Emotions associated with neural and behavioral responses are detectable through scalp electroencephalogram (EEG) signals and measures of facial expressions. We propose a multimodal deep representation learning approach for emotion recognition from EEG and facial expression signals. The proposed method involves the joint learning of a unimodal representation aligned with the other modality through cosine similarity and a gated fusion for modality fusion. We evaluated our method on two databases: DAI-EF and MAHNOB-HCI. The results show that our deep representation is able to learn mutual and complementary information between EEG signals and face video, captured by action units, head and eye movements from face videos, in a manner that generalizes across databases. It is able to outperform similar fusion methods for the task at hand.
{"title":"Multimodal Gated Information Fusion for Emotion Recognition from EEG Signals and Facial Behaviors","authors":"Soheil Rayatdoost, D. Rudrauf, M. Soleymani","doi":"10.1145/3382507.3418867","DOIUrl":"https://doi.org/10.1145/3382507.3418867","url":null,"abstract":"Emotions associated with neural and behavioral responses are detectable through scalp electroencephalogram (EEG) signals and measures of facial expressions. We propose a multimodal deep representation learning approach for emotion recognition from EEG and facial expression signals. The proposed method involves the joint learning of a unimodal representation aligned with the other modality through cosine similarity and a gated fusion for modality fusion. We evaluated our method on two databases: DAI-EF and MAHNOB-HCI. The results show that our deep representation is able to learn mutual and complementary information between EEG signals and face video, captured by action units, head and eye movements from face videos, in a manner that generalizes across databases. It is able to outperform similar fusion methods for the task at hand.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123950143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Roelof Anne Jelle de Vries, Juliet A. M. Haarman, Emiel Harmsen, D. Heylen, H. Hermens
Eating is in many ways a social activity. Yet, little is known about the social dimension of eating influencing individual eating habits. Nor do we know much about how to purposefully design for interactions in the social space of eating. This paper presents (1) the journey of exploring the social space of eating by designing an artifact, and (2) the actual artifact designed for the purpose of exploring the interaction dynamics of social eating. The result of this Research through Design journey is the Sensory Interactive Table: an interactive dining table based on explorations of the social space of eating, and a probe to explore the social space of eating further.
{"title":"The Sensory Interactive Table: Exploring the Social Space of Eating","authors":"Roelof Anne Jelle de Vries, Juliet A. M. Haarman, Emiel Harmsen, D. Heylen, H. Hermens","doi":"10.1145/3382507.3418866","DOIUrl":"https://doi.org/10.1145/3382507.3418866","url":null,"abstract":"Eating is in many ways a social activity. Yet, little is known about the social dimension of eating influencing individual eating habits. Nor do we know much about how to purposefully design for interactions in the social space of eating. This paper presents (1) the journey of exploring the social space of eating by designing an artifact, and (2) the actual artifact designed for the purpose of exploring the interaction dynamics of social eating. The result of this Research through Design journey is the Sensory Interactive Table: an interactive dining table based on explorations of the social space of eating, and a probe to explore the social space of eating further.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129318523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lars Steinert, F. Putze, Dennis Küster, T. Schultz
Roughly 50 million people worldwide are currently suffering from dementia. This number is expected to triple by 2050. Dementia is characterized by a loss of cognitive function and changes in behaviour. This includes memory, language skills, and the ability to focus and pay attention. However, it has been shown that secondary therapy such as the physical, social and cognitive activation of People with Dementia (PwD) has significant positive effects. Activation impacts cognitive functioning and can help prevent the magnification of apathy, boredom, depression, and loneliness associated with dementia. Furthermore, activation can lead to higher perceived quality of life. We follow Cohen's argument that activation stimuli have to produce engagement to take effect and adopt his definition of engagement as "the act of being occupied or involved with an external stimulus".
{"title":"Towards Engagement Recognition of People with Dementia in Care Settings","authors":"Lars Steinert, F. Putze, Dennis Küster, T. Schultz","doi":"10.1145/3382507.3418856","DOIUrl":"https://doi.org/10.1145/3382507.3418856","url":null,"abstract":"Roughly 50 million people worldwide are currently suffering from dementia. This number is expected to triple by 2050. Dementia is characterized by a loss of cognitive function and changes in behaviour. This includes memory, language skills, and the ability to focus and pay attention. However, it has been shown that secondary therapy such as the physical, social and cognitive activation of People with Dementia (PwD) has significant positive effects. Activation impacts cognitive functioning and can help prevent the magnification of apathy, boredom, depression, and loneliness associated with dementia. Furthermore, activation can lead to higher perceived quality of life. We follow Cohen's argument that activation stimuli have to produce engagement to take effect and adopt his definition of engagement as \"the act of being occupied or involved with an external stimulus\".","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122669969","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Akgun, M. Ghafurian, Mark Crowley, K. Dautenhahn
An experiment is presented to investigate whether there is consensus in mapping emotions to messages/situations in urban search and rescue scenarios, where efficiency and effectiveness of interactions are key to success. We studied mappings between 10 specific messages, presented in two different communication styles, reflecting common situations that might happen during search and rescue missions, and the emotions exhibited by robots in those situations. The data was obtained through a Mechanical Turk study with 78 participants. Our findings support the feasibility of using emotions as an additional communication channel to improve multi-modal human-robot interaction for urban search and rescue robots, and suggests that these mappings are robust, i.e. are not affected by the robot's communication style.
