211 research outputs found

    Naturalistic Affective Expression Classification by a Multi-Stage Approach Based on Hidden Markov Models

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    In naturalistic behaviour, the affective states of a person change at a rate much slower than the typical rate at which video or audio is recorded (e.g. 25fps for video). Hence, there is a high probability that consecutive recorded instants of expressions represent a same affective content. In this paper, a multi-stage automatic affective expression recognition system is proposed which uses Hidden Markov Models (HMMs) to take into account this temporal relationship and finalize the classification process. The hidden states of the HMMs are associated with the levels of affective dimensions to convert the classification problem into a best path finding problem in HMM. The system was tested on the audio data of the Audio/Visual Emotion Challenge (AVEC) datasets showing performance significantly above that of a one-stage classification system that does not take into account the temporal relationship, as well as above the baseline set provided by this Challenge. Due to the generality of the approach, this system could be applied to other types of affective modalities

    Design of a fuzzy affective agent based on typicality degrees of physiological signals

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    Conference paper presented at International Conference on Information Processing and Management in July 2014Physiology-based emotionally intelligent paradigms provide an opportunity to enhance human computer interactions by continuously evoking and adapting to the user experiences in real-time. However , there are unresolved questions on how to model real- time emotionally intelligent applications through mapping of physiological patterns to users ' affective states. In ·this study, we consider an approach for design of fuzzy affective agent based on the concept of typicality. We propose the use of typicality degrees of physiological patterns to construct the fuzzy rules representing the continuous transitions of user 's affective states. The approach was tested· on experimental data in which physiological measures were recorded on players involved in an action game to characterize various gaming experiences . We show that , in addition to exploitation of the results to characterize users ' affective states through .typicality degrees, this approach is a systematic way to automatically define fuzzy rules from experimental data for an affective agent to be used in real -time continuous assessment of user's affective states.Physiology-based emotionally intelligent paradigms provide an opportunity to enhance human computer interactions by continuously evoking and adapting to the user experiences in real-time. However , there are unresolved questions on how to model real- time emotionally intelligent applications through mapping of physiological patterns to users ' affective states. In ·this study, we consider an approach for design of fuzzy affective agent based on the concept of typicality. We propose the use of typicality degrees of physiological patterns to construct the fuzzy rules representing the continuous transitions of user 's affective states. The approach was tested· on experimental data in which physiological measures were recorded on players involved in an action game to characterize various gaming experiences . We show that , in addition to exploitation of the results to characterize users ' affective states through .typicality degrees, this approach is a systematic way to automatically define fuzzy rules from experimental data for an affective agent to be used in real -time continuous assessment of user's affective states

    Towards emotional interaction: using movies to automatically learn users’ emotional states

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    The HCI community is actively seeking novel methodologies to gain insight into the user's experience during interaction with both the application and the content. We propose an emotional recognition engine capable of automatically recognizing a set of human emotional states using psychophysiological measures of the autonomous nervous system, including galvanic skin response, respiration, and heart rate. A novel pattern recognition system, based on discriminant analysis and support vector machine classifiers is trained using movies' scenes selected to induce emotions ranging from the positive to the negative valence dimension, including happiness, anger, disgust, sadness, and fear. In this paper we introduce an emotion recognition system and evaluate its accuracy by presenting the results of an experiment conducted with three physiologic sensors.info:eu-repo/semantics/publishedVersio

    A game-based corpus for analysing the interplay between game context and player experience

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    Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players’ behavior while playing video games as a case study of the possible use of the corpus.peer-reviewe

    Multi-score Learning for Affect Recognition: the Case of Body Postures

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    An important challenge in building automatic affective state recognition systems is establishing the ground truth. When the groundtruth is not available, observers are often used to label training and testing sets. Unfortunately, inter-rater reliability between observers tends to vary from fair to moderate when dealing with naturalistic expressions. Nevertheless, the most common approach used is to label each expression with the most frequent label assigned by the observers to that expression. In this paper, we propose a general pattern recognition framework that takes into account the variability between observers for automatic affect recognition. This leads to what we term a multi-score learning problem in which a single expression is associated with multiple values representing the scores of each available emotion label. We also propose several performance measurements and pattern recognition methods for this framework, and report the experimental results obtained when testing and comparing these methods on two affective posture datasets

