1,500 research outputs found

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    State of the Art in Face Recognition

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    Notwithstanding the tremendous effort to solve the face recognition problem, it is not possible yet to design a face recognition system with a potential close to human performance. New computer vision and pattern recognition approaches need to be investigated. Even new knowledge and perspectives from different fields like, psychology and neuroscience must be incorporated into the current field of face recognition to design a robust face recognition system. Indeed, many more efforts are required to end up with a human like face recognition system. This book tries to make an effort to reduce the gap between the previous face recognition research state and the future state

    Speech data analysis for semantic indexing of video of simulated medical crises.

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    The Simulation for Pediatric Assessment, Resuscitation, and Communication (SPARC) group within the Department of Pediatrics at the University of Louisville, was established to enhance the care of children by using simulation based educational methodologies to improve patient safety and strengthen clinician-patient interactions. After each simulation session, the physician must manually review and annotate the recordings and then debrief the trainees. The physician responsible for the simulation has recorded 100s of videos, and is seeking solutions that can automate the process. This dissertation introduces our developed system for efficient segmentation and semantic indexing of videos of medical simulations using machine learning methods. It provides the physician with automated tools to review important sections of the simulation by identifying who spoke, when and what was his/her emotion. Only audio information is extracted and analyzed because the quality of the image recording is low and the visual environment is static for most parts. Our proposed system includes four main components: preprocessing, speaker segmentation, speaker identification, and emotion recognition. The preprocessing consists of first extracting the audio component from the video recording. Then, extracting various low-level audio features to detect and remove silence segments. We investigate and compare two different approaches for this task. The first one is threshold-based and the second one is classification-based. The second main component of the proposed system consists of detecting speaker changing points for the purpose of segmenting the audio stream. We propose two fusion methods for this task. The speaker identification and emotion recognition components of our system are designed to provide users the capability to browse the video and retrieve shots that identify ”who spoke, when, and the speaker’s emotion” for further analysis. For this component, we propose two feature representation methods that map audio segments of arbitary length to a feature vector with fixed dimensions. The first one is based on soft bag-of-word (BoW) feature representations. In particular, we define three types of BoW that are based on crisp, fuzzy, and possibilistic voting. The second feature representation is a generalization of the BoW and is based on Fisher Vector (FV). FV uses the Fisher Kernel principle and combines the benefits of generative and discriminative approaches. The proposed feature representations are used within two learning frameworks. The first one is supervised learning and assumes that a large collection of labeled training data is available. Within this framework, we use standard classifiers including K-nearest neighbor (K-NN), support vector machine (SVM), and Naive Bayes. The second framework is based on semi-supervised learning where only a limited amount of labeled training samples are available. We use an approach that is based on label propagation. Our proposed algorithms were evaluated using 15 medical simulation sessions. The results were analyzed and compared to those obtained using state-of-the-art algorithms. We show that our proposed speech segmentation fusion algorithms and feature mappings outperform existing methods. We also integrated all proposed algorithms and developed a GUI prototype system for subjective evaluation. This prototype processes medical simulation video and provides the user with a visual summary of the different speech segments. It also allows the user to browse videos and retrieve scenes that provide answers to semantic queries such as: who spoke and when; who interrupted who? and what was the emotion of the speaker? The GUI prototype can also provide summary statistics of each simulation video. Examples include: for how long did each person spoke? What is the longest uninterrupted speech segment? Is there an unusual large number of pauses within the speech segment of a given speaker

    INVESTIGATIONS ON COGNITIVE COMPUTATION AND COMPUTATIONAL COGNITION

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    This Thesis describes our work at the boundary between Computer Science and Cognitive (Neuro)Science. In particular, (1) we have worked on methodological improvements to clustering-based meta-analysis of neuroimaging data, which is a technique that allows to collectively assess, in a quantitative way, activation peaks from several functional imaging studies, in order to extract the most robust results in the cognitive domain of interest. Hierarchical clustering is often used in this context, yet it is prone to the problem of non-uniqueness of the solution: a different permutation of the same input data might result in a different clustering result. In this Thesis, we propose a new version of hierarchical clustering that solves this problem. We also show the results of a meta-analysis, carried out using this algorithm, aimed at identifying specific cerebral circuits involved in single word reading. Moreover, (2) we describe preliminary work on a new connectionist model of single word reading, named the two-component model because it postulates a cascaded information flow from a more cognitive component that computes a distributed internal representation for the input word, to an articulatory component that translates this code into the corresponding sequence of phonemes. Output production is started when the internal code, which evolves in time, reaches a sufficient degree of clarity; this mechanism has been advanced as a possible explanation for behavioral effects consistently reported in the literature on reading, with a specific focus on the so called serial effects. This model is here discussed in its strength and weaknesses. Finally, (3) we have turned to consider how features that are typical of human cognition can inform the design of improved artificial agents; here, we have focused on modelling concepts inspired by emotion theory. A model of emotional interaction between artificial agents, based on probabilistic finite state automata, is presented: in this model, agents have personalities and attitudes that can change through the course of interaction (e.g. by reinforcement learning) to achieve autonomous adaptation to the interaction partner. Markov chain properties are then applied to derive reliable predictions of the outcome of an interaction. Taken together, these works show how the interplay between Cognitive Science and Computer Science can be fruitful, both for advancing our knowledge of the human brain and for designing more and more intelligent artificial systems

