2,931 research outputs found

    Continuous Estimation of Emotions in Speech by Dynamic Cooperative Speaker Models

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    Automatic emotion recognition from speech has been recently focused on the prediction of time-continuous dimensions (e.g., arousal and valence) of spontaneous and realistic expressions of emotion, as found in real-life interactions. However, the automatic prediction of such emotions poses several challenges, such as the subjectivity found in the definition of a gold standard from a pool of raters and the issue of data scarcity in training models. In this work, we introduce a novel emotion recognition system, based on ensemble of single-speaker-regression-models (SSRMs). The estimation of emotion is provided by combining a subset of the initial pool of SSRMs selecting those that are most concordance among them. The proposed approach allows the addition or removal of speakers from the ensemble without the necessity to re-build the entire machine learning system. The simplicity of this aggregation strategy, coupled with the flexibility assured by the modular architecture, and the promising results obtained on the RECOLA database highlight the potential implications of the proposed method in a real-life scenario and in particular in WEB-based applications

    Continuous Interaction with a Virtual Human

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    Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking – and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACE’10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access

    Speech-based recognition of self-reported and observed emotion in a dimensional space

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    The differences between self-reported and observed emotion have only marginally been investigated in the context of speech-based automatic emotion recognition. We address this issue by comparing self-reported emotion ratings to observed emotion ratings and look at how differences between these two types of ratings affect the development and performance of automatic emotion recognizers developed with these ratings. A dimensional approach to emotion modeling is adopted: the ratings are based on continuous arousal and valence scales. We describe the TNO-Gaming Corpus that contains spontaneous vocal and facial expressions elicited via a multiplayer videogame and that includes emotion annotations obtained via self-report and observation by outside observers. Comparisons show that there are discrepancies between self-reported and observed emotion ratings which are also reflected in the performance of the emotion recognizers developed. Using Support Vector Regression in combination with acoustic and textual features, recognizers of arousal and valence are developed that can predict points in a 2-dimensional arousal-valence space. The results of these recognizers show that the self-reported emotion is much harder to recognize than the observed emotion, and that averaging ratings from multiple observers improves performance

    SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

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    Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure

    Directional adposition use in English, Swedish and Finnish

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    Directional adpositions such as to the left of describe where a Figure is in relation to a Ground. English and Swedish directional adpositions refer to the location of a Figure in relation to a Ground, whether both are static or in motion. In contrast, the Finnish directional adpositions edellä (in front of) and jäljessä (behind) solely describe the location of a moving Figure in relation to a moving Ground (Nikanne, 2003). When using directional adpositions, a frame of reference must be assumed for interpreting the meaning of directional adpositions. For example, the meaning of to the left of in English can be based on a relative (speaker or listener based) reference frame or an intrinsic (object based) reference frame (Levinson, 1996). When a Figure and a Ground are both in motion, it is possible for a Figure to be described as being behind or in front of the Ground, even if neither have intrinsic features. As shown by Walker (in preparation), there are good reasons to assume that in the latter case a motion based reference frame is involved. This means that if Finnish speakers would use edellä (in front of) and jäljessä (behind) more frequently in situations where both the Figure and Ground are in motion, a difference in reference frame use between Finnish on one hand and English and Swedish on the other could be expected. We asked native English, Swedish and Finnish speakers’ to select adpositions from a language specific list to describe the location of a Figure relative to a Ground when both were shown to be moving on a computer screen. We were interested in any differences between Finnish, English and Swedish speakers. All languages showed a predominant use of directional spatial adpositions referring to the lexical concepts TO THE LEFT OF, TO THE RIGHT OF, ABOVE and BELOW. There were no differences between the languages in directional adpositions use or reference frame use, including reference frame use based on motion. We conclude that despite differences in the grammars of the languages involved, and potential differences in reference frame system use, the three languages investigated encode Figure location in relation to Ground location in a similar way when both are in motion. Levinson, S. C. (1996). Frames of reference and Molyneux’s question: Crosslingiuistic evidence. In P. Bloom, M.A. Peterson, L. Nadel & M.F. Garrett (Eds.) Language and Space (pp.109-170). Massachusetts: MIT Press. Nikanne, U. (2003). How Finnish postpositions see the axis system. In E. van der Zee & J. Slack (Eds.), Representing direction in language and space. Oxford, UK: Oxford University Press. Walker, C. (in preparation). Motion encoding in language, the use of spatial locatives in a motion context. Unpublished doctoral dissertation, University of Lincoln, Lincoln. United Kingdo

    Computer audition for emotional wellbeing

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    This thesis is focused on the application of computer audition (i. e., machine listening) methodologies for monitoring states of emotional wellbeing. Computer audition is a growing field and has been successfully applied to an array of use cases in recent years. There are several advantages to audio-based computational analysis; for example, audio can be recorded non-invasively, stored economically, and can capture rich information on happenings in a given environment, e. g., human behaviour. With this in mind, maintaining emotional wellbeing is a challenge for humans and emotion-altering conditions, including stress and anxiety, have become increasingly common in recent years. Such conditions manifest in the body, inherently changing how we express ourselves. Research shows these alterations are perceivable within vocalisation, suggesting that speech-based audio monitoring may be valuable for developing artificially intelligent systems that target improved wellbeing. Furthermore, computer audition applies machine learning and other computational techniques to audio understanding, and so by combining computer audition with applications in the domain of computational paralinguistics and emotional wellbeing, this research concerns the broader field of empathy for Artificial Intelligence (AI). To this end, speech-based audio modelling that incorporates and understands paralinguistic wellbeing-related states may be a vital cornerstone for improving the degree of empathy that an artificial intelligence has. To summarise, this thesis investigates the extent to which speech-based computer audition methodologies can be utilised to understand human emotional wellbeing. A fundamental background on the fields in question as they pertain to emotional wellbeing is first presented, followed by an outline of the applied audio-based methodologies. Next, detail is provided for several machine learning experiments focused on emotional wellbeing applications, including analysis and recognition of under-researched phenomena in speech, e. g., anxiety, and markers of stress. Core contributions from this thesis include the collection of several related datasets, hybrid fusion strategies for an emotional gold standard, novel machine learning strategies for data interpretation, and an in-depth acoustic-based computational evaluation of several human states. All of these contributions focus on ascertaining the advantage of audio in the context of modelling emotional wellbeing. Given the sensitive nature of human wellbeing, the ethical implications involved with developing and applying such systems are discussed throughout
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