7,760 research outputs found

    Multimodal Approach for Emotion Recognition Using a Formal Computational Model

    Get PDF
    International audience— Emotions play a crucial role in human-computer interaction. They are generally expressed and perceived through multiple modalities such as speech, facial expressions, physiological signals. Indeed, the complexity of emotions makes the acquisition very difficult and makes unimodal systems (i.e., the observation of only one source of emotion) unreliable and often unfeasible in applications of high complexity. Moreover the lack of a standard in human emotions modeling hinders the sharing of affective information between applications. In this paper, we present a multimodal approach for the emotion recognition from many sources of information. This paper aims to provide a multi-modal system for emotion recognition and exchange that will facilitate inter-systems exchanges and improve the credibility of emotional interaction between users and computers. We elaborate a multimodal emotion recognition method from Physiological Data based on signal processing algorithms. Our method permits to recognize emotion composed of several aspects like simulated and masked emotions. This method uses a new multidimensional model to represent emotional states based on an algebraic representation. The experimental results show that the proposed multimodal emotion recognition method improves the recognition rates in comparison to the unimodal approach. Compared to the state of art multimodal techniques, the proposed method gives a good results with 72% of correct

    Affect and believability in game characters:a review of the use of affective computing in games

    Get PDF
    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Knowledge will Propel Machine Understanding of Content: Extrapolating from Current Examples

    Full text link
    Machine Learning has been a big success story during the AI resurgence. One particular stand out success relates to learning from a massive amount of data. In spite of early assertions of the unreasonable effectiveness of data, there is increasing recognition for utilizing knowledge whenever it is available or can be created purposefully. In this paper, we discuss the indispensable role of knowledge for deeper understanding of content where (i) large amounts of training data are unavailable, (ii) the objects to be recognized are complex, (e.g., implicit entities and highly subjective content), and (iii) applications need to use complementary or related data in multiple modalities/media. What brings us to the cusp of rapid progress is our ability to (a) create relevant and reliable knowledge and (b) carefully exploit knowledge to enhance ML/NLP techniques. Using diverse examples, we seek to foretell unprecedented progress in our ability for deeper understanding and exploitation of multimodal data and continued incorporation of knowledge in learning techniques.Comment: Pre-print of the paper accepted at 2017 IEEE/WIC/ACM International Conference on Web Intelligence (WI). arXiv admin note: substantial text overlap with arXiv:1610.0770

    The INTERSPEECH 2013 computational paralinguistics challenge: social signals, conflict, emotion, autism

    Get PDF
    The INTERSPEECH 2013 Computational Paralinguistics Challenge provides for the first time a unified test-bed for Social Signals such as laughter in speech. It further introduces conflict in group discussions as new tasks and picks up on autism and its manifestations in speech. Finally, emotion is revisited as task, albeit with a broader ranger of overall twelve emotional states. In this paper, we describe these four Sub-Challenges, Challenge conditions, baselines, and a new feature set by the openSMILE toolkit, provided to the participants. \em Bj\"orn Schuller1^1, Stefan Steidl2^2, Anton Batliner1^1, Alessandro Vinciarelli3,4^{3,4}, Klaus Scherer5^5}\\ {\em Fabien Ringeval6^6, Mohamed Chetouani7^7, Felix Weninger1^1, Florian Eyben1^1, Erik Marchi1^1, }\\ {\em Hugues Salamin3^3, Anna Polychroniou3^3, Fabio Valente4^4, Samuel Kim4^4
    corecore