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2 December 2005
Next Generation User Interfaces
Implicit Human-Computer Interaction
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
http://www.beatsigner.com
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2December 5, 2016
Implicit Human-Computer Interaction
 Over the last decade, we have seen a clear trend
towards smart environments and living spaces where
sensors and information processing is embedded into
everyday objects as foreseen in Mark Weiser’s vision of
ubiquitous computing with the goal to simplify the use of
technology
 In Implicit Human-Computer Interaction (IHCI), we try to
use contextual factors (e.g. various sensor input) to build
human-centered anticipatory user interfaces based on
naturally occurring human interactive behaviour
 Context-aware computing can be used to design implicit
human-computer interaction
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3December 5, 2016
Implicit Human-Computer Interaction …
 Implicit Human-Computer Interaction (IHCI) is orthogonal
to (traditional) explicit HCI
 implicit communication channels (incidental interaction) can help
in building more natural human-computer interaction
[https://www.interaction-design.org/encyclopedia/context-aware_computing.html]
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4December 5, 2016
Context
 Context-aware systems often focus on location as the
only contextual factor
 However, even if location is an important factor, it is only
one context dimension
Context is any information that can be used to character-
ize the situation of an entity. An entity is a person, place,
or object that is considered relevant to the interaction
between a user and an application, including the user and
applications themselves.
A.K. Dey, 2000
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5December 5, 2016
Example: Navigation
 Various contextual factors
can be taken into account
when designing the inter-
face of a car navigation
system
 current location (GPS)
 traffic information
 daylight
- automatically adapt screen brightness
 weather
 current user task
- e.g. touch is disabled while driving and only voice input can be used
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6December 5, 2016
Everyday Examples
 Systems that take user actions as input and try to output
an action that is a proactive anticipation of what the
users need
 simple motion detector at doors that open the door automatically
to allow humans with shopping carts to pass through
 escalators that move slowly when not in use but speed up when
they sense a person pass the beginning of the escalator
 smartphones and tablets automatically changing between
landscape and portrait mode based on their orientation
 smart meeting rooms that keep track of the number of people in a
meeting room and alter the temperature and light appropriately
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7December 5, 2016
Exercise: Context-aware Digital Signage
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8December 5, 2016
Contextual Factors
 Human factors
 user
 social environment
 task
 ..
 Physical environment
 location
 infrastructure
 conditions
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9December 5, 2016
From Sensor Input to Context
 How do we compute the perceived context from a single
or multiple sensor inputs?
 machine learning techniques?
 rule-based solutions?
 …
 How should we model context?
 e.g. generic context models without application-specific notion of
context
 How to trigger implicit interactions based on context?
 How to author new context elements?
 relationships with sensor input, existing context elements as well
as application logic
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10December 5, 2016
User-Context Perception Model (UCPM)
Musumba and Nyongesa, 2013
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11December 5, 2016
Things Going Wrong
 What if the implicit interaction with a system
goes wrong?
 is it really the wrong system behaviour or is the user just not
aware of all factors taken into account (awareness mismatch)?
 The quality of implicit human-computer interaction as
perceived by the user is directly related to the awareness
mismatch
 Fully-automated vs. semi-automated systems
 sometimes is might be better to not fully automate the interaction
since wrong implicit interactions might result in a very bad user
experience
 take the user into the loop
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12December 5, 2016
Intelligibility
 Improved system intelligibility might increase a user's
trust, satisfaction and acceptance of implicit interactions
 Users may ask the following questions (Lim et al., 2009)
 What: What did the system do?
 Why: Why did the system do W?
 Why Not: Why did the system not do X?
 What If: What would the system do if Y happens?
 How To: How can I get the system to do Z, given the current
context?
