5 research outputs found

    Bound by the Bounty: Collaboratively Shaping Evaluation Processes for Queer AI Harms

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    Bias evaluation benchmarks and dataset and model documentation have emerged as central processes for assessing the biases and harms of artificial intelligence (AI) systems. However, these auditing processes have been criticized for their failure to integrate the knowledge of marginalized communities and consider the power dynamics between auditors and the communities. Consequently, modes of bias evaluation have been proposed that engage impacted communities in identifying and assessing the harms of AI systems (e.g., bias bounties). Even so, asking what marginalized communities want from such auditing processes has been neglected. In this paper, we ask queer communities for their positions on, and desires from, auditing processes. To this end, we organized a participatory workshop to critique and redesign bias bounties from queer perspectives. We found that when given space, the scope of feedback from workshop participants goes far beyond what bias bounties afford, with participants questioning the ownership, incentives, and efficacy of bounties. We conclude by advocating for community ownership of bounties and complementing bounties with participatory processes (e.g., co-creation).Comment: To appear at AIES 202

    Using Deep Learning to Detect Facial Markers of Complex Decision Making

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    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. More specifically, this study aims to identify the facial regions that are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), 23 (lip tightener), and 25 (parting of lips) are predictive of decision-making processes. Furthermore, when combined, their predictive power increased up to .81 accuracy on the test set; we offer speculations about why it is that these particular three AUs were found to be connected to decision-making. Our results also suggest that machine learning methods in combination with video games may be used to accurately and automatically identify complex decision-making processes using AU intensity alone. Finally, our study offers a new method to test specific hypotheses about the relationships between higher-order cognitive processes and behavior, which relies on both narrative video games and easily accessible software, like OpenFace

    Using Deep Learning to Detect Facial Markers of Complex Decision Making

    No full text
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. More specifically, this study aims to identify the facial regions that are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), 23 (lip tightener), and 25 (parting of lips) are predictive of decision-making processes. Furthermore, when combined, their predictive power increased up to .81 accuracy on the test set; we offer speculations about why it is that these particular three AUs were found to be connected to decision-making. Our results also suggest that machine learning methods in combination with video games may be used to accurately and automatically identify complex decision-making processes using AU intensity alone. Finally, our study offers a new method to test specific hypotheses about the relationships between higher-order cognitive processes and behavior, which relies on both narrative video games and easily accessible software, like OpenFace
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