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2015 International Conference on Affective Computing and Intelligent Interaction (ACII)最新文献

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Psychophysiological responses to virtual crowds: Implications for wearable computing 对虚拟人群的心理生理反应:对可穿戴计算的影响
Chris G. Christou, Kyriakos Herakleous, A. Tzanavari, Charalambos (Charis) Poullis
Human responses to crowds were investigated with a simulation of a busy street scene using virtual reality. Both psychophysiological measures and a memory test were used to assess the influence of large crowds or individual agents who stood close to the participant while they performed a memory task. Results from most individuals revealed strong orienting responses to changes in the crowd. This was indicated by sharp increases in skin conductance and reduction in peripheral blood volume amplitude. Furthermore, cognitive function appeared to be affected. Results of the memory test appeared to be influenced by how closely virtual agents approached the participants. These findings are discussed with respect to wearable affective computing which seeks robust identifiable correlates of autonomic activity that can be used in everyday contexts.
通过虚拟现实技术模拟繁忙的街道场景,研究了人类对人群的反应。心理生理学测量和记忆测试都被用来评估在参与者执行记忆任务时,站在他们身边的大量人群或个体代理人的影响。大多数个体的结果显示出对人群变化的强烈定向反应。这表现为皮肤电导的急剧增加和外周血容量振幅的减少。此外,认知功能似乎也受到了影响。记忆测试的结果似乎受到虚拟代理接近参与者的程度的影响。这些发现是关于可穿戴情感计算的讨论,该计算寻求可在日常环境中使用的自主活动的强大可识别相关性。
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引用次数: 9
Identifying music-induced emotions from EEG for use in brain-computer music interfacing 从脑电图中识别音乐诱发的情绪,用于脑机音乐接口
I. Daly, Asad Malik, James Weaver, F. Hwang, S. Nasuto, Duncan A. H. Williams, Alexis Kirke, E. Miranda
Brain-computer music interfaces (BCMI) provide a method to modulate an individuals affective state via the selection or generation of music according to their current affective state. Potential applications of such systems may include entertainment of therapeutic applications. We outline a proposed design for such a BCMI and seek a method for automatically differentiating different music induced affective states. Band-power features are explored for use in automatically identifying music-induced affective states. Additionally, a linear discriminant analysis classifier and a support vector machine are evaluated with respect to their ability to classify music induced affective states from the electroencephalogram recorded during a BCMI calibration task. Accuracies of up to 79.5% (p <; 0.001) are achieved with the support vector machine.
脑机音乐接口(BCMI)提供了一种根据个人当前的情感状态选择或生成音乐来调节个人情感状态的方法。这种系统的潜在应用可能包括娱乐治疗应用。我们提出了这样一个BCMI的设计方案,并寻求一种自动区分不同音乐诱导的情感状态的方法。探索了带功率特征用于自动识别音乐诱导的情感状态。此外,我们还评估了线性判别分析分类器和支持向量机从BCMI校准任务中记录的脑电图中对音乐诱发的情感状态进行分类的能力。准确度高达79.5% (p <;0.001)是用支持向量机实现的。
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引用次数: 24
Deep learning vs. kernel methods: Performance for emotion prediction in videos 深度学习与核方法:视频中情绪预测的性能
Yoann Baveye, E. Dellandréa, Christel Chamaret, Liming Luke Chen
Recently, mainly due to the advances of deep learning, the performances in scene and object recognition have been progressing intensively. On the other hand, more subjective recognition tasks, such as emotion prediction, stagnate at moderate levels. In such context, is it possible to make affective computational models benefit from the breakthroughs in deep learning? This paper proposes to introduce the strength of deep learning in the context of emotion prediction in videos. The two main contributions are as follow: (i) a new dataset, composed of 30 movies under Creative Commons licenses, continuously annotated along the induced valence and arousal axes (publicly available) is introduced, for which (ii) the performance of the Convolutional Neural Networks (CNN) through supervised fine-tuning, the Support Vector Machines for Regression (SVR) and the combination of both (Transfer Learning) are computed and discussed. To the best of our knowledge, it is the first approach in the literature using CNNs to predict dimensional affective scores from videos. The experimental results show that the limited size of the dataset prevents the learning or finetuning of CNN-based frameworks but that transfer learning is a promising solution to improve the performance of affective movie content analysis frameworks as long as very large datasets annotated along affective dimensions are not available.
