3,345 research outputs found

    Emotional Complexity and the Neural Representation of Emotion in Motion

    Get PDF
    According to theories of emotional complexity, individuals low in emotional complexity encode and represent emotions in visceral or action-oriented terms, whereas individuals high in emotional complexity encode and represent emotions in a differentiated way, using multiple emotion concepts. During functional magnetic resonance imaging, participants viewed valenced animated scenarios of simple ball-like figures attending either to social or spatial aspects of the interactions. Participant’s emotional complexity was assessed using the Levels of Emotional Awareness Scale. We found a distributed set of brain regions previously implicated in processing emotion from facial, vocal and bodily cues, in processing social intentions, and in emotional response, were sensitive to emotion conveyed by motion alone. Attention to social meaning amplified the influence of emotion in a subset of these regions. Critically, increased emotional complexity correlated with enhanced processing in a left temporal polar region implicated in detailed semantic knowledge; with a diminished effect of social attention; and with increased differentiation of brain activity between films of differing valence. Decreased emotional complexity was associated with increased activity in regions of pre-motor cortex. Thus, neural coding of emotion in semantic vs action systems varies as a function of emotional complexity, helping reconcile puzzling inconsistencies in neuropsychological investigations of emotion recognition

    Video Abstracting at a Semantical Level

    Get PDF
    One the most common form of a video abstract is the movie trailer. Contemporary movie trailers share a common structure across genres which allows for an automatic generation and also reflects the corresponding moviea s composition. In this thesis a system for the automatic generation of trailers is presented. In addition to action trailers, the system is able to deal with further genres such as Horror and comedy trailers, which were first manually analyzed in order to identify their basic structures. To simplify the modeling of trailers and the abstract generation itself a new video abstracting application was developed. This application is capable of performing all steps of the abstract generation automatically and allows for previews and manual optimizations. Based on this system, new abstracting models for horror and comedy trailers were created and the corresponding trailers have been automatically generated using the new abstracting models. In an evaluation the automatic trailers were compared to the original Trailers and showed a similar structure. However, the automatically generated trailers still do not exhibit the full perfection of the Hollywood originals as they lack intentional storylines across shots

    Fully generated scripted dialogue for embodied agents

    Get PDF
    This paper presents the NECA approach to the generation of dialogues between Embodied Conversational Agents (ECAs). This approach consist of the automated construction of an abstract script for an entire dialogue (cast in terms of dialogue acts), which is incrementally enhanced by a series of modules and finally ''performed'' by means of text, speech and body language, by a cast of ECAs. The approach makes it possible to automatically produce a large variety of highly expressive dialogues, some of whose essential properties are under the control of a user. The paper discusses the advantages and disadvantages of NECA's approach to Fully Generated Scripted Dialogue (FGSD), and explains the main techniques used in the two demonstrators that were built. The paper can be read as a survey of issues and techniques in the construction of ECAs, focusing on the generation of behaviour (i.e., focusing on information presentation) rather than on interpretation

    Change blindness: eradication of gestalt strategies

    Get PDF
    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Automated Semantic Understanding of Human Emotions in Writing and Speech

    Get PDF
    Affective Human Computer Interaction (A-HCI) will be critical for the success of new technologies that will prevalent in the 21st century. If cell phones and the internet are any indication, there will be continued rapid development of automated assistive systems that help humans to live better, more productive lives. These will not be just passive systems such as cell phones, but active assistive systems like robot aides in use in hospitals, homes, entertainment room, office, and other work environments. Such systems will need to be able to properly deduce human emotional state before they determine how to best interact with people. This dissertation explores and extends the body of knowledge related to Affective HCI. New semantic methodologies are developed and studied for reliable and accurate detection of human emotional states and magnitudes in written and spoken speech; and for mapping emotional states and magnitudes to 3-D facial expression outputs. The automatic detection of affect in language is based on natural language processing and machine learning approaches. Two affect corpora were developed to perform this analysis. Emotion classification is performed at the sentence level using a step-wise approach which incorporates sentiment flow and sentiment composition features. For emotion magnitude estimation, a regression model was developed to predict evolving emotional magnitude of actors. Emotional magnitudes at any point during a story or conversation are determined by 1) previous emotional state magnitude; 2) new text and speech inputs that might act upon that state; and 3) information about the context the actors are in. Acoustic features are also used to capture additional information from the speech signal. Evaluation of the automatic understanding of affect is performed by testing the model on a testing subset of the newly extended corpus. To visualize actor emotions as perceived by the system, a methodology was also developed to map predicted emotion class magnitudes to 3-D facial parameters using vertex-level mesh morphing. The developed sentence level emotion state detection approach achieved classification accuracies as high as 71% for the neutral vs. emotion classification task in a test corpus of children’s stories. After class re-sampling, the results of the step-wise classification methodology on a test sub-set of a medical drama corpus achieved accuracies in the 56% to 84% range for each emotion class and polarity. For emotion magnitude prediction, the developed recurrent (prior-state feedback) regression model using both text-based and acoustic based features achieved correlation coefficients in the range of 0.69 to 0.80. This prediction function was modeled using a non-linear approach based on Support Vector Regression (SVR) and performed better than other approaches based on Linear Regression or Artificial Neural Networks

    Annotated Bibliography: Anticipation

    Get PDF
    corecore