9,889 research outputs found

    Affective Computing for Human-Robot Interaction Research: Four Critical Lessons for the Hitchhiker

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    Social Robotics and Human-Robot Interaction (HRI) research relies on different Affective Computing (AC) solutions for sensing, perceiving and understanding human affective behaviour during interactions. This may include utilising off-the-shelf affect perception models that are pre-trained on popular affect recognition benchmarks and directly applied to situated interactions. However, the conditions in situated human-robot interactions differ significantly from the training data and settings of these models. Thus, there is a need to deepen our understanding of how AC solutions can be best leveraged, customised and applied for situated HRI. This paper, while critiquing the existing practices, presents four critical lessons to be noted by the hitchhiker when applying AC for HRI research. These lessons conclude that: (i) The six basic emotions categories are irrelevant in situated interactions, (ii) Affect recognition accuracy (%) improvements are unimportant, (iii) Affect recognition does not generalise across contexts, and (iv) Affect recognition alone is insufficient for adaptation and personalisation. By describing the background and the context for each lesson, and demonstrating how these lessons have been learnt, this paper aims to enable the hitchhiker to successfully and insightfully leverage AC solutions for advancing HRI research.Comment: 11 pages, 3 figures, 1 tabl

    Plug-in to fear: game biosensors and negative physiological responses to music

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    The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the “ultimate gaming experience” hinges not only on technological advancements alone but also on the game industry’s understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by “fearful” or “unpleasant” musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate “plugged-in” experience

    PRESENCE: A human-inspired architecture for speech-based human-machine interaction

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    Recent years have seen steady improvements in the quality and performance of speech-based human-machine interaction driven by a significant convergence in the methods and techniques employed. However, the quantity of training data required to improve state-of-the-art systems seems to be growing exponentially and performance appears to be asymptotic to a level that may be inadequate for many real-world applications. This suggests that there may be a fundamental flaw in the underlying architecture of contemporary systems, as well as a failure to capitalize on the combinatorial properties of human spoken language. This paper addresses these issues and presents a novel architecture for speech-based human-machine interaction inspired by recent findings in the neurobiology of living systems. Called PRESENCE-"PREdictive SENsorimotor Control and Emulation" - this new architecture blurs the distinction between the core components of a traditional spoken language dialogue system and instead focuses on a recursive hierarchical feedback control structure. Cooperative and communicative behavior emerges as a by-product of an architecture that is founded on a model of interaction in which the system has in mind the needs and intentions of a user and a user has in mind the needs and intentions of the system

    Multimodal Affective State Recognition in Serious Games Applications

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    A challenging research issue, which has recently attracted a lot of attention, is the incorporation of emotion recognition technology in serious games applications, in order to improve the quality of interaction and enhance the gaming experience. To this end, in this paper, we present an emotion recognition methodology that utilizes information extracted from multimodal fusion analysis to identify the affective state of players during gameplay scenarios. More specifically, two monomodal classifiers have been designed for extracting affective state information based on facial expression and body motion analysis. For the combination of different modalities a deep model is proposed that is able to make a decision about player’s affective state, while also being robust in the absence of one information cue. In order to evaluate the performance of our methodology, a bimodal database was created using Microsoft’s Kinect sensor, containing feature vectors extracted from users' facial expressions and body gestures. The proposed method achieved higher recognition rate in comparison with mono-modal, as well as early-fusion algorithms. Our methodology outperforms all other classifiers, achieving an overall recognition rate of 98.3%

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications

    Spoken language processing: piecing together the puzzle

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    Attempting to understand the fundamental mechanisms underlying spoken language processing, whether it is viewed as behaviour exhibited by human beings or as a faculty simulated by machines, is one of the greatest scientific challenges of our age. Despite tremendous achievements over the past 50 or so years, there is still a long way to go before we reach a comprehensive explanation of human spoken language behaviour and can create a technology with performance approaching or exceeding that of a human being. It is argued that progress is hampered by the fragmentation of the field across many different disciplines, coupled with a failure to create an integrated view of the fundamental mechanisms that underpin one organism's ability to communicate with another. This paper weaves together accounts from a wide variety of different disciplines concerned with the behaviour of living systems - many of them outside the normal realms of spoken language - and compiles them into a new model: PRESENCE (PREdictive SENsorimotor Control and Emulation). It is hoped that the results of this research will provide a sufficient glimpse into the future to give breath to a new generation of research into spoken language processing by mind or machine. (c) 2007 Elsevier B.V. All rights reserved

    Human-Aided Artificial Intelligence: Or, How to Run Large Computations in Human Brains? Towards a Media Sociology of Machine Learning

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    Today, artificial intelligence, especially machine learning, is structurally dependent on human participation. Technologies such as Deep Learning (DL) leverage networked media infrastructures and human-machine interaction designs to harness users to provide training and verification data. The emergence of DL is therefore based on a fundamental socio-technological transformation of the relationship between humans and machines. Rather than simulating human intelligence, DL-based AIs capture human cognitive abilities, so they are hybrid human-machine apparatuses. From a perspective of media philosophy and social-theoretical critique, I differentiate five types of “media technologies of capture” in AI apparatuses and analyze them as forms of power relations between humans and machines. Finally, I argue that the current hype about AI implies a relational and distributed understanding of (human/artificial) intelligence, which I categorize under the term “cybernetic AI”. This form of AI manifests in socio-technological apparatuses that involve new modes of subjectivation, social control and discrimination of users
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