 Explanations should be provided on demand only in
order to avoid information overload
 feedback easier for rule-based solutions than for machine
learning-based approaches
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13December 5, 2016
Context Modelling Toolkit (CMT)
 Multi-layered context
modelling approach
 seamless transition between
end users, expert users and
programmers
 Beyond simple "if this then
that" rules
 reusable situations
 Client-server architecture
 server: context reasoning
based on Drools
 client: sensor input as well as
applications
End User
Expert User
Functions
Actions
Template
Filled in
template
Situation
Situations
Facts
Rule
Programmer
Rule
(4)
(5)
(6)
(7)
(8)
Trullemans and Signer, 2016
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14December 5, 2016
Context Modelling Toolkit (CMT) …
Trullemans and Signer, 2016
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15December 5, 2016
HCI and HCII in Smart Environments
Smart meeting room in the WISE lab
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16December 5, 2016
Some Guidelines for Implicit HCI
 Always first investigate what users want/have to do
 as a second step see what might be automated
 use context-awareness as a source to make things easier
 The definition of a feature space with factors that will
influence the system helps in realising context-aware
implicit interactions
 find parameters which are characteristic for a context to be
detected and find means to measure those parameters
 Always try to minimise the awareness mismatch
 increase intelligibility by providing information about the used
sensory information (context) in the user interface
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17December 5, 2016
Some Guidelines for Implicit HCI …
 Designing proactive applications and implicit HCI is a
very difficult task because the system has to anticipate
what the user wants
 always investigate whether a fully-automated solution is best or
whether the user should be given some choice (control)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18December 5, 2016
Affective Computing
 Computing that takes into account the
recognition, interpretation, modelling,
processing and synthesis of human
affects (emotions)
 Implicit human-computer interaction can
be based on recognised human emotions
Rosalind W. Picard
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19December 5, 2016
Emotions
 External events
 behaviour of others, change in a current situation, …
 Internal events
 thoughts, memories, sensations ...
Emotions are episodes of coordinated changes in several
components (neurophysiological activation, motor
expression, subjective feelings, action tendencies and
cognitive processes) in response to external or internal
events of major significance to the organism.
Klaus R. Scherer, Psychological Models of Emotion, 2000
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20December 5, 2016
Emotion Classification
 Different models to classify emotions
 Discrete models treat emotions as discrete and different
constructs
 Ekman’s model
 …
 Dimensional models characterise emotions via
dimensional values
 Russell’s model
 Plutchik’s model
 PAD emotional state model
 …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21December 5, 2016
Ekman’s Emotions Model
 Theory of the universality
of six basic facial emotions
 anger
 fear
 disgust
 surprise
 happiness
 sadness
 Discrete categories can be
used as labels for emotion
recognition algorithms
 multiple existing databases rely on Ekman’s model
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22December 5, 2016
Russell’s Circumplex Model of Affect
 Emotions are mapped to
two dimensions
 valence (x-axis)
- intrinsic attractiveness or
aversiveness
 arousal (y-axis)
- reactiveness to a stimuli
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23December 5, 2016
Pluchik’s Wheel of Emotions
 Three-dimensional
"extension" of Russell’s
circumplex model
 8 basic emotions
 joy vs. sadness
 trust vs. disgust
 fear vs. anger
 surprise vs. anticipation
 8 advanced emotions
 optimism (anticipation + joy)
 love (joy + trust)
 submission (trust + fear)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24December 5, 2016
Pluchik’s Wheel of Emotions …
 8 advanced emotions
 awe (fear + surprise)
 disapproval (surprise +
sadness)
 remorse (sadness + disgust)
 contempt (disgust + anger)
 aggressiveness (anger +
anticipation)
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25December 5, 2016
PAD Emotional State Model
 Representation of emotional states via three numerical
dimensions
 pleasure-displeasure
 arousal-nonarousal
 dominance-submissiveness
 Example
 anger is a quite unpleasant, quite aroused and moderately
dominant emotion
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26December 5, 2016
Self-Assessment of PAD Values
 Self-Assessment Manikin
(SAM) is a language
neutral form that can be
used to assess the PAD
values
 each row represents five
values for one of the
dimensions
- pleasure
- arousal
- dominance
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27December 5, 2016
Emotion Recognition
 Emotions can be manifested via different modalities
 acoustic features (voice pitch, intonation, etc.)
