2,483 research outputs found

    Automatic emotional state detection using facial expression dynamic in videos

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    In this paper, an automatic emotion detection system is built for a computer or machine to detect the emotional state from facial expressions in human computer communication. Firstly, dynamic motion features are extracted from facial expression videos and then advanced machine learning methods for classification and regression are used to predict the emotional states. The system is evaluated on two publicly available datasets, i.e. GEMEP_FERA and AVEC2013, and satisfied performances are achieved in comparison with the baseline results provided. With this emotional state detection capability, a machine can read the facial expression of its user automatically. This technique can be integrated into applications such as smart robots, interactive games and smart surveillance systems

    Spotting Agreement and Disagreement: A Survey of Nonverbal Audiovisual Cues and Tools

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    While detecting and interpreting temporal patterns of non–verbal behavioral cues in a given context is a natural and often unconscious process for humans, it remains a rather difficult task for computer systems. Nevertheless, it is an important one to achieve if the goal is to realise a naturalistic communication between humans and machines. Machines that are able to sense social attitudes like agreement and disagreement and respond to them in a meaningful way are likely to be welcomed by users due to the more natural, efficient and human–centered interaction they are bound to experience. This paper surveys the nonverbal cues that could be present during agreement and disagreement behavioural displays and lists a number of tools that could be useful in detecting them, as well as a few publicly available databases that could be used to train these tools for analysis of spontaneous, audiovisual instances of agreement and disagreement

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Emotion Recognition based on Multimodal Information

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    Towards responsive Sensitive Artificial Listeners

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    This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness

    Continuous Analysis of Affect from Voice and Face

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    Human affective behavior is multimodal, continuous and complex. Despite major advances within the affective computing research field, modeling, analyzing, interpreting and responding to human affective behavior still remains a challenge for automated systems as affect and emotions are complex constructs, with fuzzy boundaries and with substantial individual differences in expression and experience [7]. Therefore, affective and behavioral computing researchers have recently invested increased effort in exploring how to best model, analyze and interpret the subtlety, complexity and continuity (represented along a continuum e.g., from −1 to +1) of affective behavior in terms of latent dimensions (e.g., arousal, power and valence) and appraisals, rather than in terms of a small number of discrete emotion categories (e.g., happiness and sadness). This chapter aims to (i) give a brief overview of the existing efforts and the major accomplishments in modeling and analysis of emotional expressions in dimensional and continuous space while focusing on open issues and new challenges in the field, and (ii) introduce a representative approach for multimodal continuous analysis of affect from voice and face, and provide experimental results using the audiovisual Sensitive Artificial Listener (SAL) Database of natural interactions. The chapter concludes by posing a number of questions that highlight the significant issues in the field, and by extracting potential answers to these questions from the relevant literature. The chapter is organized as follows. Section 10.2 describes theories of emotion, Sect. 10.3 provides details on the affect dimensions employed in the literature as well as how emotions are perceived from visual, audio and physiological modalities. Section 10.4 summarizes how current technology has been developed, in terms of data acquisition and annotation, and automatic analysis of affect in continuous space by bringing forth a number of issues that need to be taken into account when applying a dimensional approach to emotion recognition, namely, determining the duration of emotions for automatic analysis, modeling the intensity of emotions, determining the baseline, dealing with high inter-subject expression variation, defining optimal strategies for fusion of multiple cues and modalities, and identifying appropriate machine learning techniques and evaluation measures. Section 10.5 presents our representative system that fuses vocal and facial expression cues for dimensional and continuous prediction of emotions in valence and arousal space by employing the bidirectional Long Short-Term Memory neural networks (BLSTM-NN), and introduces an output-associative fusion framework that incorporates correlations between the emotion dimensions to further improve continuous affect prediction. Section 10.6 concludes the chapter
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