    Improving QPF by blending techniques at the Meteorological Service of Catalonia

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    The current operational very short-term and short-term quantitative precipitation forecast (QPF) at the Meteorological Service of Catalonia (SMC) is made by three different methodologies: Advection of the radar reflectivity field (ADV), Identification, tracking and forecasting of convective structures (CST) and numerical weather prediction (NWP) models using observational data assimilation (radar, satellite, etc.). These precipitation forecasts have different characteristics, lead time and spatial resolutions. The objective of this study is to combine these methods in order to obtain a single and optimized QPF at each lead time. This combination (blending) of the radar forecast (ADV and CST) and precipitation forecast from NWP model is carried out by means of different methodologies according to the prediction horizon. Firstly, in order to take advantage of the rainfall location and intensity from radar observations, a phase correction technique is applied to the NWP output to derive an additional corrected forecast (MCO). To select the best precipitation estimation in the first and second hour (t+1 h and t+2 h), the information from radar advection (ADV) and the corrected outputs from the model (MCO) are mixed by using different weights, which vary dynamically, according to indexes that quantify the quality of these predictions. This procedure has the ability to integrate the skill of rainfall location and patterns that are given by the advection of radar reflectivity field with the capacity of generating new precipitation areas from the NWP models. From the third hour (t+3 h), as radar-based forecasting has generally low skills, only the quantitative precipitation forecast from model is used. This blending of different sources of prediction is verified for different types of episodes (convective, moderately convective and stratiform) to obtain a robust methodology for implementing it in an operational and dynamic wa

    ERiSA: building emotionally realistic social game-agents companions

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    We propose an integrated framework for social and emotional game-agents to enhance their believability and quality of interaction, in particular by allowing an agent to forge social relations and make appropriate use of social signals. The framework is modular including sensing, interpretation, behaviour generation, and game components. We propose a generic formulation of action selection rules based on observed social and emotional signals, the agent’s personality, and the social relation between agent and player. The rules are formulated such that its variables can easily be obtained from real data. We illustrate and evaluate our framework using a simple social game called The Smile Game

    Affective Man-Machine Interface: Unveiling human emotions through biosignals

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    As is known for centuries, humans exhibit an electrical profile. This profile is altered through various psychological and physiological processes, which can be measured through biosignals; e.g., electromyography (EMG) and electrodermal activity (EDA). These biosignals can reveal our emotions and, as such, can serve as an advanced man-machine interface (MMI) for empathic consumer products. However, such a MMI requires the correct classification of biosignals to emotion classes. This chapter starts with an introduction on biosignals for emotion detection. Next, a state-of-the-art review is presented on automatic emotion classification. Moreover, guidelines are presented for affective MMI. Subsequently, a research is presented that explores the use of EDA and three facial EMG signals to determine neutral, positive, negative, and mixed emotions, using recordings of 21 people. A range of techniques is tested, which resulted in a generic framework for automated emotion classification with up to 61.31% correct classification of the four emotion classes, without the need of personal profiles. Among various other directives for future research, the results emphasize the need for parallel processing of multiple biosignals

    Tune in to your emotions: a robust personalized affective music player

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    The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application

    Shear-banding in a lyotropic lamellar phase, Part 2: Temporal fluctuations

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    We analyze the temporal fluctuations of the flow field associated to a shear-induced transition in a lyotropic lamellar phase: the layering transition of the onion texture. In the first part of this work [Salmon et al., submitted to Phys. Rev. E], we have evidenced banded flows at the onset of this shear-induced transition which are well accounted for by the classical picture of shear-banding. In the present paper, we focus on the temporal fluctuations of the flow field recorded in the coexistence domain. These striking dynamics are very slow (100--1000s) and cannot be due to external mechanical noise. Using velocimetry coupled to structural measurements, we show that these fluctuations are due to a motion of the interface separating the two differently sheared bands. Such a motion seems to be governed by the fluctuations of σ\sigma^\star, the local stress at the interface between the two bands. Our results thus provide more evidence for the relevance of the classical mechanical approach of shear-banding even if the mechanism leading to the fluctuations of σ\sigma^\star remains unclear
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