 verbal content (speech)
 visual facial features
 body pose and gestures
 biosignals (physiological monitoring)
- pulse, heart rate, …
 In general, artificial intelligence algorithms are used for
an accurate recognition of emotions
 Potential multimodal fusion of multiple modalities
 improve emotion recognition accuracy by observing multiple
modalities
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28December 5, 2016
Acoustic Feature Recognition
 Behaviour and evolution
of acoustic features over
time is meaningful for
emotion detection
 Typical features
 intonation
 intensity
 pitch
 duration
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29December 5, 2016
Speech-based Emotion Recognition
 Recognition of emotions from speech content
(e.g. via speech recogniser) is based on typical methods
such as
 bag of words (unigrams)
 n-gram language models
 Typical features
 emotion dictionaries
 lattices
 orthography (punctuation, capitalisation, emoticons)
 wordnet
 syntax
 semantic roles
 world knowledge
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30December 5, 2016
Facial Emotion Recognition
 Find face parts
 use orientation or prominent
features such as the eyes
and the nose
 Extract facial features
 geometry based
 appearance based (textures)
 Classification through
 support vector machines
 neural networks
 fuzzy logic systems
 active appearance models
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31December 5, 2016
Facial Action Coding System (FACS)
 Used to describe changes,
contraction or relaxations
of muscles of the face
 Based on so-called
Action Units (AUs)
 description for component
movement or facial actions
 combination of AUs leads to
facial expressions
- e.g. sadness = AU 1+4+15
 http://www.cs.cmu.edu/~
face/facs.htm
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32December 5, 2016
Body Pose and Gestures
 Body language carries rich emotional information
 body movement, gestures and posture
 relative behaviour (e.g. approach/depart, looking/turning away)
 Detailed features extracted from motion capture
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33December 5, 2016
Biosignals
 Different emotions lead to different biosignal activities
 anger: increased heart rate and skin temperature
 fear: increased heart rate but decreased skin temperature
 happiness: decreased heart rate and no change in skin temperature
 Advantages
 hard to control deliberately (fake)
 can be continuously processed
 Disadvantages
 user has to be equipped with sensors
 Challenge
 wearable biosensors
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34December 5, 2016
Emotiv EPOC Neuroheadset
 Non-invasive EEG device
 14 sensors
 Integrated gyroscope
 Wireless
 Low cost
 Average sensor sensibility
 mainly due to sensor non-invasiveness
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35December 5, 2016
Emotiv EPOC Neuroheadset …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36December 5, 2016
From Signals to Labelled Emotions
 Five potential channels
 visual: face
 visual: body movement
 acoustic: speech content
 acoustic: acoustic features
 physiological: heart rate, blood pressure, temperature, GSR, EMG
 Associating emotion descriptors
 machine learning problem
 SVMs, HMMs, NNs?
 rely on only single modality or fusion of multiple modalities?
 associate emotion descriptors before or after fusing the
modalities?
- i.e. feature- or decision-level fusion?
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37December 5, 2016
Synthesis of Emotions
 Intelligent agents support
social interactions with
users (showing emotions)
 real life (robots)
 virtual reality (virtual agents)
 "Characters with a brain"
 reason about environment
 understand and express emotion
 communicate via speech and gesture
 applications
- e-learning
- robots and digital pets
- …
Kismet, MIT A.I lab
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38December 5, 2016
Virtual Characters
 Virtual character with
human behaviour that sup-
ports face-to-face human-
machine interaction
 Basic physical behaviour
 walking, grasping
 Non-verbal expressive behaviour
 gestures, facial expression (emotion), gaze
 Spontaneous and reactive behaviour
 responsiveness to events
Max Headroom, 1987
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39December 5, 2016
Video: Text-driven 3D Talking Head
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40December 5, 2016
Effectors in Emotion Synthesis
 Facial expressions
 emotion categories have associated facial action programs
 Facial Action Coding System (FACS)
 Gestures
 deictic, iconic, …
 timing and structure are important
 Gaze
 roles of gaze: attention, dialogue regulation, deictic reference
 convey intentions, cognitive and emotional state
 Head movement
 during conversation head is constantly in motion
 nods for affirmation, shakes for negation, …
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41December 5, 2016
EmoVoice Framework
 Real-time recognition of
emotions from acoustic
speech properties
 uses features from pitch,
energy, duration, voice
quality and spectral
information
 uses the Open Sound
Control (OSC) protocol
 mirroring of emotions to the
user
- http://www.informatik.uni-
augsburg.de/lehrstuehle/hcm/projects
/tools/emovoice/ joy sadness anger
