21,035 research outputs found

    Detecting Emotional Involvement in Professional News Reporters: An Analysis of Speech and Gestures

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    This study is aimed to investigate the extent to which reporters\u2019 voice and body behaviour may betray different degrees of emotional involvement when reporting on emergency situations. The hypothesis is that emotional involvement is associated with an increase in body movements and pitch and intensity variation. The object of investigation is a corpus of 21 10-second videos of Italian news reports on flooding taken from Italian nation-wide TV channels. The gestures and body movements of the reporters were first inspected visually. Then, measures of the reporters\u2019 pitch and intensity variations were calculated and related with the reporters' gestures. The effects of the variability in the reporters' voice and gestures were tested with an evaluation test. The results show that the reporters vary greatly in the extent to which they move their hands and body in their reportings. Two gestures seem to characterise reporters\u2019 communication of emergencies: beats and deictics. The reporters\u2019 use of gestures partially parallels the reporters\u2019 variations in pitch and intensity. The evaluation study shows that increased gesturing is associated with greater emotional involvement and less professionalism. The data was used to create an ontology of gestures for the communication of emergenc

    Foucault, exhibitionism and voyeurism on chatroulette

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    Sexuality, understood as a Foucauldian discourse that expresses itself through our passions and pursuits and contributes massively to our socially- constructed identity formation, has from the outset been a major factor in the growth of the internet. As the ultimate look-but-don‘t-touch medium, the computer screen has offered us a pornographic emporium in the privacy of our homes, fed first by the producers of material in the standard broadcast mode, then more and more by ourselves, to each other, in the social media context of online sexual social networking. The recent shift of sexual video material from broadcast to social media mode highlights the fundamental exhibitionism/voyeurism dyad at the core of all this activity, and finds its most impersonal, anonymous apotheosis in the phenomenon that is ChatRoulette, where visual discourse-objects are deployed in a nexus of online sexual power relations

    Different types of sounds influence gaze differently in videos

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    This paper presents an analysis of the effect of different types of sounds on visual gaze when a person is looking freely at videos, which would be helpful to predict eye position. In order to test the effect of sound, an audio-visual experiment was designed with two groups of participants, with audio-visual (AV) and visual (V) conditions. By using statistical tools, we analyzed the difference between eye position of participants with AV and V conditions. We observed that the effect of sound is different depending on the kind of sound, and that the classes with human voice (i.e. speech, singer, human noise and singers) have the greatest effect. Furthermore, the results of the distance between sound source and eye position of the group with AV condition, suggested that only particular types of sound attract human eye position to the sound source. Finally, an analysis of the fixation duration between AV and V conditions showed that participants with AV condition move eyes more frequently than those with V condition

    Virtual Meeting Rooms: From Observation to Simulation

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    Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting

    Fourteenth Biennial Status Report: März 2017 - February 2019

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    How saliency, faces, and sound influence gaze in dynamic social scenes

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    International audienceConversation scenes are a typical example in which classical models of visual attention dramatically fail to predict eye positions. Indeed, these models rarely consider faces as particular gaze attractors and never take into account the important auditory information that always accompanies dynamic social scenes. We recorded the eye movements of participants viewing dynamic conversations taking place in various contexts. Conversations were seen either with their original soundtracks or with unrelated soundtracks (unrelated speech and abrupt or continuous natural sounds). First, we analyze how auditory conditions influence the eye movement parameters of participants. Then, we model the probability distribution of eye positions across each video frame with a statistical method (Expectation- Maximization), allowing the relative contribution of different visual features such as static low-level visual saliency (based on luminance contrast), dynamic low- level visual saliency (based on motion amplitude), faces, and center bias to be quantified. Through experimental and modeling results, we show that regardless of the auditory condition, participants look more at faces, and especially at talking faces. Hearing the original soundtrack makes participants follow the speech turn-taking more closely. However, we do not find any difference between the different types of unrelated soundtracks. These eye- tracking results are confirmed by our model that shows that faces, and particularly talking faces, are the features that best explain the gazes recorded, especially in the original soundtrack condition. Low-level saliency is not a relevant feature to explain eye positions made on social scenes, even dynamic ones. Finally, we propose groundwork for an audiovisual saliency model

    Affordances, context and sociality

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    Affordances, i.e. the opportunity of actions offered by the environment, are one of the central research topics for the theoretical perspectives that view cognition as emerging from the interaction between the environment and the body. Being at the bridge between perception and action, affordances help to question a dichotomous view of perception and action. While Gibson’s view of affordances is mainly externalist, many contemporary approaches define affordances (and micro-affordances) as the product of long-term visuomotor associations in the brain. These studies have emphasized the fact that affordances are activated automatically, independently from the context and the previous intention to act: for example, affordances related to objects’ size would emerge even if the task does not require focusing on size. This emphasis on the automaticity of affordances has led to overlook their flexibility and contextual-dependency. In this contribution I will outline and discuss recent perspectives and evidence that reveal the flexibility and context-dependency of affordances, clarifying how they are modulated by the physical, cultural and social context. I will focus specifically on social affordances, i.e. on how perception of affordances might be influenced by the presence of multiple actors having different goals

    Audiovisual Saliency Prediction in Uncategorized Video Sequences based on Audio-Video Correlation

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    Substantial research has been done in saliency modeling to develop intelligent machines that can perceive and interpret their surroundings. But existing models treat videos as merely image sequences excluding any audio information, unable to cope with inherently varying content. Based on the hypothesis that an audiovisual saliency model will be an improvement over traditional saliency models for natural uncategorized videos, this work aims to provide a generic audio/video saliency model augmenting a visual saliency map with an audio saliency map computed by synchronizing low-level audio and visual features. The proposed model was evaluated using different criteria against eye fixations data for a publicly available DIEM video dataset. The results show that the model outperformed two state-of-the-art visual saliency models.Comment: 9 pages, 2 figures, 4 table
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