764 research outputs found

    Grounding truth via ordinal annotation

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    The question of how to best annotate affect within available content has been a milestone challenge for affective computing. Appropriate methods and tools addressing that question can provide better estimations of the ground truth which, in turn, may lead to more efficient affect detection and more reliable models of affect. This paper introduces a rank-based real-time annotation tool, we name AffectRank, and compares it against the popular rating-based real-time FeelTrace tool through a proofof- concept video annotation experiment. Results obtained suggest that the rank-based (ordinal) annotation approach proposed yields significantly higher inter-rater reliability and, thereby, approximation of the underlying ground truth. The key findings of the paper demonstrate that the current dominant practice in continuous affect annotation via rating-based labeling is detrimental to advancements in the field of affective computing.The authors would like to thank all annotators that participated in the reported experiments. We would also like to thank Gary Hili and Ryan Abela for providing access to the Eryi dataset. The work is supported, in part, by the EU-funded FP7 ICT iLearnRW project (project no: 318803).peer-reviewe

    The ordinal nature of emotions

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    Representing computationally everyday emotional states is a challenging task and, arguably, one of the most fundamental for affective computing. Standard practice in emotion annotation is to ask humans to assign an absolute value of intensity to each emotional behavior they observe. Psychological theories and evidence from multiple disciplines including neuroscience, economics and artificial intelligence, however, suggest that the task of assigning reference-based (relative) values to subjective notions is better aligned with the underlying representations than assigning absolute values. Evidence also shows that we use reference points, or else anchors, against which we evaluate values such as the emotional state of a stimulus; suggesting again that ordinal labels are a more suitable way to represent emotions. This paper draws together the theoretical reasons to favor relative over absolute labels for representing and annotating emotion, reviewing the literature across several disciplines. We go on to discuss good and bad practices of treating ordinal and other forms of annotation data, and make the case for preference learning methods as the appropriate approach for treating ordinal labels. We finally discuss the advantages of relative annotation with respect to both reliability and validity through a number of case studies in affective computing, and address common objections to the use of ordinal data. Overall, the thesis that emotions are by nature relative is supported by both theoretical arguments and evidence, and opens new horizons for the way emotions are viewed, represented and analyzed computationally.peer-reviewe

    RankTrace : relative and unbounded affect annotation

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    How should annotation data be processed so that it can best characterize the ground truth of affect? This paper attempts to address this critical question by testing various methods of processing annotation data on their ability to capture phasic elements of skin conductance. Towards this goal the paper introduces a new affect annotation tool, RankTrace, that allows for the annotation of affect in a continuous yet unbounded fashion. RankTrace is tested on first-person annotation lines (traces) of tension elicited from a horror video game. The key findings of the paper suggest that the relative processing of traces via their mean gradient yields the best and most robust predictors of phasic manifestations of skin conductance.peer-reviewe

    Towards general models of player affect

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    While the primary focus of affective computing has been on constructing efficient and reliable models of affect, the vast majority of such models are limited to a specific task and domain. This paper, instead, investigates how computational models of affect can be general across dissimilar tasks; in particular, in modeling the experience of playing very different video games. We use three dissimilar games whose players annotated their arousal levels on video recordings of their own playthroughs. We construct models mapping ranks of arousal to skin conductance and gameplay logs via preference learning and we use a form of cross-game validation to test the generality of the obtained models on unseen games. Our initial results comparing between absolute and relative measures of the arousal annotation values indicate that we can obtain more general models of player affect if we process the model output in an ordinal fashion.peer-reviewe

    Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

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    The laborious and costly nature of affect annotation is a key detrimental factor for obtaining large scale corpora with valid and reliable affect labels. Motivated by the lack of tools that can effectively determine an annotator's reliability, this paper proposes general quality assurance (QA) tests for real-time continuous annotation tasks. Assuming that the annotation tasks rely on stimuli with audiovisual components, such as videos, we propose and evaluate two QA tests: a visual and an auditory QA test. We validate the QA tool across 20 annotators that are asked to go through the test followed by a lengthy task of annotating the engagement of gameplay videos. Our findings suggest that the proposed QA tool reveals, unsurprisingly, that trained annotators are more reliable than the best of untrained crowdworkers we could employ. Importantly, the QA tool introduced can predict effectively the reliability of an affect annotator with 80% accuracy, thereby, saving on resources, effort and cost, and maximizing the reliability of labels solicited in affective corpora. The introduced QA tool is available and accessible through the PAGAN annotation platform
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