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42December 5, 2016
Homework
 Read the following paper that is available
on PointCarré (papers/Weiser 1991)
 M. Weiser, The Computer for the 21st Century, ACM Mobile
Computing and Communications Review, July 1991
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43December 5, 2016
References
 M. Weiser, The Computer for the 21st Century,
ACM Mobile Computing and Communications
Review, July 1991
 http://dx.doi.org/10.1145/329124.329126
 A. Schmidt, Context-Awareness, Context-Aware User
Interfaces and Implicit Interactions
 https://www.interaction-design.org/encyclopedia/context-
aware_computing.html
 G.W. Musumba and H.O. Nyongesa, Context Awareness
in Mobile Computing: A Review, International Journal of
Machine Learning and Applications, 2(1), 2013
 http://dx.doi.org/10.4102/ijmla.v2i1.5
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44December 5, 2016
References …
 B.Y. Lim, A.K. Dey and D. Avrahami, Why and
Why Not Explanations Improve the Intelligibility of
Context-aware Intelligent Systems, Proceedings of CHI
2009, Boston, USA, April 2009
 https://doi.org/10.1145/1518701.1519023
 S. Trullemans and B. Signer, A Multi-layered Context
Modelling Approach for End Users, Expert Users and
Programmers, Proceedings of SERVE 2016,
International Workshop on Smart Ecosystems cReation
by Visual dEsign, Bari, Italy, June 2016
 http://beatsigner.com/publications/trullemans_SERVE2016.pdf
Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45December 5, 2016
References …
 J.A. Russel, A Circumplex Model of Affect,
Journal of Personality and Social Psychology,
39(6), 1980
 https://www2.bc.edu/james-russell/publications/Russell1980.pdf
 R.W. Picard, Affective Computing, MIT Technical Report
No. 321, 1995
 http://affect.media.mit.edu/pdfs/95.picard.pdf
 Expressive Text-driven 3D Talking Head
 http://www.youtube.com/watch?v=TMxKcbQcnK4
2 December 2005
Next Lecture
Course Review

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Implicit Human-Computer Interaction - Lecture 11 - Next Generation User Interfaces (4018166FNR)

  • 1. 2 December 2005 Next Generation User Interfaces Implicit Human-Computer Interaction Prof. Beat Signer Department of Computer Science Vrije Universiteit Brussel http://www.beatsigner.com
  • 2. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2December 5, 2016 Implicit Human-Computer Interaction  Over the last decade, we have seen a clear trend towards smart environments and living spaces where sensors and information processing is embedded into everyday objects as foreseen in Mark Weiser’s vision of ubiquitous computing with the goal to simplify the use of technology  In Implicit Human-Computer Interaction (IHCI), we try to use contextual factors (e.g. various sensor input) to build human-centered anticipatory user interfaces based on naturally occurring human interactive behaviour  Context-aware computing can be used to design implicit human-computer interaction
  • 3. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3December 5, 2016 Implicit Human-Computer Interaction …  Implicit Human-Computer Interaction (IHCI) is orthogonal to (traditional) explicit HCI  implicit communication channels (incidental interaction) can help in building more natural human-computer interaction [https://www.interaction-design.org/encyclopedia/context-aware_computing.html]
  • 4. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4December 5, 2016 Context  Context-aware systems often focus on location as the only contextual factor  However, even if location is an important factor, it is only one context dimension Context is any information that can be used to character- ize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves. A.K. Dey, 2000
  • 5. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5December 5, 2016 Example: Navigation  Various contextual factors can be taken into account when designing the inter- face of a car navigation system  current location (GPS)  traffic information  daylight - automatically adapt screen brightness  weather  current user task - e.g. touch is disabled while driving and only voice input can be used  …
  • 6. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6December 5, 2016 Everyday Examples  Systems that take user actions as input and try to output an action that is a proactive anticipation of what the users need  simple motion detector at doors that open the door automatically to allow humans with shopping carts to pass through  escalators that move slowly when not in use but speed up when they sense a person pass the beginning of the escalator  smartphones and tablets automatically changing between landscape and portrait mode based on their orientation  smart meeting rooms that keep track of the number of people in a meeting room and alter the temperature and light appropriately  …
  • 7. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7December 5, 2016 Exercise: Context-aware Digital Signage
  • 8. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8December 5, 2016 Contextual Factors  Human factors  user  social environment  task  ..  Physical environment  location  infrastructure  conditions  …
