149 research outputs found

    A review of affective computing: From unimodal analysis to multimodal fusion

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    Affective computing is an emerging interdisciplinary research field bringing together researchers and practitioners from various fields, ranging from artificial intelligence, natural language processing, to cognitive and social sciences. With the proliferation of videos posted online (e.g., on YouTube, Facebook, Twitter) for product reviews, movie reviews, political views, and more, affective computing research has increasingly evolved from conventional unimodal analysis to more complex forms of multimodal analysis. This is the primary motivation behind our first of its kind, comprehensive literature review of the diverse field of affective computing. Furthermore, existing literature surveys lack a detailed discussion of state of the art in multimodal affect analysis frameworks, which this review aims to address. Multimodality is defined by the presence of more than one modality or channel, e.g., visual, audio, text, gestures, and eye gage. In this paper, we focus mainly on the use of audio, visual and text information for multimodal affect analysis, since around 90% of the relevant literature appears to cover these three modalities. Following an overview of different techniques for unimodal affect analysis, we outline existing methods for fusing information from different modalities. As part of this review, we carry out an extensive study of different categories of state-of-the-art fusion techniques, followed by a critical analysis of potential performance improvements with multimodal analysis compared to unimodal analysis. A comprehensive overview of these two complementary fields aims to form the building blocks for readers, to better understand this challenging and exciting research field

    EEG-based Brain-Computer Interfaces (BCIs): A Survey of Recent Studies on Signal Sensing Technologies and Computational Intelligence Approaches and Their Applications.

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    Brain-Computer interfaces (BCIs) enhance the capability of human brain activities to interact with the environment. Recent advancements in technology and machine learning algorithms have increased interest in electroencephalographic (EEG)-based BCI applications. EEG-based intelligent BCI systems can facilitate continuous monitoring of fluctuations in human cognitive states under monotonous tasks, which is both beneficial for people in need of healthcare support and general researchers in different domain areas. In this review, we survey the recent literature on EEG signal sensing technologies and computational intelligence approaches in BCI applications, compensating for the gaps in the systematic summary of the past five years. Specifically, we first review the current status of BCI and signal sensing technologies for collecting reliable EEG signals. Then, we demonstrate state-of-the-art computational intelligence techniques, including fuzzy models and transfer learning in machine learning and deep learning algorithms, to detect, monitor, and maintain human cognitive states and task performance in prevalent applications. Finally, we present a couple of innovative BCI-inspired healthcare applications and discuss future research directions in EEG-based BCI research

    Physiological Sensing for Affective Computing

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    This thesis addresses two aspects related to enabling systems to recognize the affective state of people and respond sensibly to it. First, the issue of representing affective states and unambiguously assigning physiological measurements to those is addressed by suggesting a new approach based on the dimensional emotion model of valence and arousal. Second, the issue of sensing affect-related physiological data is addressed by suggesting a concept for physiological sensor systems that live up to the requirements of adaptive, user-centred systems.In dieser Arbeit wird ein Konzept zur eindeutigen Zuordnung physiologischer Messdaten zu Emotionszuständen erarbeitet, wobei Probleme klassischer Ansätze hierzu vermieden werden. Des Weiteren widmet sich die Arbeit der Erfassung emotionsbezogener physiologischer Parameter. Es wird ein Konzept für Sensorsysteme vorgestellt, welches die zuverlässige Erfassung relevanter physiologischer Parameter erlaubt, ohne jedoch den Nutzer stark zu beeinträchtigen. Der Schwerpunkt liegt hierbei auf der alltagstauglichen Gestaltung des Systems

    Change blindness: eradication of gestalt strategies

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    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

    Models and Analysis of Vocal Emissions for Biomedical Applications

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    The International Workshop on Models and Analysis of Vocal Emissions for Biomedical Applications (MAVEBA) came into being in 1999 from the particularly felt need of sharing know-how, objectives and results between areas that until then seemed quite distinct such as bioengineering, medicine and singing. MAVEBA deals with all aspects concerning the study of the human voice with applications ranging from the neonate to the adult and elderly. Over the years the initial issues have grown and spread also in other aspects of research such as occupational voice disorders, neurology, rehabilitation, image and video analysis. MAVEBA takes place every two years always in Firenze, Italy

    The Machinic Imaginary: A Post-Phenomenological Examination of Computational Society

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    The central claim of this thesis is the postulation of a machinic dimension of the social imaginary—a more-than-human process of creative expression of the social world. With the development of machine learning and the sociality of interactive media, computational logics have a creative capacity to produce meaning of a radically machinic order. Through an analysis of computational functions and infrastructures ranging from artificial neural networks to large-scale machine ecologies, the institution of computational logics into the social imaginary is nothing less than a reordering of the conditions of social-historical creation. Responding to dominant technopolitical propositions concerning digital culture, this thesis proposes a critical development of Cornelius Castoriadis’ philosophy of the social imaginary. To do so, a post phenomenological framework is constructed by tracing a trajectory from Maurice Merleau-Ponty’s late ontological turn, through to the process-relational philosophies of Gilbert Simondon and Castoriadis. Introducing the concept of the machinic imaginary, the thesis maps the extent to which the dynamic, interactive paradigm of twenty-first century computation is changing how meaning is socially instituted in ways incomprehensible to human sense. As social imaginary significations are increasingly created and carried by machines, the articulation of the social diverges into human and non-human worlds. This inaccessibility of the machinic imaginary is a core problematic raised by this thesis, indicating a fragmentation of the social imaginary and a novel form of existential alienation. Any political theorisation of the contemporary social condition must therefore work within this alienation and engage with the transsubjective character of social-historical creation

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
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