88 research outputs found

    Computer audition for emotional wellbeing

    Get PDF
    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

    Brain Computations and Connectivity [2nd edition]

    Get PDF
    This is an open access title available under the terms of a CC BY-NC-ND 4.0 International licence. It is free to read on the Oxford Academic platform and offered as a free PDF download from OUP and selected open access locations. Brain Computations and Connectivity is about how the brain works. In order to understand this, it is essential to know what is computed by different brain systems; and how the computations are performed. The aim of this book is to elucidate what is computed in different brain systems; and to describe current biologically plausible computational approaches and models of how each of these brain systems computes. Understanding the brain in this way has enormous potential for understanding ourselves better in health and in disease. Potential applications of this understanding are to the treatment of the brain in disease; and to artificial intelligence which will benefit from knowledge of how the brain performs many of its extraordinarily impressive functions. This book is pioneering in taking this approach to brain function: to consider what is computed by many of our brain systems; and how it is computed, and updates by much new evidence including the connectivity of the human brain the earlier book: Rolls (2021) Brain Computations: What and How, Oxford University Press. Brain Computations and Connectivity will be of interest to all scientists interested in brain function and how the brain works, whether they are from neuroscience, or from medical sciences including neurology and psychiatry, or from the area of computational science including machine learning and artificial intelligence, or from areas such as theoretical physics

    Systematic Approaches for Telemedicine and Data Coordination for COVID-19 in Baja California, Mexico

    Get PDF
    Conference proceedings info: ICICT 2023: 2023 The 6th International Conference on Information and Computer Technologies Raleigh, HI, United States, March 24-26, 2023 Pages 529-542We provide a model for systematic implementation of telemedicine within a large evaluation center for COVID-19 in the area of Baja California, Mexico. Our model is based on human-centric design factors and cross disciplinary collaborations for scalable data-driven enablement of smartphone, cellular, and video Teleconsul-tation technologies to link hospitals, clinics, and emergency medical services for point-of-care assessments of COVID testing, and for subsequent treatment and quar-antine decisions. A multidisciplinary team was rapidly created, in cooperation with different institutions, including: the Autonomous University of Baja California, the Ministry of Health, the Command, Communication and Computer Control Center of the Ministry of the State of Baja California (C4), Colleges of Medicine, and the College of Psychologists. Our objective is to provide information to the public and to evaluate COVID-19 in real time and to track, regional, municipal, and state-wide data in real time that informs supply chains and resource allocation with the anticipation of a surge in COVID-19 cases. RESUMEN Proporcionamos un modelo para la implementación sistemática de la telemedicina dentro de un gran centro de evaluación de COVID-19 en el área de Baja California, México. Nuestro modelo se basa en factores de diseño centrados en el ser humano y colaboraciones interdisciplinarias para la habilitación escalable basada en datos de tecnologías de teleconsulta de teléfonos inteligentes, celulares y video para vincular hospitales, clínicas y servicios médicos de emergencia para evaluaciones de COVID en el punto de atención. pruebas, y para el tratamiento posterior y decisiones de cuarentena. Rápidamente se creó un equipo multidisciplinario, en cooperación con diferentes instituciones, entre ellas: la Universidad Autónoma de Baja California, la Secretaría de Salud, el Centro de Comando, Comunicaciones y Control Informático. de la Secretaría del Estado de Baja California (C4), Facultades de Medicina y Colegio de Psicólogos. Nuestro objetivo es proporcionar información al público y evaluar COVID-19 en tiempo real y rastrear datos regionales, municipales y estatales en tiempo real que informan las cadenas de suministro y la asignación de recursos con la anticipación de un aumento de COVID-19. 19 casos.ICICT 2023: 2023 The 6th International Conference on Information and Computer Technologieshttps://doi.org/10.1007/978-981-99-3236-

    Actor & Avatar: A Scientific and Artistic Catalog

    Get PDF
    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    Time- and value-continuous explainable affect estimation in-the-wild

