle in menschlicher Kommunikation. Sie wurden durch vielzählige Studien mit wichtigen Konzepten wie Emotionen, Sprecherwechsel, Führung, oder der Qualität des Verhältnisses zwischen zwei Personen in Verbindung gebracht. Damit Menschen effektiv während ihres täglichen sozialen Lebens von Maschinen unterstützt werden können, sind automatische Methoden zur Erkennung, Interpretation, und Antizipation von nonverbalem Verhalten notwendig. Obwohl die bisherige Forschung in kontrollierten Studien zu ermutigenden Ergebnissen gekommen ist, bleibt die automatische Analyse nonverbalen Verhaltens in weniger kontrollierten Situationen eine Herausforderung. Darüber hinaus existieren kaum Untersuchungen zur Antizipation von nonverbalem Verhalten in sozialen Situationen. Das Ziel dieser Arbeit ist, die Vision vom automatischen Verstehen sozialer Situationen ein Stück weit mehr Realität werden zu lassen. Diese Arbeit liefert wichtige Beiträge zur autmatischen Erkennung menschlichen Blickverhaltens in alltäglichen Situationen. Obwohl viele soziale Interaktionen in Gruppen stattfinden, existieren unüberwachte Methoden zur Augenkontakterkennung bisher lediglich für dyadische Interaktionen. Wir stellen einen neuen Ansatz zur Augenkontakterkennung in Gruppen vor, welcher ohne manuelle Annotationen auskommt, indem er sich den statistischen Zusammenhang zwischen Blick- und Sprechverhalten zu Nutze macht. Tägliche Aktivitäten sind eine Herausforderung für Geräte zur mobile Augenbewegungsmessung, da Verschiebungen dieser Geräte zur Verschlechterung ihrer Kalibrierung führen können. In dieser Arbeit verwenden wir Nutzerverhalten an mobilen Endgeräten, um den Effekt solcher Verschiebungen zu korrigieren. Neben der Erkennung verbessert diese Arbeit auch die Interpretation sozialer Signale. Wir veröffentlichen den ersten Datensatz sowie die erste Methode zur Emotionserkennung in dyadischen Interaktionen ohne den Einsatz spezialisierter Ausrüstung. Außerdem stellen wir die erste Studie zur automatischen Erkennung mangelnder Verbundenheit in Gruppeninteraktionen vor, und führen die erste datensatzübergreifende Evaluierung zur Detektion von sich entwickelndem Führungsverhalten durch. Zum Abschluss der Arbeit präsentieren wir die ersten Ansätze zur Antizipation von Blickverhalten in sozialen Interaktionen. Blickverhalten hat die besondere Eigenschaft, dass es sowohl als soziales Signal als auch der Ausrichtung der visuellen Wahrnehmung dient. Somit eröffnet die Fähigkeit zur Antizipation von Blickverhalten Maschinen die Möglichkeit, sich sowohl nahtloser in soziale Interaktionen einzufügen, als auch Menschen zu warnen, wenn diese Gefahr laufen wichtige Aspekte der Umgebung zu übersehen. Wir präsentieren Methoden zur Antizipation von Blickverhalten im Kontext der Interaktion mit mobilen Endgeräten während täglicher Aktivitäten, als auch während dyadischer Interaktionen mittels Videotelefonie

    Multimodal Emotion Recognition among Couples from Lab Settings to Daily Life using Smartwatches

    Full text link
    Couples generally manage chronic diseases together and the management takes an emotional toll on both patients and their romantic partners. Consequently, recognizing the emotions of each partner in daily life could provide an insight into their emotional well-being in chronic disease management. The emotions of partners are currently inferred in the lab and daily life using self-reports which are not practical for continuous emotion assessment or observer reports which are manual, time-intensive, and costly. Currently, there exists no comprehensive overview of works on emotion recognition among couples. Furthermore, approaches for emotion recognition among couples have (1) focused on English-speaking couples in the U.S., (2) used data collected from the lab, and (3) performed recognition using observer ratings rather than partner's self-reported / subjective emotions. In this body of work contained in this thesis (8 papers - 5 published and 3 currently under review in various journals), we fill the current literature gap on couples' emotion recognition, develop emotion recognition systems using 161 hours of data from a total of 1,051 individuals, and make contributions towards taking couples' emotion recognition from the lab which is the status quo, to daily life. This thesis contributes toward building automated emotion recognition systems that would eventually enable partners to monitor their emotions in daily life and enable the delivery of interventions to improve their emotional well-being.Comment: PhD Thesis, 2022 - ETH Zuric

