5,828 research outputs found

    Integrating Voice-Based Machine Learning Technology into Complex Home Environments

    Full text link
    To demonstrate the value of machine learning based smart health technologies, researchers have to deploy their solutions into complex real-world environments with real participants. This gives rise to many, oftentimes unexpected, challenges for creating technology in a lab environment that will work when deployed in real home environments. In other words, like more mature disciplines, we need solutions for what can be done at development time to increase success at deployment time. To illustrate an approach and solutions, we use an example of an ongoing project that is a pipeline of voice based machine learning solutions that detects the anger and verbal conflicts of the participants. For anonymity, we call it the XYZ system. XYZ is a smart health technology because by notifying the participants of their anger, it encourages the participants to better manage their emotions. This is important because being able to recognize one's emotions is the first step to better managing one's anger. XYZ was deployed in 6 homes for 4 months each and monitors the emotion of the caregiver of a dementia patient. In this paper we demonstrate some of the necessary steps to be accomplished during the development stage to increase deployment time success, and show where continued work is still necessary. Note that the complex environments arise both from the physical world and from complex human behavior

    From the Inside Out: A Literature Review on Possibilities of Mobile Emotion Measurement and Recognition

    Get PDF
    Information systems are becoming increasingly intelligent and emotion artificial intelligence is an important component for the future. Therefore, the measurement and recognition of emotions is necessary and crucial. This paper presents a state of the art in the research field of mobile emotion measurement and recognition. The aim of this structured literature analysis using the PRISMA statement is to collect and classify the relevant literature and to provide an overview of the current status of mobile emotion recording and its future trends. A total of 59 articles were identified in the relevant literature databases, which can be divided into four main categories of emotion measurement. There was an increase of publications over the years in all four categories, but with a particularly strong increase in the areas of optical and vital-data-based recording. Over time, both the speed as well as the accuracy of the measurement has improved considerably in all four categories

    Multimodal Egocentric Analysis of Focused Interactions

    Get PDF
    Continuous detection of social interactions from wearable sensor data streams has a range of potential applications in domains, including health and social care, security, and assistive technology. We contribute an annotated, multimodal data set capturing such interactions using video, audio, GPS, and inertial sensing. We present methods for automatic detection and temporal segmentation of focused interactions using support vector machines and recurrent neural networks with features extracted from both audio and video streams. The focused interaction occurs when the co-present individuals, having the mutual focus of attention, interact by first establishing the face-to-face engagement and direct conversation. We describe an evaluation protocol, including framewise, extended framewise, and event-based measures, and provide empirical evidence that the fusion of visual face track scores with audio voice activity scores provides an effective combination. The methods, contributed data set, and protocol together provide a benchmark for the future research on this problem

    A study of speech distortion conditions in real scenarios for speech processing applications

    Get PDF
    International audienceThe growing demand for robust speech processing applications able to operate in adverse scenarios calls for new evaluation protocols and datasets beyond artificial laboratory conditions. The characteristics of real data for a given scenario are rarely discussed in the literature. As a result, methods are often tested based on the author expertise and not always in scenarios with actual practical value. This paper aims to open this discussion by identifying some of the main problems with data simulation or collection procedures used so far and summarizing the important characteristics of real scenarios to be taken into account, including the properties of reverberation, noise and Lombard effect. At last, we provide some preliminary guidelines towards designing experimental setup and speech recognition results for proposal validation

    Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses

    Full text link
    Tesis por compendio[ES] El uso de la realidad virtual (RV) se ha incrementado notablemente en la comunidad científica para la investigación del comportamiento humano. En particular, la RV inmersiva ha crecido debido a la democratización de las gafas de realidad virtual o head mounted displays (HMD), que ofrecen un alto rendimiento con una inversión económica. Uno de los campos que ha emergido con fuerza en la última década es el Affective Computing, que combina psicofisiología, informática, ingeniería biomédica e inteligencia artificial, desarrollando sistemas que puedan reconocer emociones automáticamente. Su progreso es especialmente importante en el campo de la investigación del comportamiento humano, debido al papel fundamental que las emociones juegan en muchos procesos psicológicos como la percepción, la toma de decisiones, la creatividad, la memoria y la interacción social. Muchos estudios se han centrado en intentar obtener una metodología fiable para evocar y automáticamente identificar estados emocionales, usando medidas fisiológicas objetivas y métodos de aprendizaje automático. Sin embargo, la mayoría de los estudios previos utilizan imágenes, audios o vídeos para generar los estados emocionales y, hasta donde llega nuestro conocimiento, ninguno de ellos ha desarrollado un sistema de reconocimiento emocional usando RV inmersiva. Aunque algunos trabajos anteriores sí analizan las respuestas fisiológicas en RV inmersivas, estos no presentan modelos de aprendizaje automático para procesamiento y clasificación automática de bioseñales. Además, un concepto crucial cuando se usa la RV en investigación del comportamiento humano es la validez: la capacidad de evocar respuestas similares en un entorno virtual a las evocadas por el espacio físico. Aunque algunos estudios previos han usado dimensiones psicológicas y cognitivas para comparar respuestas entre entornos reales y virtuales, las investigaciones que analizan respuestas fisiológicas o comportamentales están mucho menos extendidas. Según nuestros conocimientos, este es el primer trabajo que compara entornos físicos con su réplica en RV, empleando respuestas fisiológicas y algoritmos de aprendizaje automático y analizando la capacidad de la RV de transferir y extrapolar las conclusiones obtenidas al entorno real que se está simulando. El objetivo principal de la tesis es validar el uso de la RV inmersiva como una herramienta de estimulación emocional usando respuestas psicofisiológicas y comportamentales en combinación con algoritmos de aprendizaje automático, así como realizar una comparación directa entre un entorno real y virtual. Para ello, se ha desarrollado un protocolo experimental que incluye entornos emocionales 360º, un museo real y una virtualización 3D altamente realista del mismo museo. La tesis presenta novedosas contribuciones del uso de la RV inmersiva en la investigación del comportamiento humano, en particular en lo relativo al estudio de las emociones. Esta ayudará a aplicar metodologías a estímulos más realistas para evaluar entornos y situaciones de la vida diaria, superando las actuales limitaciones de la estimulación emocional que clásicamente ha incluido imágenes, audios o vídeos. Además, en ella se analiza la validez de la RV realizando una comparación directa usando una simulación altamente realista. Creemos que la RV inmersiva va a revolucionar los métodos de estimulación emocional en entornos de laboratorio. Además, su sinergia junto a las medidas fisiológicas y las técnicas de aprendizaje automático, impactarán transversalmente en muchas áreas de investigación como la arquitectura, la salud, la evaluación psicológica, el entrenamiento, la educación, la conducción o el marketing, abriendo un nuevo horizonte de oportunidades para la comunidad científica. La presente tesis espera contribuir a caminar en esa senda.[EN] In recent years the scientific community has significantly increased its use of virtual reality (VR) technologies in human behaviour research. In particular, the use of immersive VR has grown due to the introduction of affordable, high performance head mounted displays (HMDs). Among the fields that has strongly emerged in the last decade is affective computing, which combines psychophysiology, computer science, biomedical engineering and artificial intelligence in the development of systems that can automatically recognize emotions. The progress of affective computing is especially important in human behaviour research due to the central role that emotions play in many background processes, such as perception, decision-making, creativity, memory and social interaction. Several studies have tried to develop a reliable methodology to evoke and automatically identify emotional states using objective physiological measures and machine learning methods. However, the majority of previous studies used images, audio or video to elicit emotional statements; to the best of our knowledge, no previous research has developed an emotion recognition system using immersive VR. Although some previous studies analysed physiological responses in immersive VR, they did not use machine learning techniques for biosignal processing and classification. Moreover, a crucial concept when using VR for human behaviour research is validity: the capacity to evoke a response from the user in a simulated environment similar to the response that might be evoked in a physical environment. Although some previous studies have used psychological and cognitive dimensions to compare responses in real and virtual environments, few have extended this research to analyse physiological or behavioural responses. Moreover, to our knowledge, this is the first study to compare VR scenarios with their real-world equivalents using physiological measures coupled with machine learning algorithms, and to analyse the ability of VR to transfer and extrapolate insights obtained from VR environments to real environments. The main objective of this thesis is, using psycho-physiological and behavioural responses in combination with machine learning methods, and by performing a direct comparison between a real and virtual environment, to validate immersive VR as an emotion elicitation tool. To do so we develop an experimental protocol involving emotional 360º environments, an art exhibition in a real museum, and a highly-realistic 3D virtualization of the same art exhibition. This thesis provides novel contributions to the use of immersive VR in human behaviour research, particularly in relation to emotions. VR can help in the application of methodologies designed to present more realistic stimuli in the assessment of daily-life environments and situations, thus overcoming the current limitations of affective elicitation, which classically uses images, audio and video. Moreover, it analyses the validity of VR by performing a direct comparison using highly-realistic simulation. We believe that immersive VR will revolutionize laboratory-based emotion elicitation methods. Moreover, its synergy with physiological measurement and machine learning techniques will impact transversely in many other research areas, such as architecture, health, assessment, training, education, driving and marketing, and thus open new opportunities for the scientific community. The present dissertation aims to contribute to this progress.