{"title":"Using Emotions to Complement Multi-Modal Human-Robot Interaction in Urban Search and Rescue Scenarios","authors":"S. Akgun, M. Ghafurian, Mark Crowley, K. Dautenhahn","doi":"10.1145/3382507.3418871","DOIUrl":"https://doi.org/10.1145/3382507.3418871","url":null,"abstract":"An experiment is presented to investigate whether there is consensus in mapping emotions to messages/situations in urban search and rescue scenarios, where efficiency and effectiveness of interactions are key to success. We studied mappings between 10 specific messages, presented in two different communication styles, reflecting common situations that might happen during search and rescue missions, and the emotions exhibited by robots in those situations. The data was obtained through a Mechanical Turk study with 78 participants. Our findings support the feasibility of using emotions as an additional communication channel to improve multi-modal human-robot interaction for urban search and rescue robots, and suggests that these mappings are robust, i.e. are not affected by the robot's communication style.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115232982","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ziyang Chen, Yu-peng Chen, Alex Shaw, Aishat Aloba, Pavlo D. Antonenko, J. Ruiz, Lisa Anthony
It is well established that children's touch and gesture interactions on touchscreen devices are different from those of adults, with much prior work showing that children's input is recognized more poorly than adults? input. In addition, researchers have shown that recognition of touchscreen input is poorest for young children and improves for older children when simply considering their age; however, individual differences in cognitive and motor development could also affect children's input. An understanding of how cognitive and motor skill influence touchscreen interactions, as opposed to only coarser measurements like age and grade level, could help in developing personalized and tailored touchscreen interfaces for each child. To investigate how cognitive and motor development may be related to children's touchscreen interactions, we conducted a study of 28 participants ages 4 to 7 that included validated assessments of the children's motor and cognitive skills as well as typical touchscreen target acquisition and gesture tasks. We correlated participants? touchscreen behaviors to their cognitive development level, including both fine motor skills and executive function. We compare our analysis of touchscreen interactions based on cognitive and motor development to prior work based on children's age. We show that all four factors (age, grade level, motor skill, and executive function) show similar correlations with target miss rates and gesture recognition rates. Thus, we conclude that age and grade level are sufficiently sensitive when considering children's touchscreen behaviors.
{"title":"Examining the Link between Children's Cognitive Development and Touchscreen Interaction Patterns","authors":"Ziyang Chen, Yu-peng Chen, Alex Shaw, Aishat Aloba, Pavlo D. Antonenko, J. Ruiz, Lisa Anthony","doi":"10.1145/3382507.3418841","DOIUrl":"https://doi.org/10.1145/3382507.3418841","url":null,"abstract":"It is well established that children's touch and gesture interactions on touchscreen devices are different from those of adults, with much prior work showing that children's input is recognized more poorly than adults? input. In addition, researchers have shown that recognition of touchscreen input is poorest for young children and improves for older children when simply considering their age; however, individual differences in cognitive and motor development could also affect children's input. An understanding of how cognitive and motor skill influence touchscreen interactions, as opposed to only coarser measurements like age and grade level, could help in developing personalized and tailored touchscreen interfaces for each child. To investigate how cognitive and motor development may be related to children's touchscreen interactions, we conducted a study of 28 participants ages 4 to 7 that included validated assessments of the children's motor and cognitive skills as well as typical touchscreen target acquisition and gesture tasks. We correlated participants? touchscreen behaviors to their cognitive development level, including both fine motor skills and executive function. We compare our analysis of touchscreen interactions based on cognitive and motor development to prior work based on children's age. We show that all four factors (age, grade level, motor skill, and executive function) show similar correlations with target miss rates and gesture recognition rates. Thus, we conclude that age and grade level are sufficiently sensitive when considering children's touchscreen behaviors.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126863519","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this study, we assessed the emotional dimensions (valence, arousal, and dominance) of the multimodal visual-cutaneous rabbit effect. Simultaneously to the tactile bursts on the forearm, visual silhouettes of saltatorial animals (rabbit, kangaroo, spider, grasshopper, frog, and flea) were projected on the left arm. Additionally, there were two locomotion conditions: taking-off and landing. The results showed that the valence dimension (happy-unhappy) was only affected by the visual stimuli with no effect of the tactile conditions nor the locomotion phases. Arousal (excited-calm) showed a significant difference for the three tactile conditions with an interaction effect with the locomotion condition. Arousal scores were higher when the taking-off condition was associated with the intermediate duration (24 ms) and when the landing condition was associated with either the shortest duration (12 ms) or the longest duration (48 ms). There was no effect for the dominance dimension. Similar to our previous results, the valence dimension seems to be highly affected by visual information reducing any effect of tactile information, while touch can modulate the arousal dimension. This can be beneficial for designing multimodal interfaces for virtual or augmented reality.