    Your fellows matter: Affect analysis across subjects in group videos

    Get PDF
    Automatic affect analysis has become a well established research area in the last two decades. Recent works have started moving from individual to group scenarios. However, little attention has been paid to investigating how individuals in a group influence the affective states of each other. In this paper, we propose a novel framework for cross-subjects affect analysis in group videos. Specifically, we analyze the correlation of the affect among group members and investigate the automatic recognition of the affect of one subject using the behaviours expressed by another subject in the same group. A set of experiments are conducted using a recently collected database aimed at affect analysis in group settings. Our results show that (1) people in the same group do share more information in terms of behaviours and emotions than people in different groups; and (2) the affect of one subject in a group can be better predicted using the expressive behaviours of another subject within the same group than using that of a subject from a different group. This work is of great importance for affect recognition in group settings: when the information of one subject is unavailable due to occlusion, head/body poses etc., we can predict his/her affect by employing the expressive behaviours of the other subject(s).European Unions Horizon 202

    Emotion sensing from head motion capture

    Get PDF
    Computational analysis of emotion from verbal and non-verbal behavioral cues is critical for human-centric intelligent systems. Among the non-verbal cues, head motion has received relatively less attention, although its importance has been noted in several research. We propose a new approach for emotion recognition using head motion captured using Motion Capture (MoCap). Our approach is motivated by the well known kinesics-phonetic analogy, which advocates that, analogous to human speech being composed of phonemes, head motion is composed of kinemes i.e., elementary motion units. We discover a set of kinemes from head motion in an unsupervised manner by projecting them onto a learned basis domain and subsequently clustering them. This transforms any head motion to a sequence of kinemes. Next, we learn the temporal latent structures within the kineme sequence pertaining to each emotion. For this purpose, we explore two separate approaches – one using Hidden Markov Model and another using artificial neural network. This class-specific, kineme-based representation of head motion is used to perform emotion recognition on the popular IEMOCAP database. We achieve high recognition accuracy (61.8% for three class) for various emotion recognition tasks using head motion alone. This work adds to our understanding of head motion dynamics, and has applications in emotion analysis and head motion animation and synthesis