近年来,主要由于深度学习的进步,在场景和目标识别方面的性能有了很大的进步。另一方面,更主观的识别任务,如情绪预测,停滞在中等水平。在这样的背景下,是否有可能让情感计算模型从深度学习的突破中受益?本文提出在视频情感预测的背景下引入深度学习的优势。两个主要贡献如下:(i)引入了一个新的数据集,该数据集由创作共用许可下的30部电影组成,沿着诱导价和唤醒轴(公开可用)连续注释;(ii)计算并讨论了卷积神经网络(CNN)通过监督微调、回归支持向量机(SVR)以及两者结合(迁移学习)的性能。据我们所知,这是文献中第一个使用cnn从视频中预测维度情感分数的方法。实验结果表明,数据集的有限大小阻碍了基于cnn的框架的学习或微调,但只要没有沿着情感维度注释的非常大的数据集,迁移学习是提高情感电影内容分析框架性能的有希望的解决方案。
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引用次数: 68
Automatic discrimination of laughter using distributed sEMG 基于分布式表面肌电信号的笑声自动识别
S. Cosentino, S. Sessa, W. Kong, Di Zhang, A. Takanishi, N. Bianchi-Berthouze
Laughter is a very interesting non-verbal human vocalization. It is classified as a semi voluntary behavior despite being a direct form of social interaction, and can be elicited by a variety of very different stimuli, both cognitive and physical. Automatic laughter detection, analysis and classification will boost progress in affective computing, leading to the development of more natural human-machine communication interfaces. Surface Electromyography (sEMG) on abdominal muscles or invasive EMG on the larynx show potential in this direction, but these kinds of EMG-based sensing systems cannot be used in ecological settings due to their size, lack of reusability and uncomfortable setup. For this reason, they cannot be easily used for natural detection and measurement of a volatile social behavior like laughter in a variety of different situations. We propose the use of miniaturized, wireless, dry-electrode sEMG sensors on the neck for the detection and analysis of laughter. Even if with this solution the activation of specific larynx muscles cannot be precisely measured, it is possible to detect different EMG patterns related to larynx function. In addition, integrating sEMG analysis on a multisensory compact system positioned on the neck would improve the overall robustness of the whole sensing system, enabling the synchronized measure of different characteristics of laughter, like vocal production, head movement or facial expression; being at the same time less intrusive, as the neck is normally more accessible than abdominal muscles. In this paper, we report laughter discrimination rate obtained with our system depending on different conditions.
笑是一种非常有趣的人类非语言发声。尽管它是一种直接的社会互动形式,但它被归类为半自愿行为,并且可以由各种不同的刺激引起,包括认知和身体刺激。自动笑声检测、分析和分类将推动情感计算的进步,导致更自然的人机通信接口的发展。腹部肌肉表面肌电图(sEMG)或喉部侵入性肌电图显示了这一方向的潜力,但这些基于肌电图的传感系统由于其体积大、缺乏可重用性和设置不舒适而不能用于生态环境。由于这个原因,它们不能很容易地用于自然检测和测量一种不稳定的社会行为,比如在各种不同的情况下笑。我们建议在颈部使用微型、无线、干电极肌电信号传感器来检测和分析笑声。即使使用这种解决方案无法精确测量特定喉部肌肉的激活,也可以检测与喉部功能相关的不同肌电图模式。此外,将肌电图分析整合到一个位于颈部的多感官紧凑系统上,将提高整个传感系统的整体鲁棒性,从而能够同步测量笑声的不同特征,如声音产生、头部运动或面部表情;同时较不具侵入性,因为颈部通常比腹部肌肉更容易接近。在本文中,我们报告了在不同条件下用我们的系统得到的笑声识别率。
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引用次数: 2
The platformer experience dataset 平台游戏体验数据集
K. Karpouzis, Georgios N. Yannakakis, Noor Shaker, S. Asteriadis
Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.
近年来,玩家建模和玩家体验评估已成为情感计算、人机交互和游戏人工智能领域非常活跃的研究领域。为了提高我们对玩家体验的认识和理解,本文介绍了平台体验数据集(PED)——第一个开放访问的游戏体验语料库——它包含了《超级马里奥兄弟》玩家的多种用户数据。开放访问数据库旨在通过基于上下文(即游戏内容)、平台游戏玩家的行为和视觉记录来捕获玩家体验。此外,该数据库还包含玩家的人口统计数据和两种形式的自我报告经验注释:评级和排名。PED为使用网络摄像头和视觉传感器视频的桌面和主机游戏开辟了道路,并为整体玩家体验建模方法提供了可能性,从而产生更丰富的游戏个性化。
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引用次数: 35
Expression training for complex emotions using facial expressions and head movements 通过面部表情和头部动作进行复杂情绪的表达训练
Andra Adams, P. Robinson
Imitation is an important aspect of emotion recognition. We present an expression training interface which evaluates the imitation of facial expressions and head movements. The system provides feedback on complex emotion expression, via an integrated emotion classifier which can recognize 18 complex emotions. Feedback is also provided for exact-expression imitation via dynamic time warping. Discrepancies in intensity and frequency of action units are communicated via simple graphs. This work has applications as a training tool for customer-facing professionals and people with Autism Spectrum Conditions.