  • 9. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9December 5, 2016 From Sensor Input to Context  How do we compute the perceived context from a single or multiple sensor inputs?  machine learning techniques?  rule-based solutions?  …  How should we model context?  e.g. generic context models without application-specific notion of context  How to trigger implicit interactions based on context?  How to author new context elements?  relationships with sensor input, existing context elements as well as application logic
  • 10. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10December 5, 2016 User-Context Perception Model (UCPM) Musumba and Nyongesa, 2013
  • 11. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11December 5, 2016 Things Going Wrong  What if the implicit interaction with a system goes wrong?  is it really the wrong system behaviour or is the user just not aware of all factors taken into account (awareness mismatch)?  The quality of implicit human-computer interaction as perceived by the user is directly related to the awareness mismatch  Fully-automated vs. semi-automated systems  sometimes is might be better to not fully automate the interaction since wrong implicit interactions might result in a very bad user experience  take the user into the loop
  • 12. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12December 5, 2016 Intelligibility  Improved system intelligibility might increase a user's trust, satisfaction and acceptance of implicit interactions  Users may ask the following questions (Lim et al., 2009)  What: What did the system do?  Why: Why did the system do W?  Why Not: Why did the system not do X?  What If: What would the system do if Y happens?  How To: How can I get the system to do Z, given the current context?  Explanations should be provided on demand only in order to avoid information overload  feedback easier for rule-based solutions than for machine learning-based approaches
  • 13. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13December 5, 2016 Context Modelling Toolkit (CMT)  Multi-layered context modelling approach  seamless transition between end users, expert users and programmers  Beyond simple "if this then that" rules  reusable situations  Client-server architecture  server: context reasoning based on Drools  client: sensor input as well as applications End User Expert User Functions Actions Template Filled in template Situation Situations Facts Rule Programmer Rule (4) (5) (6) (7) (8) Trullemans and Signer, 2016
  • 14. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14December 5, 2016 Context Modelling Toolkit (CMT) … Trullemans and Signer, 2016
  • 15. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15December 5, 2016 HCI and HCII in Smart Environments Smart meeting room in the WISE lab
  • 16. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16December 5, 2016 Some Guidelines for Implicit HCI  Always first investigate what users want/have to do  as a second step see what might be automated  use context-awareness as a source to make things easier  The definition of a feature space with factors that will influence the system helps in realising context-aware implicit interactions  find parameters which are characteristic for a context to be detected and find means to measure those parameters  Always try to minimise the awareness mismatch  increase intelligibility by providing information about the used sensory information (context) in the user interface
  • 17. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17December 5, 2016 Some Guidelines for Implicit HCI …  Designing proactive applications and implicit HCI is a very difficult task because the system has to anticipate what the user wants  always investigate whether a fully-automated solution is best or whether the user should be given some choice (control)
  • 18. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18December 5, 2016 Affective Computing  Computing that takes into account the recognition, interpretation, modelling, processing and synthesis of human affects (emotions)  Implicit human-computer interaction can be based on recognised human emotions Rosalind W. Picard
  • 19. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19December 5, 2016 Emotions  External events  behaviour of others, change in a current situation, …  Internal events  thoughts, memories, sensations ... Emotions are episodes of coordinated changes in several components (neurophysiological activation, motor expression, subjective feelings, action tendencies and cognitive processes) in response to external or internal events of major significance to the organism. Klaus R. Scherer, Psychological Models of Emotion, 2000
  • 20. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20December 5, 2016 Emotion Classification  Different models to classify emotions  Discrete models treat emotions as discrete and different constructs  Ekman’s model  …  Dimensional models characterise emotions via dimensional values  Russell’s model  Plutchik’s model  PAD emotional state model  …
  • 21. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21December 5, 2016 Ekman’s Emotions Model  Theory of the universality of six basic facial emotions  anger  fear  disgust  surprise  happiness  sadness  Discrete categories can be used as labels for emotion recognition algorithms  multiple existing databases rely on Ekman’s model
