6 research outputs found

    PANEL: Challenges for multimedia/multimodal research in the next decade

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    The multimedia and multimodal community is witnessing an explosive transformation in the recent years with major societal impact. With the unprecedented deployment of multimedia devices and systems, multimedia research is critical to our abilities and prospects in advancing state-of-theart technologies and solving real-world challenges facing the society and the nation. To respond to these challenges and further advance the frontiers of the field of multimedia, this panel will discuss the challenges and visions that may guide future research in the next ten years

    When to elicit feedback in dialogue: Towards a model based on the information needs of speakers

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    Buschmeier H, Kopp S. When to elicit feedback in dialogue: Towards a model based on the information needs of speakers. In: Proceedings of the 14th International Conference on Intelligent Virtual Agents. Boston, MA, USA; 2014: 71-80.Communicative feedback in dialogue is an important mechanism that helps interlocutors coordinate their interaction. Listeners pro-actively provide feedback when they think that it is important for the speaker to know their mental state, and speakers pro-actively seek listener feedback when they need information on whether a listener perceived, understood or accepted their message. This paper presents first steps towards a model for enabling attentive speaker agents to determine when to elicit feedback based on continuous assessment of their information needs about a user's listening state

    Child-Computer Interaction: ICMI 2012 special session

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    This is a short introduction to the special session on child computer interaction at the International Conference on Multimodal Interaction 2012 (ICMI 2012). In human-computer interaction users have become participants in the design process. This is not different for child computer interaction applications. However, technological advances have also led to developments where children not only have the role of future consumers of an application (a game, maybe an educational game), but also design and create the application, where designing and creating is both fun and serving educational purposes. In this special session the different aspects of child computer interaction (design, usability, learning, fun, creating, collaboration) are investigated and illustrated. In addition we pay attention to the efforts to create a child-computer interaction research community

    The Influence of Prosody on the Requirements for Gesture-Text Alignment

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    Abstract. Designing an agent capable of multimodal communication requires synchronization of the agent’s performance across its communication channels: text, prosody, gesture, body movement and facial expressions. The synchronization of gesture and spoken text has significant repercussions for agent design. To explore this issue, we examined people’s sensitivity to misalignments between gesture and spoken text, varying both the gesture type and the prosodic emphasis. This study included ratings of individual clips and ratings of paired clips with different alignments. Subjects were unable to notice alignment errors of up to ±0.6s when shown a single clip. However, when shown paired clips, gestures occurring after the lexical affiliate are rated less positively. There is also evidence that stronger prosody cues make people more sensitive to misalignment. This suggests that agent designers may be able to “cheat” when it comes to maintaining tight synchronization between audio and gesture without a decrease in agent naturalness, but this cheating may not be optimal.

    Recognition of Hearing Needs from Body and Eye Movements to Improve Hearing Instruments

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    Hearing instruments (HIs) have emerged as true pervasive computers as they continuously adapt the hearing program to the user\textquoterights context. However, current HIs are not able to distinguish different hearing needs in the same acoustic environment. In this work, we explore how information derived from body and eye movements can be used to improve the recognition of such hearing needs. We conduct an experiment to provoke an acoustic environment in which different hearing needs arise: active conversation and working while colleagues are having a conversation in a noisy office environment. We record body movements on nine body locations, eye movements using electrooculography (EOG), and sound using commercial HIs for eleven participants. Using a support vector machine (SVM) classifier and person-independent training we improve the accuracy of 77% based on sound to an accuracy of 92% using body movements. With a view to a future implementation into a HI we then perform a detailed analysis of the sensors attached to the head. We achieve the best accuracy of 86% using eye movements compared to 84% for head movements. Our work demonstrates the potential of additional sensor modalities for future HIs and motivates to investigate the wider applicability of this approach on further hearing situations and needs
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