[CA] L'ús de la realitat virtual (RV) s'ha incrementat notablement en la comunitat científica per a la recerca del comportament humà. En particular, la RV immersiva ha crescut a causa de la democratització de les ulleres de realitat virtual o head mounted displays (HMD), que ofereixen un alt rendiment amb una reduïda inversió econòmica. Un dels camps que ha emergit amb força en l'última dècada és el Affective Computing, que combina psicofisiologia, informàtica, enginyeria biomèdica i intel·ligència artificial, desenvolupant sistemes que puguen reconéixer emocions automàticament. El seu progrés és especialment important en el camp de la recerca del comportament humà, a causa del paper fonamental que les emocions juguen en molts processos psicològics com la percepció, la presa de decisions, la creativitat, la memòria i la interacció social. Molts estudis s'han centrat en intentar obtenir una metodologia fiable per a evocar i automàticament identificar estats emocionals, utilitzant mesures fisiològiques objectives i mètodes d'aprenentatge automàtic. No obstant això, la major part dels estudis previs utilitzen imatges, àudios o vídeos per a generar els estats emocionals i, fins on arriba el nostre coneixement, cap d'ells ha desenvolupat un sistema de reconeixement emocional mitjançant l'ús de la RV immersiva. Encara que alguns treballs anteriors sí que analitzen les respostes fisiològiques en RV immersives, aquests no presenten models d'aprenentatge automàtic per a processament i classificació automàtica de biosenyals. A més, un concepte crucial quan s'utilitza la RV en la recerca del comportament humà és la validesa: la capacitat d'evocar respostes similars en un entorn virtual a les evocades per l'espai físic. Encara que alguns estudis previs han utilitzat dimensions psicològiques i cognitives per a comparar respostes entre entorns reals i virtuals, les recerques que analitzen respostes fisiològiques o comportamentals estan molt menys esteses. Segons els nostres coneixements, aquest és el primer treball que compara entorns físics amb la seua rèplica en RV, emprant respostes fisiològiques i algorismes d'aprenentatge automàtic i analitzant la capacitat de la RV de transferir i extrapolar les conclusions obtingudes a l'entorn real que s'està simulant. L'objectiu principal de la tesi és validar l'ús de la RV immersiva com una eina d'estimulació emocional usant respostes psicofisiològiques i comportamentals en combinació amb algorismes d'aprenentatge automàtic, així com realitzar una comparació directa entre un entorn real i virtual. Per a això, s'ha desenvolupat un protocol experimental que inclou entorns emocionals 360º, un museu real i una virtualització 3D altament realista del mateix museu. La tesi presenta noves contribucions de l'ús de la RV immersiva en la recerca del comportament humà, en particular quant a l'estudi de les emocions. Aquesta ajudarà a aplicar metodologies a estímuls més realistes per a avaluar entorns i situacions de la vida diària, superant les actuals limitacions de l'estimulació emocional que clàssicament ha inclòs imatges, àudios o vídeos. A més, en ella s'analitza la validesa de la RV realitzant una comparació directa usant una simulació altament realista. Creiem que la RV immersiva revolucionarà els mètodes d'estimulació emocional en entorns de laboratori. A més, la seua sinergia al costat de les mesures fisiològiques i les tècniques d'aprenentatge automàtic, impactaran transversalment en moltes àrees de recerca com l'arquitectura, la salut, l'avaluació psicològica, l'entrenament, l'educació, la conducció o el màrqueting, obrint un nou horitzó d'oportunitats per a la comunitat científica. La present tesi espera contribuir a caminar en aquesta senda.Marín Morales, J. (2020). Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/148717TESISCompendi

    Studies on user control in ambient intelligent systems

    Get PDF
    People have a deeply rooted need to experience control and be effective in interactions with their environments. At present times, we are surrounded by intelligent systems that take decisions and perform actions for us. This should make life easier, but there is a risk that users experience less control and reject the system. The central question in this thesis is whether we can design intelligent systems that have a degree of autonomy, while users maintain a sense of control. We try to achieve this by giving the intelligent system an 'expressive interface’: the part that provides information to the user about the internal state, intentions and actions of the system. We examine this question both in the home and the work environment.We find the notion of a ‘system personality’ useful as a guiding principle for designing interactions with intelligent systems, for domestic robots as well as in building automation. Although the desired system personality varies per application, in both domains a recognizable system personality can be designed through expressive interfaces using motion, light, sound, and social cues. The various studies show that the level of automation and the expressive interface can influence the perceived system personality, the perceived level of control, and user’s satisfaction with the system. This thesis shows the potential of the expressive interface as an instrument to help users understand what is going on inside the system and to experience control, which might be essential for the successful adoption of the intelligent systems of the future.<br/

    Optimal learning spaces: design implications for primary schools

    Get PDF
    Review guide of the design evidence for primary school
    corecore