194 research outputs found

    Arousal and Valence Prediction in Spontaneous Emotional Speech: Felt versus Perceived Emotion

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    In this paper, we describe emotion recognition experiments carried out for spontaneous affective speech with the aim to compare the added value of annotation of felt emotion versus annotation of perceived emotion. Using speech material available in the TNO-GAMING corpus (a corpus containing audiovisual recordings of people playing videogames), speech-based affect recognizers were developed that can predict Arousal and Valence scalar values. Two types of recognizers were developed in parallel: one trained with felt emotion annotations (generated by the gamers themselves) and one trained with perceived/observed emotion annotations (generated by a group of observers). The experiments showed that, in speech, with the methods and features currently used, observed emotions are easier to predict than felt emotions. The results suggest that recognition performance strongly depends on how and by whom the emotion annotations are carried out. \u

    Using a conversational agent for thought recording as a cognitive therapy task: Feasibility, content, and feedback

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    E-mental health for depression is increasingly used in clinical practice, but patient adherence suffers as therapist involvement decreases. One reason may be the low responsiveness of existing programs: especially autonomous systems are lacking in their input interpretation and feedback-giving capabilities. Here, we explore (a) to what extent a more socially intelligent and, therefore, technologically advanced solution, namely a conversational agent, is a feasible means of collecting thought record data in dialog, (b) what people write about in their thought records, (c) whether providing content-based feedback increases motivation for thought recording, a core technique of cognitive therapy that helps patients gain an understanding of how their thoughts cause their feelings. Using the crowd-sourcing platform Prolific, 308 participants with subclinical depression symptoms were recruited and split into three conditions of varying feedback richness using the minimization method of randomization. They completed two thought recording sessions with the conversational agent: one practice session with scenarios and one open session using situations from their own lives. All participants were able to complete thought records with the agent such that the thoughts could be interpreted by the machine learning algorithm, rendering the completion of thought records with the agent feasible. Participants chose interpersonal situations nearly three times as often as achievement-related situations in the open chat session. The three most common underlying schemas were the Attachment, Competence, and Global Self-evaluation schemas. No support was found for a motivational effect of providing richer feedback. In addition to our findings, we publish the dataset of thought records for interested researchers and developers

    Design patterns for an interactive storytelling robot to support children's engagement and agency

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    In this paper we specify and validate three interaction design patterns for an interactive storytelling experience with an autonomous social robot. The patterns enable the child to make decisions about the story by talking with the robot, reenact parts of the story together with the robot, and recording self-made sound effects. The design patterns successfully support children's engagement and agency. A user study (N = 27, 8-10 y.o.) showed that children paid more attention to the robot, enjoyed the storytelling experience more, and could recall more about the story, when the design patterns were employed by the robot during storytelling. All three aspects are important features of engagement. Children felt more autonomous during storytelling with the design patterns and highly appreciated that the design patterns allowed them to express themselves more freely. Both aspects are important features of children's agency. Important lessons we have learned are that reducing points of confusion and giving the children more time to make themselves heard by the robot will improve the patterns efficiency to support engagement and agency. Allowing children to pick and choose from a diverse set of stories and interaction settings would make the storytelling experience more inclusive for a broader range of children

    A Machine with Short-Term, Episodic, and Semantic Memory Systems

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    Inspired by the cognitive science theory of the explicit human memory systems, we have modeled an agent with short-term, episodic, and semantic memory systems, each of which is modeled with a knowledge graph. To evaluate this system and analyze the behavior of this agent, we designed and released our own reinforcement learning agent environment, "the Room", where an agent has to learn how to encode, store, and retrieve memories to maximize its return by answering questions. We show that our deep Q-learning based agent successfully learns whether a short-term memory should be forgotten, or rather be stored in the episodic or semantic memory systems. Our experiments indicate that an agent with human-like memory systems can outperform an agent without this memory structure in the environment

    A Machine With Human-Like Memory Systems

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    Inspired by the cognitive science theory, we explicitly model an agent with both semantic and episodic memory systems, and show that it is better than having just one of the two memory systems. In order to show this, we have designed and released our own challenging environment, "the Room", compatible with OpenAI Gym, where an agent has to properly learn how to encode, store, and retrieve memories to maximize its rewards. The Room environment allows for a hybrid intelligence setup where machines and humans can collaborate. We show that two agents collaborating with each other results in better performance than one agent acting alone. We have open-sourced our code and models at https://github.com/tae898/explicit-memory.Comment: Submitted to Human-Centered Design of Symbiotic Hybrid Intelligence 2022 (https://ii.tudelft.nl/humancenteredsymbioticHI/

    Exploring Effectiveness of Explanations for Appropriate Trust: Lessons from Cognitive Psychology

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    The rapid development of Artificial Intelligence (AI) requires developers and designers of AI systems to focus on the collaboration between humans and machines. AI explanations of system behavior and reasoning are vital for effective collaboration by fostering appropriate trust, ensuring understanding, and addressing issues of fairness and bias. However, various contextual and subjective factors can influence an AI system explanation's effectiveness. This work draws inspiration from findings in cognitive psychology to understand how effective explanations can be designed. We identify four components to which explanation designers can pay special attention: perception, semantics, intent, and user & context. We illustrate the use of these four explanation components with an example of estimating food calories by combining text with visuals, probabilities with exemplars, and intent communication with both user and context in mind. We propose that the significant challenge for effective AI explanations is an additional step between explanation generation using algorithms not producing interpretable explanations and explanation communication. We believe this extra step will benefit from carefully considering the four explanation components outlined in our work, which can positively affect the explanation's effectiveness.Comment: 2022 IEEE Workshop on TRust and EXpertise in Visual Analytics (TREX
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