1,363 research outputs found

    UR-FUNNY: A Multimodal Language Dataset for Understanding Humor

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    Humor is a unique and creative communicative behavior displayed during social interactions. It is produced in a multimodal manner, through the usage of words (text), gestures (vision) and prosodic cues (acoustic). Understanding humor from these three modalities falls within boundaries of multimodal language; a recent research trend in natural language processing that models natural language as it happens in face-to-face communication. Although humor detection is an established research area in NLP, in a multimodal context it is an understudied area. This paper presents a diverse multimodal dataset, called UR-FUNNY, to open the door to understanding multimodal language used in expressing humor. The dataset and accompanying studies, present a framework in multimodal humor detection for the natural language processing community. UR-FUNNY is publicly available for research

    Spotting Agreement and Disagreement: A Survey of Nonverbal Audiovisual Cues and Tools

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    While detecting and interpreting temporal patterns of non–verbal behavioral cues in a given context is a natural and often unconscious process for humans, it remains a rather difficult task for computer systems. Nevertheless, it is an important one to achieve if the goal is to realise a naturalistic communication between humans and machines. Machines that are able to sense social attitudes like agreement and disagreement and respond to them in a meaningful way are likely to be welcomed by users due to the more natural, efficient and human–centered interaction they are bound to experience. This paper surveys the nonverbal cues that could be present during agreement and disagreement behavioural displays and lists a number of tools that could be useful in detecting them, as well as a few publicly available databases that could be used to train these tools for analysis of spontaneous, audiovisual instances of agreement and disagreement

    Towards responsive Sensitive Artificial Listeners

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    This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    Fusion for Audio-Visual Laughter Detection

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    Laughter is a highly variable signal, and can express a spectrum of emotions. This makes the automatic detection of laughter a challenging but interesting task. We perform automatic laughter detection using audio-visual data from the AMI Meeting Corpus. Audio-visual laughter detection is performed by combining (fusing) the results of a separate audio and video classifier on the decision level. The video-classifier uses features based on the principal components of 20 tracked facial points, for audio we use the commonly used PLP and RASTA-PLP features. Our results indicate that RASTA-PLP features outperform PLP features for laughter detection in audio. We compared hidden Markov models (HMMs), Gaussian mixture models (GMMs) and support vector machines (SVM) based classifiers, and found that RASTA-PLP combined with a GMM resulted in the best performance for the audio modality. The video features classified using a SVM resulted in the best single-modality performance. Fusion on the decision-level resulted in laughter detection with a significantly better performance than single-modality classification

    Emotion Recognition based on Multimodal Information

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    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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