模仿是情感识别的一个重要方面。我们提出了一个表情训练界面,用于评估面部表情和头部动作的模仿。该系统通过一个可以识别18种复杂情绪的综合情绪分类器,对复杂的情绪表达进行反馈。通过动态时间扭曲为精确表达模仿提供反馈。动作单元的强度和频率的差异通过简单的图表来传达。这项工作可以作为面向客户的专业人员和自闭症患者的培训工具。
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引用次数: 4
Understanding speaking styles of internet speech data with LSTM and low-resource training 利用LSTM和低资源训练来理解网络语音数据的说话风格
Xixin Wu, Zhiyong Wu, Yishuang Ning, Jia Jia, Lianhong Cai, H. Meng
Speech are widely used to express one's emotion, intention, desire, etc. in social network communication, deriving abundant of internet speech data with different speaking styles. Such data provides a good resource for social multimedia research. However, regarding different styles are mixed together in the internet speech data, how to classify such data remains a challenging problem. In previous work, utterance-level statistics of acoustic features are utilized as features in classifying speaking styles, ignoring the local context information. Long short-term memory (LSTM) recurrent neural network (RNN) has achieved exciting success in lots of research areas, such as speech recognition. It is able to retrieve context information for long time duration, which is important in characterizing speaking styles. To train LSTM, huge number of labeled training data is required. While for the scenario of internet speech data classification, it is quite difficult to get such large scale labeled data. On the other hand, we can get some publicly available data for other tasks (such as speech emotion recognition), which offers us a new possibility to exploit LSTM in the low-resource task. We adopt retraining strategy to train LSTM to recognize speaking styles in speech data by training the network on emotion and speaking style datasets sequentially without reset the weights of the network. Experimental results demonstrate that retraining improves the training speed and the accuracy of network in speaking style classification.
在社交网络交际中,言语被广泛用于表达个人的情感、意图、愿望等,衍生出丰富的网络言语数据和不同的说话风格。这些数据为社会多媒体的研究提供了很好的资源。然而,由于网络语音数据中混杂着不同的风格,如何对这些数据进行分类仍然是一个具有挑战性的问题。在以往的研究中,声学特征的话语级统计被用作分类说话风格的特征,忽略了局部语境信息。长短期记忆(LSTM)递归神经网络(RNN)在语音识别等许多研究领域取得了令人兴奋的成功。它能够长时间检索上下文信息,这对于描述说话风格很重要。为了训练LSTM,需要大量的标记训练数据。而对于互联网语音数据分类的场景,要获得如此大规模的标注数据是相当困难的。另一方面,我们可以为其他任务(如语音情感识别)获得一些公开可用的数据,这为我们在低资源任务中利用LSTM提供了新的可能性。我们采用再训练策略,在不重置网络权值的情况下,在情感和说话风格数据集上依次训练网络,训练LSTM识别语音数据中的说话风格。实验结果表明,再训练提高了网络在说话风格分类中的训练速度和准确率。
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引用次数: 0
Towards a minimal representation of affective gestures (Extended abstract) 情感手势的最小表示(扩展抽象)
D. Glowinski, M. Mortillaro, K. Scherer, N. Dael, G. Volpe, A. Camurri
How efficiently decoding affective information when computational resources and sensor systems are limited? This paper presents a framework for analysis of affective behavior starting with a reduced amount of visual information related to human upper-body movements. The main goal is to individuate a minimal representation of emotional displays based on non-verbal gesture features. The GEMEP (Geneva multimodal emotion portrayals) corpus was used to validate this framework. Twelve emotions expressed by ten actors form the selected data set of emotion portrayals. Visual tracking of trajectories of head and hands was performed from a frontal and a lateral view. Postural/shape and dynamic expressive gesture features were identified and analyzed. A feature reduction procedure was carried out, resulting in a four-dimensional model of emotion expression, that effectively classified/grouped emotions according to their valence (positive, negative) and arousal (high, low). These results show that emotionally relevant information can be detected/measured/obtained from the dynamic qualities of gesture. The framework was implemented as software modules (plug-ins) extending the EyesWeb XMI Expressive Gesture Processing Library and was tested as a component for a multimodal search engine in collaboration with Google within the EU-ICT I-SEARCH project.