  • 22. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22December 5, 2016 Russell’s Circumplex Model of Affect  Emotions are mapped to two dimensions  valence (x-axis) - intrinsic attractiveness or aversiveness  arousal (y-axis) - reactiveness to a stimuli
  • 23. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23December 5, 2016 Pluchik’s Wheel of Emotions  Three-dimensional "extension" of Russell’s circumplex model  8 basic emotions  joy vs. sadness  trust vs. disgust  fear vs. anger  surprise vs. anticipation  8 advanced emotions  optimism (anticipation + joy)  love (joy + trust)  submission (trust + fear)
  • 24. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24December 5, 2016 Pluchik’s Wheel of Emotions …  8 advanced emotions  awe (fear + surprise)  disapproval (surprise + sadness)  remorse (sadness + disgust)  contempt (disgust + anger)  aggressiveness (anger + anticipation)
  • 25. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25December 5, 2016 PAD Emotional State Model  Representation of emotional states via three numerical dimensions  pleasure-displeasure  arousal-nonarousal  dominance-submissiveness  Example  anger is a quite unpleasant, quite aroused and moderately dominant emotion
  • 26. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26December 5, 2016 Self-Assessment of PAD Values  Self-Assessment Manikin (SAM) is a language neutral form that can be used to assess the PAD values  each row represents five values for one of the dimensions - pleasure - arousal - dominance
  • 27. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27December 5, 2016 Emotion Recognition  Emotions can be manifested via different modalities  acoustic features (voice pitch, intonation, etc.)  verbal content (speech)  visual facial features  body pose and gestures  biosignals (physiological monitoring) - pulse, heart rate, …  In general, artificial intelligence algorithms are used for an accurate recognition of emotions  Potential multimodal fusion of multiple modalities  improve emotion recognition accuracy by observing multiple modalities
  • 28. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28December 5, 2016 Acoustic Feature Recognition  Behaviour and evolution of acoustic features over time is meaningful for emotion detection  Typical features  intonation  intensity  pitch  duration
  • 29. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29December 5, 2016 Speech-based Emotion Recognition  Recognition of emotions from speech content (e.g. via speech recogniser) is based on typical methods such as  bag of words (unigrams)  n-gram language models  Typical features  emotion dictionaries  lattices  orthography (punctuation, capitalisation, emoticons)  wordnet  syntax  semantic roles  world knowledge
  • 30. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30December 5, 2016 Facial Emotion Recognition  Find face parts  use orientation or prominent features such as the eyes and the nose  Extract facial features  geometry based  appearance based (textures)  Classification through  support vector machines  neural networks  fuzzy logic systems  active appearance models
  • 31. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31December 5, 2016 Facial Action Coding System (FACS)  Used to describe changes, contraction or relaxations of muscles of the face  Based on so-called Action Units (AUs)  description for component movement or facial actions  combination of AUs leads to facial expressions - e.g. sadness = AU 1+4+15  http://www.cs.cmu.edu/~ face/facs.htm
  • 32. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32December 5, 2016 Body Pose and Gestures  Body language carries rich emotional information  body movement, gestures and posture  relative behaviour (e.g. approach/depart, looking/turning away)  Detailed features extracted from motion capture
  • 33. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33December 5, 2016 Biosignals  Different emotions lead to different biosignal activities  anger: increased heart rate and skin temperature  fear: increased heart rate but decreased skin temperature  happiness: decreased heart rate and no change in skin temperature  Advantages  hard to control deliberately (fake)  can be continuously processed  Disadvantages  user has to be equipped with sensors  Challenge  wearable biosensors
  • 34. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34December 5, 2016 Emotiv EPOC Neuroheadset  Non-invasive EEG device  14 sensors  Integrated gyroscope  Wireless  Low cost  Average sensor sensibility  mainly due to sensor non-invasiveness
  • 35. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35December 5, 2016 Emotiv EPOC Neuroheadset …
  • 36. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36December 5, 2016 From Signals to Labelled Emotions  Five potential channels  visual: face  visual: body movement  acoustic: speech content  acoustic: acoustic features  physiological: heart rate, blood pressure, temperature, GSR, EMG  Associating emotion descriptors  machine learning problem  SVMs, HMMs, NNs?  rely on only single modality or fusion of multiple modalities?  associate emotion descriptors before or after fusing the modalities? - i.e. feature- or decision-level fusion?
