27,148 research outputs found

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Deep Multimodal Speaker Naming

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    Automatic speaker naming is the problem of localizing as well as identifying each speaking character in a TV/movie/live show video. This is a challenging problem mainly attributes to its multimodal nature, namely face cue alone is insufficient to achieve good performance. Previous multimodal approaches to this problem usually process the data of different modalities individually and merge them using handcrafted heuristics. Such approaches work well for simple scenes, but fail to achieve high performance for speakers with large appearance variations. In this paper, we propose a novel convolutional neural networks (CNN) based learning framework to automatically learn the fusion function of both face and audio cues. We show that without using face tracking, facial landmark localization or subtitle/transcript, our system with robust multimodal feature extraction is able to achieve state-of-the-art speaker naming performance evaluated on two diverse TV series. The dataset and implementation of our algorithm are publicly available online

    First impressions: A survey on vision-based apparent personality trait analysis

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Personality analysis has been widely studied in psychology, neuropsychology, and signal processing fields, among others. From the past few years, it also became an attractive research area in visual computing. From the computational point of view, by far speech and text have been the most considered cues of information for analyzing personality. However, recently there has been an increasing interest from the computer vision community in analyzing personality from visual data. Recent computer vision approaches are able to accurately analyze human faces, body postures and behaviors, and use these information to infer apparent personality traits. Because of the overwhelming research interest in this topic, and of the potential impact that this sort of methods could have in society, we present in this paper an up-to-date review of existing vision-based approaches for apparent personality trait recognition. We describe seminal and cutting edge works on the subject, discussing and comparing their distinctive features and limitations. Future venues of research in the field are identified and discussed. Furthermore, aspects on the subjectivity in data labeling/evaluation, as well as current datasets and challenges organized to push the research on the field are reviewed.Peer ReviewedPostprint (author's final draft

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

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    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

    Towards robust and reliable multimedia analysis through semantic integration of services

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    Thanks to ubiquitous Web connectivity and portable multimedia devices, it has never been so easy to produce and distribute new multimedia resources such as videos, photos, and audio. This ever-increasing production leads to an information overload for consumers, which calls for efficient multimedia retrieval techniques. Multimedia resources can be efficiently retrieved using their metadata, but the multimedia analysis methods that can automatically generate this metadata are currently not reliable enough for highly diverse multimedia content. A reliable and automatic method for analyzing general multimedia content is needed. We introduce a domain-agnostic framework that annotates multimedia resources using currently available multimedia analysis methods. By using a three-step reasoning cycle, this framework can assess and improve the quality of multimedia analysis results, by consecutively (1) combining analysis results effectively, (2) predicting which results might need improvement, and (3) invoking compatible analysis methods to retrieve new results. By using semantic descriptions for the Web services that wrap the multimedia analysis methods, compatible services can be automatically selected. By using additional semantic reasoning on these semantic descriptions, the different services can be repurposed across different use cases. We evaluated this problem-agnostic framework in the context of video face detection, and showed that it is capable of providing the best analysis results regardless of the input video. The proposed methodology can serve as a basis to build a generic multimedia annotation platform, which returns reliable results for diverse multimedia analysis problems. This allows for better metadata generation, and improves the efficient retrieval of multimedia resources

    Sentiment Recognition in Egocentric Photostreams

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    Lifelogging is a process of collecting rich source of information about daily life of people. In this paper, we introduce the problem of sentiment analysis in egocentric events focusing on the moments that compose the images recalling positive, neutral or negative feelings to the observer. We propose a method for the classification of the sentiments in egocentric pictures based on global and semantic image features extracted by Convolutional Neural Networks. We carried out experiments on an egocentric dataset, which we organized in 3 classes on the basis of the sentiment that is recalled to the user (positive, negative or neutral)

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field
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