当计算资源和传感器系统有限时,如何有效地解码情感信息?本文提出了一个分析情感行为的框架,从减少与人类上半身运动相关的视觉信息开始。主要目标是基于非语言手势特征个性化情感表现的最小表示。GEMEP(日内瓦多模态情感描述)语料库用于验证该框架。10位演员所表达的12种情感构成了所选的情感刻画数据集。头部和手部轨迹的视觉跟踪从正面和侧面视图进行。识别并分析了姿态/形状和动态表达手势特征。通过特征约简,得到了一个四维情绪表达模型,该模型可以根据情绪的效价(积极、消极)和唤醒(高、低)有效地对情绪进行分类/分组。这些结果表明,情感相关信息可以从手势的动态特性中检测/测量/获得。该框架作为扩展eyeesweb XMI表达手势处理库的软件模块(插件)实现,并在EU-ICT I-SEARCH项目中作为与谷歌合作的多模态搜索引擎的组件进行了测试。
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引用次数: 12
Recognizing emotions in dialogues with acoustic and lexical features 利用语音和词汇特征识别对话中的情绪
Leimin Tian, Johanna D. Moore, Catherine Lai
Automatic emotion recognition has long been a focus of Affective Computing. We aim at improving the performance of state-of-the-art emotion recognition in dialogues using novel knowledge-inspired features and modality fusion strategies. We propose features based on disfluencies and nonverbal vocalisations (DIS-NVs), and show that they are highly predictive for recognizing emotions in spontaneous dialogues. We also propose the hierarchical fusion strategy as an alternative to current feature-level and decision-level fusion. This fusion strategy combines features from different modalities at different layers in a hierarchical structure. It is expected to overcome limitations of feature-level and decision-level fusion by including knowledge on modality differences, while preserving information of each modality.
情感自动识别一直是情感计算领域的研究热点。我们的目标是使用新颖的知识启发特征和情态融合策略来提高对话中最先进的情感识别性能。我们提出了基于不流畅和非语言发声(DIS-NVs)的特征,并表明它们对识别自发对话中的情绪具有高度预测性。我们还提出了分层融合策略,作为当前特征级和决策级融合的替代方案。这种融合策略在层次结构中结合了不同层次上不同模态的特征。在保留各模态信息的同时,引入模态差异知识,克服特征级和决策级融合的局限性。
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引用次数: 11
Design of intelligent emotion feedback to assist users regulate emotions: Framework and principles 帮助用户调节情绪的智能情绪反馈设计:框架与原则
Yu Hao, Donghai Wang, J. Budd
Positive environmental emotion feedback is important to influence the brain and behaviors. By measuring emotional signals and providing affective neurofeedback, people can be better aware of their emotional state in real time. However, such direct mapping does not necessarily motivate people's emotion regulation effort. We introduce two levels of emotion feedback: an augmentation level that indicates direct feedback mapping and an intervention level which means feedback output is dynamically adapted with the regulation process. For the purpose of emotion regulation, this research summarizes the framework of emotion feedback design by adding new components that involve feature wrapping, mapping to output representation and interactive interface representation. By this means, the concept of intelligent emotion feedback is illustrated that not only enhances emotion regulation motivation but also considers subject and trial variability based on individual calibration and learning. An affective Brain-computer Interface technique is used to design the prototype among alternatives. Experimental tests and model simulation are planned for further evaluation.
积极的环境情绪反馈对大脑和行为的影响非常重要。通过测量情绪信号并提供情感神经反馈,人们可以更好地实时了解自己的情绪状态。然而,这种直接映射并不一定能激发人们的情绪调节努力。我们介绍了两个层次的情绪反馈:一个增强水平,表明直接反馈映射和干预水平,这意味着反馈输出与调节过程动态适应。本研究以情绪调节为目的,通过增加特征包裹、映射到输出表征和交互界面表征的新组件,总结了情绪反馈设计的框架。通过这种方式,说明了智能情绪反馈的概念不仅增强了情绪调节动机,而且考虑了基于个体校准和学习的受试者和试验可变性。采用情感脑机接口技术在备选方案中设计原型。计划进行实验测试和模型仿真以进一步评估。
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引用次数: 6
期刊
2015 International Conference on Affective Computing and Intelligent Interaction (ACII)
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