  • 37. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37December 5, 2016 Synthesis of Emotions  Intelligent agents support social interactions with users (showing emotions)  real life (robots)  virtual reality (virtual agents)  "Characters with a brain"  reason about environment  understand and express emotion  communicate via speech and gesture  applications - e-learning - robots and digital pets - … Kismet, MIT A.I lab
  • 38. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38December 5, 2016 Virtual Characters  Virtual character with human behaviour that sup- ports face-to-face human- machine interaction  Basic physical behaviour  walking, grasping  Non-verbal expressive behaviour  gestures, facial expression (emotion), gaze  Spontaneous and reactive behaviour  responsiveness to events Max Headroom, 1987
  • 39. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39December 5, 2016 Video: Text-driven 3D Talking Head
  • 40. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40December 5, 2016 Effectors in Emotion Synthesis  Facial expressions  emotion categories have associated facial action programs  Facial Action Coding System (FACS)  Gestures  deictic, iconic, …  timing and structure are important  Gaze  roles of gaze: attention, dialogue regulation, deictic reference  convey intentions, cognitive and emotional state  Head movement  during conversation head is constantly in motion  nods for affirmation, shakes for negation, …
  • 41. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41December 5, 2016 EmoVoice Framework  Real-time recognition of emotions from acoustic speech properties  uses features from pitch, energy, duration, voice quality and spectral information  uses the Open Sound Control (OSC) protocol  mirroring of emotions to the user - http://www.informatik.uni- augsburg.de/lehrstuehle/hcm/projects /tools/emovoice/ joy sadness anger
  • 42. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42December 5, 2016 Homework  Read the following paper that is available on PointCarré (papers/Weiser 1991)  M. Weiser, The Computer for the 21st Century, ACM Mobile Computing and Communications Review, July 1991
  • 43. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43December 5, 2016 References  M. Weiser, The Computer for the 21st Century, ACM Mobile Computing and Communications Review, July 1991  http://dx.doi.org/10.1145/329124.329126  A. Schmidt, Context-Awareness, Context-Aware User Interfaces and Implicit Interactions  https://www.interaction-design.org/encyclopedia/context- aware_computing.html  G.W. Musumba and H.O. Nyongesa, Context Awareness in Mobile Computing: A Review, International Journal of Machine Learning and Applications, 2(1), 2013  http://dx.doi.org/10.4102/ijmla.v2i1.5
  • 44. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44December 5, 2016 References …  B.Y. Lim, A.K. Dey and D. Avrahami, Why and Why Not Explanations Improve the Intelligibility of Context-aware Intelligent Systems, Proceedings of CHI 2009, Boston, USA, April 2009  https://doi.org/10.1145/1518701.1519023  S. Trullemans and B. Signer, A Multi-layered Context Modelling Approach for End Users, Expert Users and Programmers, Proceedings of SERVE 2016, International Workshop on Smart Ecosystems cReation by Visual dEsign, Bari, Italy, June 2016  http://beatsigner.com/publications/trullemans_SERVE2016.pdf
  • 45. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45December 5, 2016 References …  J.A. Russel, A Circumplex Model of Affect, Journal of Personality and Social Psychology, 39(6), 1980  https://www2.bc.edu/james-russell/publications/Russell1980.pdf  R.W. Picard, Affective Computing, MIT Technical Report No. 321, 1995  http://affect.media.mit.edu/pdfs/95.picard.pdf  Expressive Text-driven 3D Talking Head  http://www.youtube.com/watch?v=TMxKcbQcnK4
  • 46. 2 December 2005 Next Lecture Course Review