57,952 research outputs found
Introduction to the special issue on computational modelling of emotion
The papers in this special issue focus on computational modeling of emotion recognition. Emotions play a pervasive role in personal, social, and professional life. As artificially intelligent systems become pervasive in our lives, it is important that these systems are able to understand emotion in humans and simulate the function of emotion to be effective in their interactions with people. Computational models of emotion contribute towards this goal by, on the one hand, serving as a means to test emotion theories and help understand the function of emotion and, on the other, as the end in itself by simulating appropriate emotion and its downstream consequences â such as expressions of emotion â in computational agents. This special issue presents a critical overview of this cross-disciplinary field, with contributions from some of the leading scholars in cognitive psychology and affective computing, focusing both on theory and practice
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
Predictive biometrics: A review and analysis of predicting personal characteristics from biometric data
Interest in the exploitation of soft biometrics information has continued to develop over the last decade or so. In comparison with traditional biometrics, which focuses principally on person identification, the idea of soft biometrics processing is to study the utilisation of more general information regarding a system user, which is not necessarily unique. There are increasing indications that this type of data will have great value in providing complementary information for user authentication. However, the authors have also seen a growing interest in broadening the predictive capabilities of biometric data, encompassing both easily definable characteristics such as subject age and, most recently, `higher level' characteristics such as emotional or mental states. This study will present a selective review of the predictive capabilities, in the widest sense, of biometric data processing, providing an analysis of the key issues still adequately to be addressed if this concept of predictive biometrics is to be fully exploited in the future
The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning
PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress
Integration of human factors in networked computing
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 Elsevie
Affect and believability in game characters:a review of the use of affective computing in games
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
Sentiment Analysis for Words and Fiction Characters From The Perspective of Computational (Neuro-)Poetics
Two computational studies provide different sentiment analyses for text segments (e.g., âfearfulâ passages) and figures (e.g., âVoldemortâ) from the Harry Potter books (Rowling, 1997 - 2007) based on a novel simple tool called SentiArt. The tool uses vector space models together with theory-guided, empirically validated label lists to compute the valence of each word in a text by locating its position in a 2d emotion potential space spanned by the > 2 million words of the vector space model. After testing the toolâs accuracy with empirical data from a neurocognitive study, it was applied to compute emotional figure profiles and personality figure profiles (inspired by the so-called âbig fiveâ personality theory) for main characters from the book series. The results of comparative analyses using different machine-learning classifiers (e.g., AdaBoost, Neural Net) show that SentiArt performs very well in predicting the emotion potential of text passages. It also produces plausible predictions regarding the emotional and personality profile of fiction characters which are correctly identified on the basis of eight character features, and it achieves a good cross-validation accuracy in classifying 100 figures into âgoodâ vs. âbadâ ones. The results are discussed with regard to potential applications of SentiArt in digital literary, applied reading and neurocognitive poetics studies such as the quantification of the hybrid hero potential of figures
Adversarial Training in Affective Computing and Sentiment Analysis: Recent Advances and Perspectives
Over the past few years, adversarial training has become an extremely active
research topic and has been successfully applied to various Artificial
Intelligence (AI) domains. As a potentially crucial technique for the
development of the next generation of emotional AI systems, we herein provide a
comprehensive overview of the application of adversarial training to affective
computing and sentiment analysis. Various representative adversarial training
algorithms are explained and discussed accordingly, aimed at tackling diverse
challenges associated with emotional AI systems. Further, we highlight a range
of potential future research directions. We expect that this overview will help
facilitate the development of adversarial training for affective computing and
sentiment analysis in both the academic and industrial communities
Employing Emotion Cues to Verify Speakers in Emotional Talking Environments
Usually, people talk neutrally in environments where there are no abnormal
talking conditions such as stress and emotion. Other emotional conditions that
might affect people talking tone like happiness, anger, and sadness. Such
emotions are directly affected by the patient health status. In neutral talking
environments, speakers can be easily verified, however, in emotional talking
environments, speakers cannot be easily verified as in neutral talking ones.
Consequently, speaker verification systems do not perform well in emotional
talking environments as they do in neutral talking environments. In this work,
a two-stage approach has been employed and evaluated to improve speaker
verification performance in emotional talking environments. This approach
employs speaker emotion cues (text-independent and emotion-dependent speaker
verification problem) based on both Hidden Markov Models (HMMs) and
Suprasegmental Hidden Markov Models (SPHMMs) as classifiers. The approach is
comprised of two cascaded stages that combines and integrates emotion
recognizer and speaker recognizer into one recognizer. The architecture has
been tested on two different and separate emotional speech databases: our
collected database and Emotional Prosody Speech and Transcripts database. The
results of this work show that the proposed approach gives promising results
with a significant improvement over previous studies and other approaches such
as emotion-independent speaker verification approach and emotion-dependent
speaker verification approach based completely on HMMs.Comment: Journal of Intelligent Systems, Special Issue on Intelligent
Healthcare Systems, De Gruyter, 201
Emotions in context: examining pervasive affective sensing systems, applications, and analyses
Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; âsensingâ, âanalysisâ, and âapplicationâ. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing
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