16,668 research outputs found
Embodied Robot Models for Interdisciplinary Emotion Research
Due to their complex nature, emotions cannot be properly understood from the perspective of a single discipline. In this paper, I discuss how the use of robots as models is beneficial for interdisciplinary emotion research. Addressing this issue through the lens of my own research, I focus on a critical analysis of embodied robots models of different aspects of emotion, relate them to theories in psychology and neuroscience, and provide representative examples. I discuss concrete ways in which embodied robot models can be used to carry out interdisciplinary emotion research, assessing their contributions: as hypothetical models, and as operational models of specific emotional phenomena, of general emotion principles, and of specific emotion ``dimensions''. I conclude by discussing the advantages of using embodied robot models over other models.Peer reviewe
Recommended from our members
Zapping index: Using smile to measure advertisement zapping likelihood
In marketing and advertising research, 'zapping' is defined as the action when a viewer stops watching a commercial. Researchers analyze users' behavior in order to prevent zapping which helps advertisers to design effective commercials. Since emotions can be used to engage consumers, in this paper, we leverage automated facial expression analysis to understand consumers' zapping behavior. Firstly, we provide an accurate moment-to-moment smile detection algorithm. Secondly, we formulate a binary classification problem (zapping/non-zapping) based on real-world scenarios, and adopt smile response as the feature to predict zapping. Thirdly, to cope with the lack of a metric in advertising evaluation, we propose a new metric called Zapping Index (ZI). ZI is a moment-to-moment measurement of a user's zapping probability. It gauges not only the reaction of a user, but also the preference of a user to commercials. Finally, extensive experiments are performed to provide insights and we make recommendations that will be useful to both advertisers and advertisement publishers
Prerequisites for Affective Signal Processing (ASP)
Although emotions are embraced by science, their recognition has not reached a satisfying level. Through a concise overview of affect, its signals, features, and classification methods, we provide understanding for the problems encountered. Next, we identify the prerequisites for successful Affective Signal Processing: validation (e.g., mapping of constructs on signals), triangulation, a physiology-driven approach, and contributions of the signal processing community. Using these directives, a critical analysis of a real-world case is provided. This illustrates that the prerequisites can become a valuable guide for Affective Signal Processing (ASP)
Recommended from our members
Automatic affective dimension recognition from naturalistic facial expressions based on wavelet filtering and PLS regression
Automatic affective dimension recognition from facial expression continuously in naturalistic contexts is a very challenging research topic but very important in human-computer interaction. In this paper, an automatic recognition system was proposed to predict the affective dimensions such as Arousal, Valence and Dominance continuously in naturalistic facial expression videos. Firstly, visual and vocal features are extracted from image frames and audio segments in facial expression videos. Secondly, a wavelet transform based digital filtering method is applied to remove the irrelevant noise information in the feature space. Thirdly, Partial Least Squares regression is used to predict the affective dimensions from both video and audio modalities. Finally, two modalities are combined to boost overall performance in the decision fusion process. The proposed method is tested in the fourth international Audio/Visual Emotion Recognition Challenge (AVEC2014) dataset and compared to other state-of-the-art methods in the affect recognition sub-challenge with a good performance
An original framework for understanding human actions and body language by using deep neural networks
The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour.
By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way.
These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively.
While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements;
both are essential tasks in many computer vision applications, including event recognition, and video surveillance.
In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided.
The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements.
All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods
Affective games:a multimodal classification system
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
- …