56,606 research outputs found
Graphical models for social behavior modeling in face-to face interaction
International audienceThe goal of this paper is to model the coverbal behavior of a subject involved in face-to-face social interactions. For this end, we present a multimodal behavioral model based on a Dynamic Bayesian Network (DBN). The model was inferred from multimodal data of interacting dyads in a specific scenario designed to foster mutual attention and multimodal deixis of objects and places in a collaborative task. The challenge for this behavioral model is to generate coverbal actions (gaze, hand gestures) for the subject given his verbal productions, the current phase of the interaction and the perceived actions of the partner. In our work, the structure of the DBN was learned from data, which revealed an interesting causality graph describing precisely how verbal and coverbal human behaviors are coordinated during the studied interactions. Using this structure, DBN exhibits better performances compared to classical baseline models such as Hidden Markov Models (HMMs) and Hidden Semi-Markov Models (HSMMs). We outperform the baseline in both measures of performance, i.e. interaction unit recognition and behavior generation. DBN also reproduces more faithfully the coordination patterns between modalities observed in ground truth compared to the baseline models
Locally Adaptive Dynamic Networks
Our focus is on realistically modeling and forecasting dynamic networks of
face-to-face contacts among individuals. Important aspects of such data that
lead to problems with current methods include the tendency of the contacts to
move between periods of slow and rapid changes, and the dynamic heterogeneity
in the actors' connectivity behaviors. Motivated by this application, we
develop a novel method for Locally Adaptive DYnamic (LADY) network inference.
The proposed model relies on a dynamic latent space representation in which
each actor's position evolves in time via stochastic differential equations.
Using a state space representation for these stochastic processes and
P\'olya-gamma data augmentation, we develop an efficient MCMC algorithm for
posterior inference along with tractable procedures for online updating and
forecasting of future networks. We evaluate performance in simulation studies,
and consider an application to face-to-face contacts among individuals in a
primary school
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
Collaboration scripts - a conceptual analysis
This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a basis for comparing prototypical collaboration script approaches for face-to-face vs. computer-mediated learning. As our analysis reveals, collaboration scripts for face-to-face learning often focus on supporting collaborators in engaging in activities that are specifically related to individual knowledge acquisition. Scripts for computer-mediated collaboration are typically concerned with facilitating communicative-coordinative processes that occur among group members. The two lines of research can be consolidated to facilitate the design of collaboration scripts, which both support participation and coordination, as well as induce learning activities closely related to individual knowledge acquisition and metacognition. In addition, research on collaboration scripts needs to consider the learners’ internal collaboration scripts as a further determinant of collaboration behavior. The article closes with the presentation of a conceptual framework incorporating both external and internal collaboration scripts
Meetings and Meeting Modeling in Smart Environments
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear
On combining the facial movements of a talking head
We present work on Obie, an embodied conversational
agent framework. An embodied conversational agent, or
talking head, consists of three main components. The
graphical part consists of a face model and a facial muscle
model. Besides the graphical part, we have implemented
an emotion model and a mapping from emotions to facial
expressions. The animation part of the framework focuses
on the combination of different facial movements
temporally. In this paper we propose a scheme of
combining facial movements on a 3D talking head
Assistive technology design and development for acceptable robotics companions for ageing years
© 2013 Farshid Amirabdollahian et al., licensee Versita Sp. z o. o. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs license, which means that the text may be used for non-commercial purposes, provided credit is given to the author.A new stream of research and development responds to changes in life expectancy across the world. It includes technologies which enhance well-being of individuals, specifically for older people. The ACCOMPANY project focuses on home companion technologies and issues surrounding technology development for assistive purposes. The project responds to some overlooked aspects of technology design, divided into multiple areas such as empathic and social human-robot interaction, robot learning and memory visualisation, and monitoring persons’ activities at home. To bring these aspects together, a dedicated task is identified to ensure technological integration of these multiple approaches on an existing robotic platform, Care-O-Bot®3 in the context of a smart-home environment utilising a multitude of sensor arrays. Formative and summative evaluation cycles are then used to assess the emerging prototype towards identifying acceptable behaviours and roles for the robot, for example role as a butler or a trainer, while also comparing user requirements to achieved progress. In a novel approach, the project considers ethical concerns and by highlighting principles such as autonomy, independence, enablement, safety and privacy, it embarks on providing a discussion medium where user views on these principles and the existing tension between some of these principles, for example tension between privacy and autonomy over safety, can be captured and considered in design cycles and throughout project developmentsPeer reviewe
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