    Get PDF
    Today, the relevance of Affective Computing, i.e., of making computers recognise and simulate human emotions, cannot be overstated. All technology giants (from manufacturers of laptops to mobile phones to smart speakers) are in a fierce competition to make their devices understand not only what is being said, but also how it is being said to recognise user’s emotions. The goals have evolved from predicting the basic emotions (e.g., happy, sad) to now the more nuanced affective states (e.g., relaxed, bored) real-time. The databases used in such research too have evolved, from earlier featuring the acted behaviours to now spontaneous behaviours. There is a more powerful shift lately, called in-the-wild affect recognition, i.e., taking the research out of the laboratory, into the uncontrolled real-world. This thesis discusses, for the very first time, affect recognition for two unique in-the-wild audiovisual databases, GRAS2 and SEWA. The GRAS2 is the only database till date with time- and value-continuous affect annotations for Labov effect-free affective behaviours, i.e., without the participant’s awareness of being recorded (which otherwise is known to affect the naturalness of one’s affective behaviour). The SEWA features participants from six different cultural backgrounds, conversing using a video-calling platform. Thus, SEWA features in-the-wild recordings further corrupted by unpredictable artifacts, such as the network-induced delays, frame-freezing and echoes. The two databases present a unique opportunity to study time- and value-continuous affect estimation that is truly in-the-wild. A novel ‘Evaluator Weighted Estimation’ formulation is proposed to generate a gold standard sequence from several annotations. An illustration is presented demonstrating that the moving bag-of-words (BoW) representation better preserves the temporal context of the features, yet remaining more robust against the outliers compared to other statistical summaries, e.g., moving average. A novel, data-independent randomised codebook is proposed for the BoW representation; especially useful for cross-corpus model generalisation testing when the feature-spaces of the databases differ drastically. Various deep learning models and support vector regressors are used to predict affect dimensions time- and value-continuously. Better generalisability of the models trained on GRAS2 , despite the smaller training size, makes a strong case for the collection and use of Labov effect-free data. A further foundational contribution is the discovery of the missing many-to-many mapping between the mean square error (MSE) and the concordance correlation coefficient (CCC), i.e., between two of the most popular utility functions till date. The newly invented cost function |MSE_{XY}/σ_{XY}| has been evaluated in the experiments aimed at demystifying the inner workings of a well-performing, simple, low-cost neural network effectively utilising the BoW text features. Also proposed herein is the shallowest-possible convolutional neural network (CNN) that uses the facial action unit (FAU) features. The CNN exploits sequential context, but unlike RNNs, also inherently allows data- and process-parallelism. Interestingly, for the most part, these white-box AI models have shown to utilise the provided features consistent with the human perception of emotion expression

    Designing Games to Collect Human-Subject Data

    Get PDF
    Applied games align the 'fun' of gameplay with real-world outcomes to achieve social good. For data collection outcomes (e.g. where games are used for experiments or citizen science) various templates and taxonomies for design have been proposed to achieve this alignment. However, existing approaches assume it is always possible to evaluate (and validate) collected data against either 'ground truth' or intersubjective consensus. On the contrary, a significant proportion of human-subjects research is concerned with datums that cannot be validated in this way, such as latent traits and beliefs (e.g. ice cream preference, which cannot be 'validated' against a correct value). Despite extensive knowledge from the social science methodological literature, we do not have comparable templates or taxonomies that can help to design and analyse data collection games for these kinds of data: we cannot yet turn experiments into 'elicitation games'. This thesis develops a theoretical model for such `elicitation games', using language elicitation as a case study. Elicitation games must satisfy requirements of validity and motivation. First, I survey validity threats characteristic of the use of games in experiments. Second, I construct a grounded theory of speech motivation to understand what motivates data-providing behaviours in applied games. Integrating these, I theoretically justify a generalised model of data elicitation in games: Intrinsic Elicitation. Finally, to identify which validity threats are of primary importance within this model, I run a series of controlled experiments comparing accuracy rates using a novel elicitation game for eliciting adjective order. This thesis contributes a framework for integrating game design and social science experimental concerns and how they may influence each other for the design and analysis of elicitation games. I find that games incentive rational players to misalign data to experimental outcomes. This can be solved by novel game designs that follow Intrinsic Elicitation

    Pan European Voice Conference - PEVOC 11

    Get PDF
    The Pan European VOice Conference (PEVOC) was born in 1995 and therefore in 2015 it celebrates the 20th anniversary of its establishment: an important milestone that clearly expresses the strength and interest of the scientific community for the topics of this conference. The most significant themes of PEVOC are singing pedagogy and art, but also occupational voice disorders, neurology, rehabilitation, image and video analysis. PEVOC takes place in different European cities every two years (www.pevoc.org). The PEVOC 11 conference includes a symposium of the Collegium Medicorum Theatri (www.comet collegium.com

    From Photography to fMRI

    Get PDF
    Hysteria, a mysterious disease known since antiquity, is said to have ceased to exist. Challenging this commonly held view, this is the first cross-disciplinary study to examine the current functional neuroimaging research into hysteria and compare it to the nineteenth-century image-based research into the same disorder. Paula Muhr's central argument is that, both in the nineteenth-century and the current neurobiological research on hysteria, images have enabled researchers to generate new medical insights. Through detailed case studies, Muhr traces how different images, from photography to functional brain scans, have reshaped the historically situated medical understanding of this disorder that defies the mind-body dualism
    corecore