    Machine Learning Methods for Social Signal Processing

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    Improving Human-Machine Interaction

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    This thesis studies human and machine interaction. For better interaction between humans and machines, this thesis aims to address three issues that remain unanswered in literature. Three objectives are proposed in this thesis to address the three issues, and the objectives are: (i) identification of the core capabilities of a Human Assistance System (HAS) and study of implementation strategy of the core capabilities; (ii) development of a framework for improving the accuracy of human mind state inference; (iii) study of the effect of representation of the machine’s state (which is represented in a “natural” way) on the user’s actions. By a natural way, it is meant a way that contains emotions known to be always present in humans (or human emotions in short). The study includes theoretical development, experimentation, and prototype implementation. This thesis has concluded: (1) the core capabilities to be addressed in designing a HAS are transparency, communication, rationale, cognition and task-sharing and they can be implemented with the existing technologies including fuzzy logics, Petri Net and ACT-R (Adaptive Control of Thought-Rational); (2) expert opinion elicitation technique is a promising method to construct a more general framework for integrating various algorithms on human state inference; (3) there is a significant effect of the representation of the machine’s state on the user’s actions. The main contributions of this thesis are: (1) provision of a case study for the proof-of-concept of HAS in the area of Computer Aided Design (CAD); (2) provision of an integrated framework for fatigue inference for improved accuracy, being readily generalized to inference of other mind states; (3) generation of a new knowledge regarding the effect of the natural representation of a machine’s states on the user’s actions. These contributions are significant in human-machine science and technology. The first contribution may lead to the development of a new generation CAD system in the near future. The second contribution provides a much powerful technology for human mind inference, which is a key capability in HAS, and the third contribution enriches the science of human-machine interaction and will give impact to the field of Artificial Intelligence (AI) as well. The application of the result of this thesis is rehabilitation, machine learning, etc

    Pattern Recognition

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    Pattern recognition is a very wide research field. It involves factors as diverse as sensors, feature extraction, pattern classification, decision fusion, applications and others. The signals processed are commonly one, two or three dimensional, the processing is done in real- time or takes hours and days, some systems look for one narrow object class, others search huge databases for entries with at least a small amount of similarity. No single person can claim expertise across the whole field, which develops rapidly, updates its paradigms and comprehends several philosophical approaches. This book reflects this diversity by presenting a selection of recent developments within the area of pattern recognition and related fields. It covers theoretical advances in classification and feature extraction as well as application-oriented works. Authors of these 25 works present and advocate recent achievements of their research related to the field of pattern recognition

    Dynamics of facial expression: recognition of facial actions and their temporal segments from face profile image sequences

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    Socio-Cognitive and Affective Computing

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    Social cognition focuses on how people process, store, and apply information about other people and social situations. It focuses on the role that cognitive processes play in social interactions. On the other hand, the term cognitive computing is generally used to refer to new hardware and/or software that mimics the functioning of the human brain and helps to improve human decision-making. In this sense, it is a type of computing with the goal of discovering more accurate models of how the human brain/mind senses, reasons, and responds to stimuli. Socio-Cognitive Computing should be understood as a set of theoretical interdisciplinary frameworks, methodologies, methods and hardware/software tools to model how the human brain mediates social interactions. In addition, Affective Computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects, a fundamental aspect of socio-cognitive neuroscience. It is an interdisciplinary field spanning computer science, electrical engineering, psychology, and cognitive science. Physiological Computing is a category of technology in which electrophysiological data recorded directly from human activity are used to interface with a computing device. This technology becomes even more relevant when computing can be integrated pervasively in everyday life environments. Thus, Socio-Cognitive and Affective Computing systems should be able to adapt their behavior according to the Physiological Computing paradigm. This book integrates proposals from researchers who use signals from the brain and/or body to infer people's intentions and psychological state in smart computing systems. The design of this kind of systems combines knowledge and methods of ubiquitous and pervasive computing, as well as physiological data measurement and processing, with those of socio-cognitive and affective computing
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