{"title":"Effects of Visual Locomotion and Tactile Stimuli Duration on the Emotional Dimensions of the Cutaneous Rabbit Illusion","authors":"Mounia Ziat, K. Chin, R. Raisamo","doi":"10.1145/3382507.3418835","DOIUrl":"https://doi.org/10.1145/3382507.3418835","url":null,"abstract":"In this study, we assessed the emotional dimensions (valence, arousal, and dominance) of the multimodal visual-cutaneous rabbit effect. Simultaneously to the tactile bursts on the forearm, visual silhouettes of saltatorial animals (rabbit, kangaroo, spider, grasshopper, frog, and flea) were projected on the left arm. Additionally, there were two locomotion conditions: taking-off and landing. The results showed that the valence dimension (happy-unhappy) was only affected by the visual stimuli with no effect of the tactile conditions nor the locomotion phases. Arousal (excited-calm) showed a significant difference for the three tactile conditions with an interaction effect with the locomotion condition. Arousal scores were higher when the taking-off condition was associated with the intermediate duration (24 ms) and when the landing condition was associated with either the shortest duration (12 ms) or the longest duration (48 ms). There was no effect for the dominance dimension. Similar to our previous results, the valence dimension seems to be highly affected by visual information reducing any effect of tactile information, while touch can modulate the arousal dimension. This can be beneficial for designing multimodal interfaces for virtual or augmented reality.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"598 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125621107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When interested in monitoring attentional engagement, physiological signals can be of great value. A popular approach is to uncover the complex patterns between physiological signals and attentional engagement using supervised learning models, but it is often unclear which physiological measures can best be used in such models and collecting enough training data with a reliable ground-truth to train such model is very challenging. Rather than using physiological responses of individual participants and specific events in a trained model, one can also continuously determine the degree to which physiological measures of multiple individuals uniformly change, often referred to as physiological synchrony. As a directly proportional relation between physiological synchrony in brain activity and attentional engagement has been pointed out in the literature, no trained model is needed to link the two. I aim to create a more robust measure of attentional engagement among groups of individuals by combining electroencephalography (EEG), electrodermal activity (EDA) and heart rate into a multimodal metric of physiological synchrony. I formulate three main research questions in the current research proposal: 1) How do physiological synchrony in physiological measures from the central and peripheral nervous system relate to attentional engagement? 2) Does physiological synchrony reliably reflect shared attentional engagement in real-world use-cases? 3) How can these physiological measures be fused to obtain a multimodal metric of physiological synchrony that outperforms unimodal synchrony?
{"title":"Multimodal Physiological Synchrony as Measure of Attentional Engagement","authors":"I. Stuldreher","doi":"10.1145/3382507.3421152","DOIUrl":"https://doi.org/10.1145/3382507.3421152","url":null,"abstract":"When interested in monitoring attentional engagement, physiological signals can be of great value. A popular approach is to uncover the complex patterns between physiological signals and attentional engagement using supervised learning models, but it is often unclear which physiological measures can best be used in such models and collecting enough training data with a reliable ground-truth to train such model is very challenging. Rather than using physiological responses of individual participants and specific events in a trained model, one can also continuously determine the degree to which physiological measures of multiple individuals uniformly change, often referred to as physiological synchrony. As a directly proportional relation between physiological synchrony in brain activity and attentional engagement has been pointed out in the literature, no trained model is needed to link the two. I aim to create a more robust measure of attentional engagement among groups of individuals by combining electroencephalography (EEG), electrodermal activity (EDA) and heart rate into a multimodal metric of physiological synchrony. I formulate three main research questions in the current research proposal: 1) How do physiological synchrony in physiological measures from the central and peripheral nervous system relate to attentional engagement? 2) Does physiological synchrony reliably reflect shared attentional engagement in real-world use-cases? 3) How can these physiological measures be fused to obtain a multimodal metric of physiological synchrony that outperforms unimodal synchrony?","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"85 11-12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124328429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Encouraged by the success of deep learning in a variety of domains, we investigate the effectiveness of a novel application of such methods for detecting user confusion with eye-tracking data. We introduce an architecture that uses RNN and CNN sub-models in parallel, to take advantage of the temporal and visuospatial aspects of our data. Experiments with a dataset of user interactions with the ValueChart visualization tool show that our model outperforms an existing model based on a Random Forest classifier, resulting in a 22% improvement in combined confused & not confused class accuracies.
