137 research outputs found

    A novel user-centered design for personalized video summarization

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    In the past, several automatic video summarization systems had been proposed to generate video summary. However, a generic video summary that is generated based only on audio, visual and textual saliencies will not satisfy every user. This paper proposes a novel system for generating semantically meaningful personalized video summaries, which are tailored to the individual user's preferences over video semantics. Each video shot is represented using a semantic multinomial which is a vector of posterior semantic concept probabilities. The proposed system stitches video summary based on summary time span and top-ranked shots that are semantically relevant to the user's preferences. The proposed summarization system is evaluated using both quantitative and subjective evaluation metrics. The experimental results on the performance of the proposed video summarization system are encouraging

    Novel Methods Using Human Emotion and Visual Features for Recommending Movies

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    Postponed access: the file will be accessible after 2022-06-01This master thesis investigates novel methods using human emotion as contextual information to estimate and elicit ratings when watching movie trailers. The aim is to acquire user preferences without the intrusive and time-consuming behavior of Explicit Feedback strategies, and generate quality recommendations. The proposed preference-elicitation technique is implemented as an Emotion-based Filtering technique (EF) to generate recommendations, and is evaluated against two other recommendation techniques. One Visual-based Filtering technique, using low-level visual features of movies, and one Collaborative Filtering (CF) using explicit ratings. In terms of \textit{Accuracy}, we found the Emotion-based Filtering technique (EF) to perform better than the two other filtering techniques. In terms of \textit{Diversity}, the Visual-based Filtering (VF) performed best. We further analyse the obtained data to see if movie genres tend to induce specific emotions, and the potential correlation between emotional responses of users and visual features of movie trailers. When investigating emotional responses, we found that \textit{joy} and \textit{disgust} tend to be more prominent in movie genres than other emotions. Our findings also suggest potential correlations on a per movie level. The proposed Visual-based Filtering technique can be adopted as an Implicit Feedback strategy to obtain user preferences. For future work, we will extend the experiment with more participants and build stronger affective profiles to be studied when recommending movies.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Facial expression recognition in the wild : from individual to group

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    The progress in computing technology has increased the demand for smart systems capable of understanding human affect and emotional manifestations. One of the crucial factors in designing systems equipped with such intelligence is to have accurate automatic Facial Expression Recognition (FER) methods. In computer vision, automatic facial expression analysis is an active field of research for over two decades now. However, there are still a lot of questions unanswered. The research presented in this thesis attempts to address some of the key issues of FER in challenging conditions mentioned as follows: 1) creating a facial expressions database representing real-world conditions; 2) devising Head Pose Normalisation (HPN) methods which are independent of facial parts location; 3) creating automatic methods for the analysis of mood of group of people. The central hypothesis of the thesis is that extracting close to real-world data from movies and performing facial expression analysis on movies is a stepping stone in the direction of moving the analysis of faces towards real-world, unconstrained condition. A temporal facial expressions database, Acted Facial Expressions in the Wild (AFEW) is proposed. The database is constructed and labelled using a semi-automatic process based on closed caption subtitle based keyword search. Currently, AFEW is the largest facial expressions database representing challenging conditions available to the research community. For providing a common platform to researchers in order to evaluate and extend their state-of-the-art FER methods, the first Emotion Recognition in the Wild (EmotiW) challenge based on AFEW is proposed. An image-only based facial expressions database Static Facial Expressions In The Wild (SFEW) extracted from AFEW is proposed. Furthermore, the thesis focuses on HPN for real-world images. Earlier methods were based on fiducial points. However, as fiducial points detection is an open problem for real-world images, HPN can be error-prone. A HPN method based on response maps generated from part-detectors is proposed. The proposed shape-constrained method does not require fiducial points and head pose information, which makes it suitable for real-world images. Data from movies and the internet, representing real-world conditions poses another major challenge of the presence of multiple subjects to the research community. This defines another focus of this thesis where a novel approach for modeling the perception of mood of a group of people in an image is presented. A new database is constructed from Flickr based on keywords related to social events. Three models are proposed: averaging based Group Expression Model (GEM), Weighted Group Expression Model (GEM_w) and Augmented Group Expression Model (GEM_LDA). GEM_w is based on social contextual attributes, which are used as weights on each person's contribution towards the overall group's mood. Further, GEM_LDA is based on topic model and feature augmentation. The proposed framework is applied to applications of group candid shot selection and event summarisation. The application of Structural SIMilarity (SSIM) index metric is explored for finding similar facial expressions. The proposed framework is applied to the problem of creating image albums based on facial expressions, finding corresponding expressions for training facial performance transfer algorithms