    Towards Video Transformers for Automatic Human Analysis

    Full text link
    [eng] With the aim of creating artificial systems capable of mirroring the nuanced understanding and interpretative powers inherent to human cognition, this thesis embarks on an exploration of the intersection between human analysis and Video Transformers. The objective is to harness the potential of Transformers, a promising architectural paradigm, to comprehend the intricacies of human interaction, thus paving the way for the development of empathetic and context-aware intelligent systems. In order to do so, we explore the whole Computer Vision pipeline, from data gathering, to deeply analyzing recent developments, through model design and experimentation. Central to this study is the creation of UDIVA, an expansive multi-modal, multi-view dataset capturing dyadic face-to-face human interactions. Comprising 147 participants across 188 sessions, UDIVA integrates audio-visual recordings, heart-rate measurements, personality assessments, socio- demographic metadata, and conversational transcripts, establishing itself as the largest dataset for dyadic human interaction analysis up to this date. This dataset provides a rich context for probing the capabilities of Transformers within complex environments. In order to validate its utility, as well as to elucidate Transformers' ability to assimilate diverse contextual cues, we focus on addressing the challenge of personality regression within interaction scenarios. We first adapt an existing Video Transformer to handle multiple contextual sources and conduct rigorous experimentation. We empirically observe a progressive enhancement in model performance as more context is added, reinforcing the potential of Transformers to decode intricate human dynamics. Building upon these findings, the Dyadformer emerges as a novel architecture, adept at long-range modeling of dyadic interactions. By jointly modeling both participants in the interaction, as well as embedding multi- modal integration into the model itself, the Dyadformer surpasses the baseline and other concurrent approaches, underscoring Transformers' aptitude in deciphering multifaceted, noisy, and challenging tasks such as the analysis of human personality in interaction. Nonetheless, these experiments unveil the ubiquitous challenges when training Transformers, particularly in managing overfitting due to their demand for extensive datasets. Consequently, we conclude this thesis with a comprehensive investigation into Video Transformers, analyzing topics ranging from architectural designs and training strategies, to input embedding and tokenization, traversing through multi-modality and specific applications. Across these, we highlight trends which optimally harness spatio-temporal representations that handle video redundancy and high dimensionality. A culminating performance comparison is conducted in the realm of video action classification, spotlighting strategies that exhibit superior efficacy, even compared to traditional CNN-based methods.[cat] Aquesta tesi busca crear sistemes artificials que reflecteixin les habilitats de comprensió i interpretació humanes a través de l'ús de Transformers per a vídeo. L'objectiu és utilitzar aquestes arquitectures per comprendre millor la interacció humana i desenvolupar sistemes intel·ligents i conscients de l'entorn. Això implica explorar àmplies àrees de la Visió per Computador, des de la recopilació de dades fins a l'anàlisi de l'estat de l'art i la prova experimental d'aquests models. Una part essencial d'aquest estudi és la creació d'UDIVA, un ampli conjunt de dades multimodal i multivista que enregistra interaccions humanes cara a cara. Amb 147 participants i 188 sessions, UDIVA inclou contingut audiovisual, freqüència cardíaca, perfils de personalitat, dades sociodemogràfiques i transcripcions de les converses. És el conjunt de dades més gran conegut per a l'anàlisi de la interacció humana diàdica i proporciona un context ric per a l'estudi de les capacitats dels Transformers en entorns complexos. Per tal de validar la seva utilitat i les habilitats dels Transformers, ens centrem en la regressió de la personalitat. Inicialment, adaptem un Transformer de vídeo per integrar diverses fonts de context. Mitjançant experiments exhaustius, observem millores progressives en els resultats amb la inclusió de més context, confirmant la capacitat dels Transformers. Motivats per aquests resultats, desenvolupem el Dyadformer, una arquitectura per interaccions diàdiques de llarga duració. Aquesta nova arquitectura considera simultàniament els dos participants en la interacció i incorpora la multimodalitat en un sol model. El Dyadformer supera la nostra proposta inicial i altres treballs similars, destacant la capacitat dels Transformers per abordar tasques complexes. No obstant això, aquestos experiments revelen reptes d'entrenament dels Transformers, com el sobreajustament, per la seva necessitat de grans conjunts de dades. La tesi conclou amb una anàlisi profunda dels Transformers per a vídeo, incloent dissenys arquitectònics, estratègies d'entrenament, preprocessament de vídeos, tokenització i multimodalitat. S'identifiquen tendències per gestionar la redundància i alta dimensionalitat de vídeos i es realitza una comparació de rendiment en la classificació d'accions a vídeo, destacant estratègies d'eficàcia superior als mètodes tradicionals basats en convolucions

    Automatic Emotion Recognition: Quantifying Dynamics and Structure in Human Behavior.