{"title":"A Neural Architecture for Detecting User Confusion in Eye-tracking Data","authors":"Shane D. V. Sims, C. Conati","doi":"10.1145/3382507.3418828","DOIUrl":"https://doi.org/10.1145/3382507.3418828","url":null,"abstract":"Encouraged by the success of deep learning in a variety of domains, we investigate the effectiveness of a novel application of such methods for detecting user confusion with eye-tracking data. We introduce an architecture that uses RNN and CNN sub-models in parallel, to take advantage of the temporal and visuospatial aspects of our data. Experiments with a dataset of user interactions with the ValueChart visualization tool show that our model outperforms an existing model based on a Random Forest classifier, resulting in a 22% improvement in combined confused & not confused class accuracies.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131736173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobile devices are becoming an important platform for reading. However, existing research on mobile reading primarily focuses on low-level metrics such as speed and comprehension. For complex reading tasks involving information seeking and context switching, researchers still rely on verbal reports via think-aloud. We present StrategicReading, an intelligent reading system running on unmodified smartphones, to understand high-level strategic reading behaviors on mobile devices. StrategicReading leverages multimodal behavior sensing and takes advantage of signals from camera-based gaze sensing, kinematic scrolling patterns, and cross-page behavior changes. Through a 40-participant study, we found that gaze patterns, muscle stiffness signals, and reading paths captured by StrategicReading can infer both users' reading strategies and reading performance with high accuracy.
{"title":"StrategicReading","authors":"W. Guo, Byeong-Young Cho, Jingtao Wang","doi":"10.1145/3382507.3418879","DOIUrl":"https://doi.org/10.1145/3382507.3418879","url":null,"abstract":"Mobile devices are becoming an important platform for reading. However, existing research on mobile reading primarily focuses on low-level metrics such as speed and comprehension. For complex reading tasks involving information seeking and context switching, researchers still rely on verbal reports via think-aloud. We present StrategicReading, an intelligent reading system running on unmodified smartphones, to understand high-level strategic reading behaviors on mobile devices. StrategicReading leverages multimodal behavior sensing and takes advantage of signals from camera-based gaze sensing, kinematic scrolling patterns, and cross-page behavior changes. Through a 40-participant study, we found that gaze patterns, muscle stiffness signals, and reading paths captured by StrategicReading can infer both users' reading strategies and reading performance with high accuracy.","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"417 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123271656","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
To effectively utilize a gaze tracker in user interaction it is important to know the quality of the gaze data that it is measuring. We have developed a method to evaluate the accuracy and precision of gaze trackers in virtual reality headsets. The method consists of two software components. The first component is a simulation software that calibrates the gaze tracker and then performs data collection by providing a gaze target that moves around the headset's field-of-view. The second component makes an off-line analysis of the logged gaze data and provides a number of measurement results of the accuracy and precision. The analysis results consist of the accuracy and precision of the gaze tracker in different directions inside the virtual 3D space. Our method combines the measurements into overall accuracy and precision. Visualizations of the measurements are created to see possible trends over the display area. Results from selected areas in the display are analyzed to find out differences between the areas (for example, the middle/outer edge of the display or the upper/lower part of display).
{"title":"Gaze Tracker Accuracy and Precision Measurements in Virtual Reality Headsets","authors":"J. Kangas, Olli Koskinen, R. Raisamo","doi":"10.1145/3382507.3418816","DOIUrl":"https://doi.org/10.1145/3382507.3418816","url":null,"abstract":"To effectively utilize a gaze tracker in user interaction it is important to know the quality of the gaze data that it is measuring. We have developed a method to evaluate the accuracy and precision of gaze trackers in virtual reality headsets. The method consists of two software components. The first component is a simulation software that calibrates the gaze tracker and then performs data collection by providing a gaze target that moves around the headset's field-of-view. The second component makes an off-line analysis of the logged gaze data and provides a number of measurement results of the accuracy and precision. The analysis results consist of the accuracy and precision of the gaze tracker in different directions inside the virtual 3D space. Our method combines the measurements into overall accuracy and precision. Visualizations of the measurements are created to see possible trends over the display area. Results from selected areas in the display are analyzed to find out differences between the areas (for example, the middle/outer edge of the display or the upper/lower part of display).","PeriodicalId":402394,"journal":{"name":"Proceedings of the 2020 International Conference on Multimodal Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124315493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}