96 research outputs found

    Recognizing Induced Emotions of Movie Audiences: Are Induced and Perceived Emotions the Same?

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    Predicting the emotional response of movie audi- ences to affective movie content is a challenging task in affective computing. Previous work has focused on using audiovisual movie content to predict movie induced emotions. However, the relationship between the audience’s perceptions of the affective movie content (perceived emotions) and the emotions evoked in the audience (induced emotions) remains unexplored. In this work, we address the relationship between perceived and in- duced emotions in movies, and identify features and modelling approaches effective for predicting movie induced emotions. First, we extend the LIRIS-ACCEDE database by annotating perceived emotions in a crowd-sourced manner, and find that perceived and induced emotions are not always consistent. Second, we show that dialogue events and aesthetic highlights are effective predictors of movie induced emotions. In addition to movie based features, we also study physiological and be- havioural measurements of audiences. Our experiments show that induced emotion recognition can benefit from including temporal context and from including multimodal information. Our study bridges the gap between affective content analysis and induced emotion prediction

    Empowering Responsible Online Gambling by Real-time Persuasive Information Systems

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    Online gambling, unlike other mediums of problem- atic and addictive behaviours, such as tobacco and alcohol, offers unprecedented opportunities for building information systems that are able to monitor and understand a user’s behaviour in real-time and adapt persuasive messages and interactions that would fit their personal profile and usage context. Online gambling industry usually provides Application Programming Interfaces (APIs) meant mainly to enable third-party applications to network with their gambling services and enhance a user’s gambling experience. In this industrial practice and experience paper, we advocate that such API’s can also be used to retrieve gamblers’ online data, such as browsing and betting history, promotions and available offers and use it to build more intel- ligent and proactive responsible gambling information systems. We report on our industrial experience in this field and make the argument that data available for persuasive marketing and usability should, under specific usage conditions, also be made available for responsible gambling information systems. This principle would provide equal opportunities for both directions. We discuss the psychological foundations of our proposed solution and the risks and challenges typically found when building such a software-assisted intervention, persuasion and emotion regulation technology. We also shed light on its potential implications from the perspectives of social corporate responsibility and data protection. We finally propose a conceptual architecture to demonstrate our vision and explain how it can be implemented. In the wider context, the paper is meant to provide insights on building behavioural awareness and regulation information systems in relation to problematic digital media usage

    Recognizing Induced Emotions of Movie Audiences From Multimodal Information

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    Recognizing emotional reactions of movie audiences to affective movie content is a challenging task in affective computing. Previous research on induced emotion recognition has mainly focused on using audio-visual movie content. Nevertheless, the relationship between the perceptions of the affective movie content (perceived emotions) and the emotions evoked in the audiences (induced emotions) is unexplored. In this work, we studied the relationship between perceived and induced emotions of movie audiences. Moreover, we investigated multimodal modelling approaches to predict movie induced emotions from movie content based features, as well as physiological and behavioral reactions of movie audiences. To carry out analysis of induced and perceived emotions, we first extended an existing database for movie affect analysis by annotating perceived emotions in a crowd-sourced manner. We find that perceived and induced emotions are not always consistent with each other. In addition, we show that perceived emotions, movie dialogues, and aesthetic highlights are discriminative for movie induced emotion recognition besides spectators’ physiological and behavioral reactions. Also, our experiments revealed that induced emotion recognition could benefit from including temporal information and performing multimodal fusion. Moreover, our work deeply investigated the gap between affective content analysis and induced emotion recognition by gaining insight into the relationships between aesthetic highlights, induced emotions, and perceived emotions

    Speaker-independent emotion recognition exploiting a psychologically-inspired binary cascade classification schema

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    In this paper, a psychologically-inspired binary cascade classification schema is proposed for speech emotion recognition. Performance is enhanced because commonly confused pairs of emotions are distinguishable from one another. Extracted features are related to statistics of pitch, formants, and energy contours, as well as spectrum, cepstrum, perceptual and temporal features, autocorrelation, MPEG-7 descriptors, Fujisakis model parameters, voice quality, jitter, and shimmer. Selected features are fed as input to K nearest neighborhood classifier and to support vector machines. Two kernels are tested for the latter: Linear and Gaussian radial basis function. The recently proposed speaker-independent experimental protocol is tested on the Berlin emotional speech database for each gender separately. The best emotion recognition accuracy, achieved by support vector machines with linear kernel, equals 87.7%, outperforming state-of-the-art approaches. Statistical analysis is first carried out with respect to the classifiers error rates and then to evaluate the information expressed by the classifiers confusion matrices. © Springer Science+Business Media, LLC 2011

