44,004 research outputs found
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
A Motivational Determinant of Facial Emotion Recognition : Regulatory Focus Affects Recognition of Emotions in Faces
Funding: The research was supported by The Netherlands Organization for Scientific Research (NWO, project 452-07-006). The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.Peer reviewedPublisher PD
Affective games:a multimodal classification system
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
SALSA: A Novel Dataset for Multimodal Group Behavior Analysis
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
Holistic gaze strategy to categorize facial expression of varying intensities
Using faces representing exaggerated emotional expressions, recent behaviour and eye-tracking studies have suggested a
dominant role of individual facial features in transmitting diagnostic cues for decoding facial expressions. Considering that in everyday life we frequently view low-intensity expressive faces in which local facial cues are more ambiguous, we probably need to combine expressive cues from more than one facial feature to reliably decode naturalistic facial affects. In this study we applied a morphing technique to systematically vary intensities of six basic facial expressions of emotion, and employed a self-paced expression categorization task to measure participants’ categorization performance and associated
gaze patterns. The analysis of pooled data from all expressions showed that increasing expression intensity would improve categorization accuracy, shorten reaction time and reduce number of fixations directed at faces. The proportion of fixations and viewing time directed at internal facial features (eyes, nose and mouth region), however, was not affected by varying levels of intensity. Further comparison between individual facial expressions revealed that although proportional gaze allocation at individual facial features was quantitatively modulated by the viewed expressions, the overall gaze distribution
in face viewing was qualitatively similar across different facial expressions and different intensities. It seems that we adopt a holistic viewing strategy to extract expressive cues from all internal facial features in processing of naturalistic facial expressions
Turn-boundary projection: Looking ahead
Coordinating with others is hard; and yet we accomplish this every day when we take turns in a conversation. How do we do this? The present study introduces a new method of measuring turn-boundary projection that enables researchers to achieve more valid, flexible, and temporally informative data on online turn projection: tracking an observer’s gaze from the current speaker to the next speaker. In this preliminary investigation, participants consistently looked at the current speaker during their turn. Additionally, they looked to the next speaker before her turn began, and sometimes even before the current speaker finished speaking. This suggests that observer gaze is closely aligned with perceptual processes of turn-boundary projection, and thus may equip the field with the tools to explore how we manage to take turns
Towards a socially adaptive digital playground
We are working towards a socially adaptive digital playground for children. To this end, we are looking into nonverbal synchrony and other social signals as a measure of social behaviour and into ways to alter game dynamics to trigger and inhibit certain social behaviours. Our first results indicate that we can indeed influence social behaviours in a digital playground by changing game dynamics. Furthermore, our first results show that we will be able to sense some of these social behaviours using only computer vision techniques. I propose an iterative method for working towards a socially adaptive digital playground
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