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 affective computing and intelligent interaction


Emotions as Ambiguity-aware Ordinal Representations

arXiv.org Artificial Intelligence

--Emotions are inherently ambiguous and dynamic phenomena, yet existing continuous emotion recognition approaches either ignore their ambiguity or treat ambiguity as an independent and static variable over time. Motivated by this gap in the literature, in this paper we introduce ambiguity-aware ordinal emotion representations, a novel framework that captures both the ambiguity present in emotion annotation and the inherent temporal dynamics of emotional traces. Specifically, we propose approaches that model emotion ambiguity through its rate of change. We evaluate our framework on two affective corpora--RECOLA and GameVibe--testing our proposed approaches on both bounded (arousal, valence) and unbounded (engagement) continuous traces. Our results demonstrate that ordinal representations outperform conventional ambiguity-aware models on unbounded labels, achieving the highest Concordance Correlation Coefficient (CCC) and Signed Differential Agreement (SDA) scores, highlighting their effectiveness in modeling the traces' dynamics. For bounded traces, ordinal representations excel in SDA, revealing their superior ability to capture relative changes of annotated emotion traces. Modeling emotions in a reliable fashion plays a critical role towards developing the next generation of human-centered artificial intelligence and human-machine interaction [1]. Emotions in affective computing (AC) studies are traditionally represented either via discrete categories (e.g., happiness, sadness) [2] or via continuous dimensions [3].


A Pain Assessment Framework based on multimodal data and Deep Machine Learning methods

arXiv.org Artificial Intelligence

From the original abstract: This thesis initially aims to study the pain assessment process from a clinical-theoretical perspective while exploring and examining existing automatic approaches. Building on this foundation, the primary objective of this Ph.D. project is to develop innovative computational methods for automatic pain assessment that achieve high performance and are applicable in real clinical settings. A primary goal is to thoroughly investigate and assess significant factors, including demographic elements that impact pain perception, as recognized in pain research, through a computational standpoint. Within the limits of the available data in this research area, our goal was to design, develop, propose, and offer automatic pain assessment pipelines for unimodal and multimodal configurations that are applicable to the specific requirements of different scenarios. The studies published in this Ph.D. thesis showcased the effectiveness of the proposed methods, achieving state-of-the-art results. Additionally, they paved the way for exploring new approaches in artificial intelligence, foundation models, and generative artificial intelligence.


GameVibe: A Multimodal Affective Game Corpus

arXiv.org Artificial Intelligence

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect labels for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.


Expanding the Role of Affective Phenomena in Multimodal Interaction Research

arXiv.org Artificial Intelligence

In parallel to the aforementioned progress in the affective sciences, recent decades of computer science research have laid foundations In recent decades, the field of affective computing has made substantial in affective computing [19, 49, 52], with substantial progress progress in advancing the ability of AI systems to recognize in advancing the ability of AI systems to estimate affective phenomena and express affective phenomena, such as affect and emotions, during in humans. After affective phenomena have been predicted by human-human and human-machine interactions. This paper an AI system, we believe those predictions can be used to enhance describes our examination of research at the intersection of multimodal the system's understanding of human social behaviors and cognitive interaction and affective computing, with the objective of states, towards more socially-intelligent AI. We were, therefore, observing trends and identifying understudied areas. We examined motivated to explore the question: How, and to what extent, have over 16,000 papers from selected conferences in multimodal interaction, affective phenomena been used by AI systems in multimodal interaction affective computing, and natural language processing: ACM research to enhance machine understanding of human social International Conference on Multimodal Interaction, AAAC International behaviors and cognitive states?


Mental Stress Detection using Data from Wearable and Non-wearable Sensors: A Review

arXiv.org Artificial Intelligence

This paper presents a comprehensive review of methods covering significant subjective and objective human stress detection techniques available in the literature. The methods for measuring human stress responses could include subjective questionnaires (developed by psychologists) and objective markers observed using data from wearable and non-wearable sensors. In particular, wearable sensor-based methods commonly use data from electroencephalography, electrocardiogram, galvanic skin response, electromyography, electrodermal activity, heart rate, heart rate variability, and photoplethysmography both individually and in multimodal fusion strategies. Whereas, methods based on non-wearable sensors include strategies such as analyzing pupil dilation and speech, smartphone data, eye movement, body posture, and thermal imaging. Whenever a stressful situation is encountered by an individual, physiological, physical, or behavioral changes are induced which help in coping with the challenge at hand. A wide range of studies has attempted to establish a relationship between these stressful situations and the response of human beings by using different kinds of psychological, physiological, physical, and behavioral measures. Inspired by the lack of availability of a definitive verdict about the relationship of human stress with these different kinds of markers, a detailed survey about human stress detection methods is conducted in this paper. In particular, we explore how stress detection methods can benefit from artificial intelligence utilizing relevant data from various sources. This review will prove to be a reference document that would provide guidelines for future research enabling effective detection of human stress conditions.


I Feel I Feel You: A Theory of Mind Experiment in Games

arXiv.org Artificial Intelligence

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the perception of frustration as it is a prevalent affective experience in human-computer interaction. We present a testbed game tailored towards this end, in which a player competes against an agent with a frustration model based on theory. We collect gameplay data, an annotated ground truth about the player's appraisal of the agent's frustration, and apply face recognition to estimate the player's emotional state. We examine the collected data through correlation analysis and predictive machine learning models, and find that the player's observable emotions are not correlated highly with the perceived frustration of the agent. This suggests that our subject's theory of mind is a cognitive process based on the gameplay context. Our predictive models---using ranking support vector machines---corroborate these results, yielding moderately accurate predictors of players' theory of mind.