    Monolingual Biases in Simulations of Cultural Transmission

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    Recent research suggests that the evolution of language is affected by the inductive biases of its learners. I suggest that there is an implicit assumption that one of these biases is to expect a single linguistic system in the input. Given the prevalence of bilingual cultures, this may not be a valid abstraction. This is illustrated by demonstrating that the ‘minimal naming game’ model, in which a shared lexicon evolves in a population of agents, includes an implicit mutual exclusivity bias. Since recent research suggests that children raised in bilingual cultures do not exhibit mutual exclusivity, the individual learning algorithm of the agents is not as abstract as it appears to be. A modification of this model demonstrates that communicative success can be achieved without mutual exclusivity. It is concluded that complex cultural phenomena, such as bilingualism, do not necessarily result from complex individual learning mechanisms. Rather, the cultural process itself can bring about this complexity

    Activity-Dependent Exocytosis of Lysosomes Regulates the Structural Plasticity of Dendritic Spines

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    Lysosomes have traditionally been viewed as degradative organelles, though a growing body of evidence suggests that they can function as Ca2+ stores. Here, we examined the function of these stores in hippocampal pyramidal neurons. We found that back-propagating action potentials (bpAPs) could elicit Ca2+ release from lysosomes in the dendrites. This Ca2+ release triggered the fusion of lysosomes with the plasma membrane, resulting in the release of Cathepsin B. Cathepsin B increased the activity of matrix metalloproteinase 9 (MMP-9), an enzyme involved in extracellular matrix (ECM) remodelling and synaptic plasticity. Inhibition of either lysosomal Ca2+ signalling or Cathepsin B release prevented the maintenance of dendritic spine growth induced by Hebbian activity. This impairment could be rescued by exogenous application of active MMP-9. Our findings suggest that activity-dependent exocytosis of Cathepsin B from lysosomes regulates the long-term structural plasticity of dendritic spines by triggering MMP-9 activation and ECM remodelling

    A new approach to cure and reinforce cold-cured acrylics

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    Purpose: The low degree of polymerization of cold-cured acrylics has resulted in inferior mechanical properties and fracture vulnerability in orthodontics removable appliances. Methods: In this study, the effect of reinforcement by various concentrations of chopped E-glass fibers (0%, 1%, 2%, 3% and 5% by weight of resin powder) and post-curing microwave irradiation (800 W for 3 min) on the flexural strength of cold-cured acrylics was evaluated at various storage conditions (at room temperature for 1 day and 7 days; at water storage for 7, 14 and 30 days). Results: The data was analyzed by using 1-way and 2-way ANOVA, and a Tukey post hoc test (α = .05). The specimens with chopped E-glass fibers treated with post-curing microwave irradiation significantly increased the flexural strength of cold-cured PMMA. The optimal concentration might be 2% fibers under irradiation. Conclusions: The exhibited reinforcement effect lasted in a consistent trend for 14 days in water storage. A new fiber-acrylic mixing method was also developed. © 2012 The Author(s).published_or_final_versio

    Enabling Responsible Online Gambling by Real-time Persuasive Technologies

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    Online gambling, unlike other offline addiction forms, provides unprecedented opportunities for monitoring users’ behaviour in real-time, along with the ability to adapt persuasive interactions and messages that would match the gamblers usage and personal context. Online gambling industry usually offers Application Programming Interfaces (APIs) that are mainly intended to allow third-party applications to interact with their services and enhance user’s experience. In this paper, we claim that such API’s can also be utilised to retrieve gamblers’ online data, such as browsing and betting history and other available offers, and use it to build more proactive and intelligent responsible gambling systems. We report on our experience in this field and make the argument that the available data for persuasive marketing and usability should, under certain usage conditions, also be made available for responsible online gambling services. We discuss the psychological foundations of our proposed approach and the risks and challenges typically resulted when building such a software-assisted intervention, persuasion and emotion regulation technology. We also explain the potential impact of corporate social responsibility and data protection prospects. Furthermore, we explore the required principles that should be followed by the gambling industry for enabling responsible online gambling. We finally propose a conceptual architecture to show our vision and explain how it can be implemented. In the broader context, the paper is intended to provide insights on building behavioural awareness and regulation information systems related to problematic digital media usage. Keywords: Persuasive technologies, responsible online gambling, gambling data availability, corporate social responsibility
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