    Full text link
    Emotion is a central part of human interaction, one that has a huge influence on its overall tone and outcome. Today's human-centered interactive technology can greatly benefit from automatic emotion recognition, as the extracted affective information can be used to measure, transmit, and respond to user needs. However, developing such systems is challenging due to the complexity of emotional expressions and their dynamics in terms of the inherent multimodality between audio and visual expressions, as well as the mixed factors of modulation that arise when a person speaks. To overcome these challenges, this thesis presents data-driven approaches that can quantify the underlying dynamics in audio-visual affective behavior. The first set of studies lay the foundation and central motivation of this thesis. We discover that it is crucial to model complex non-linear interactions between audio and visual emotion expressions, and that dynamic emotion patterns can be used in emotion recognition. Next, the understanding of the complex characteristics of emotion from the first set of studies leads us to examine multiple sources of modulation in audio-visual affective behavior. Specifically, we focus on how speech modulates facial displays of emotion. We develop a framework that uses speech signals which alter the temporal dynamics of individual facial regions to temporally segment and classify facial displays of emotion. Finally, we present methods to discover regions of emotionally salient events in a given audio-visual data. We demonstrate that different modalities, such as the upper face, lower face, and speech, express emotion with different timings and time scales, varying for each emotion type. We further extend this idea into another aspect of human behavior: human action events in videos. We show how transition patterns between events can be used for automatically segmenting and classifying action events. Our experimental results on audio-visual datasets show that the proposed systems not only improve performance, but also provide descriptions of how affective behaviors change over time. We conclude this dissertation with the future directions that will innovate three main research topics: machine adaptation for personalized technology, human-human interaction assistant systems, and human-centered multimedia content analysis.PhDElectrical Engineering: SystemsUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/133459/1/yelinkim_1.pd

    Speech-driven Animation with Meaningful Behaviors

    Full text link
    Conversational agents (CAs) play an important role in human computer interaction. Creating believable movements for CAs is challenging, since the movements have to be meaningful and natural, reflecting the coupling between gestures and speech. Studies in the past have mainly relied on rule-based or data-driven approaches. Rule-based methods focus on creating meaningful behaviors conveying the underlying message, but the gestures cannot be easily synchronized with speech. Data-driven approaches, especially speech-driven models, can capture the relationship between speech and gestures. However, they create behaviors disregarding the meaning of the message. This study proposes to bridge the gap between these two approaches overcoming their limitations. The approach builds a dynamic Bayesian network (DBN), where a discrete variable is added to constrain the behaviors on the underlying constraint. The study implements and evaluates the approach with two constraints: discourse functions and prototypical behaviors. By constraining on the discourse functions (e.g., questions), the model learns the characteristic behaviors associated with a given discourse class learning the rules from the data. By constraining on prototypical behaviors (e.g., head nods), the approach can be embedded in a rule-based system as a behavior realizer creating trajectories that are timely synchronized with speech. The study proposes a DBN structure and a training approach that (1) models the cause-effect relationship between the constraint and the gestures, (2) initializes the state configuration models increasing the range of the generated behaviors, and (3) captures the differences in the behaviors across constraints by enforcing sparse transitions between shared and exclusive states per constraint. Objective and subjective evaluations demonstrate the benefits of the proposed approach over an unconstrained model.Comment: 13 pages, 12 figures, 5 table

    An Actor-Centric Approach to Facial Animation Control by Neural Networks For Non-Player Characters in Video Games

    Get PDF
    Game developers increasingly consider the degree to which character animation emulates facial expressions found in cinema. Employing animators and actors to produce cinematic facial animation by mixing motion capture and hand-crafted animation is labor intensive and therefore expensive. Emotion corpora and neural network controllers have shown promise toward developing autonomous animation that does not rely on motion capture. Previous research and practice in disciplines of Computer Science, Psychology and the Performing Arts have provided frameworks on which to build a workflow toward creating an emotion AI system that can animate the facial mesh of a 3d non-player character deploying a combination of related theories and methods. However, past investigations and their resulting production methods largely ignore the emotion generation systems that have evolved in the performing arts for more than a century. We find very little research that embraces the intellectual process of trained actors as complex collaborators from which to understand and model the training of a neural network for character animation. This investigation demonstrates a workflow design that integrates knowledge from the performing arts and the affective branches of the social and biological sciences. Our workflow begins at the stage of developing and annotating a fictional scenario with actors, to producing a video emotion corpus, to designing training and validating a neural network, to analyzing the emotion data annotation of the corpus and neural network, and finally to determining resemblant behavior of its autonomous animation control of a 3d character facial mesh. The resulting workflow includes a method for the development of a neural network architecture whose initial efficacy as a facial emotion expression simulator has been tested and validated as substantially resemblant to the character behavior developed by a human actor
    corecore