    Affect-based Modeling and its Application in Multimedia Analysis Problems

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    The multimedia domain is undergoing a rapid development phase with transition in audio, image, and video systems such as VoIP, Telepresence, Live/On-Demand Internet Streaming, SecondLife, and many more. In such a situation, the analysis of multimedia systems, like retrieval, quality evaluation, enhancement, summarization, and re-targeting applications, from various context is becoming critical. Current methods for solving the above-mentioned analysis problems do not consider the existence of humans and their affective characteristics in the design methodology. This contradicts the fact that most of the digital media is consumed only by the human end-users. We believe incorporating human feedback during the design and adaptation stage is key to the building process of multimedia systems. In this regard, we observe that affect is an important indicator of human perception and experience. This can be exploited in various ways for designing effective systems that will adapt more closely to the human response. We advocate an affect-based modeling approach for solving multimedia analysis problems by exploring new directions. In this dissertation, we select two representative multimedia analysis problems, e.g. Quality-of-Experience (QoE) evaluation and Image Enhancement in order to derive solutions based on affect-based modeling techniques. We formulate specific hypothesis for them by correlating system parameters to user\u27s affective response, and investigate their roles under varying conditions for each respective scenario. We conducted extensive user studies based on human-to-human interaction through an audio conferencing system.We also conducted user studies based on affective enhancement of images and evaluated the effectiveness of our proposed approaches. Moving forward, multimedia systems will become more media-rich, interactive, and sophisticated and therefore effective solutions for quality, retrieval, and enhancement will be more challenging. Our work thus represents an important step towards the application of affect-based modeling techniques for the future generation of multimedia systems

    Utilization of multimodal interaction signals for automatic summarisation of academic presentations

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    Multimedia archives are expanding rapidly. For these, there exists a shortage of retrieval and summarisation techniques for accessing and browsing content where the main information exists in the audio stream. This thesis describes an investigation into the development of novel feature extraction and summarisation techniques for audio-visual recordings of academic presentations. We report on the development of a multimodal dataset of academic presentations. This dataset is labelled by human annotators to the concepts of presentation ratings, audience engagement levels, speaker emphasis, and audience comprehension. We investigate the automatic classification of speaker ratings and audience engagement by extracting audio-visual features from video of the presenter and audience and training classifiers to predict speaker ratings and engagement levels. Following this, we investigate automatic identi�cation of areas of emphasised speech. By analysing all human annotated areas of emphasised speech, minimum speech pitch and gesticulation are identified as indicating emphasised speech when occurring together. Investigations are conducted into the speaker's potential to be comprehended by the audience. Following crowdsourced annotation of comprehension levels during academic presentations, a set of audio-visual features considered most likely to affect comprehension levels are extracted. Classifiers are trained on these features and comprehension levels could be predicted over a 7-class scale to an accuracy of 49%, and over a binary distribution to an accuracy of 85%. Presentation summaries are built by segmenting speech transcripts into phrases, and using keywords extracted from the transcripts in conjunction with extracted paralinguistic features. Highest ranking segments are then extracted to build presentation summaries. Summaries are evaluated by performing eye-tracking experiments as participants watch presentation videos. Participants were found to be consistently more engaged for presentation summaries than for full presentations. Summaries were also found to contain a higher concentration of new information than full presentations

    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

    Investigating and extending the methods in automated opinion analysis through improvements in phrase based analysis

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    Opinion analysis is an area of research which deals with the computational treatment of opinion statement and subjectivity in textual data. Opinion analysis has emerged over the past couple of decades as an active area of research, as it provides solutions to the issues raised by information overload. The problem of information overload has emerged with the advancements in communication technologies which gave rise to an exponential growth in user generated subjective data available online. Opinion analysis has a rich set of applications which are used to enable opportunities for organisations such as tracking user opinions about products, social issues in communities through to engagement in political participation etc.The opinion analysis area shows hyperactivity in recent years and research at different levels of granularity has, and is being undertaken. However it is observed that there are limitations in the state-of-the-art, especially as dealing with the level of granularities on their own does not solve current research issues. Therefore a novel sentence level opinion analysis approach utilising clause and phrase level analysis is proposed. This approach uses linguistic and syntactic analysis of sentences to understand the interdependence of words within sentences, and further uses rule based analysis for phrase level analysis to calculate the opinion at each hierarchical structure of a sentence. The proposed opinion analysis approach requires lexical and contextual resources for implementation. In the context of this Thesis the approach is further presented as part of an extended unifying framework for opinion analysis resulting in the design and construction of a novel corpus. The above contributions to the field (approach, framework and corpus) are evaluated within the Thesis and are found to make improvements on existing limitations in the field, particularly with regards to opinion analysis automation. Further work is required in integrating a mechanism for greater word sense disambiguation and in lexical resource development
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