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AI in Smart
Environments
ARI2132
Topic 9: Emotion & Cognition
in Smart Systems
• Emotional AI
• Emotion & Cognition in Games
• Machine Learning for Cognitive Behaviour
Assessment
• Modelling Behaviour using Wearable Devices
2
Emotional AI
• Emotional AI is a term to refer to affective
computing techniques, machine learning and
Artificial Intelligence (AI)
FACS
Theories of Emotion
• Adaptation
• Dimensional
• Motivation
• Circuit
• Discrete
• Lexical
• Social constructionist
Discussion Time
• In which fields or domains would you see the
practicality of applying Emotional AI?
Discussion Time
• Would Emotional AI be necessary in education?
Why and why not?
Discussion Time
• What questions would you ask to address a
number of concerns in Emotional AI (for example
the validity of the training data, mental health in
users, opt out or opt in policies, or people
reactions?)
Social Dynamics in a Virtual
Game Environment
Virtual Agent Acceptability
Paradigm
• Efficiency
• Believability
• Social Acceptability
• a behaviour that fits into game
rules
• dynamic behaviour adjustments
• an environmental perception
that resembles the one of a
player
• personal characteristics that
allow to determine a particular
character
• a social interaction between
agents
Decision Making Systems
• Planned behaviour
• Finite State Machine
• Behaviour Trees
• Machine Learning Methods
• Utility AI
Machine Learning for
Cognitive Behaviour
• Cognitive impairments in early childhood may lead
to poor academic performance
• Research shows that a traditional game of Head-
Shoulders-Knees-Toes can provide psychometric
information leading to behavioural self-regulation
• Visual observation of HSKT can lead to predicting
cognitive behaviour
Method
• Use of Microsoft Kinect V2 Camera
• UI for recording and observing HSKT
• Machine learning techniques on pose estimation
from RGB video streams
Framework
• Deep Learning Architecture exploiting a
Convolutional Neural Network (CNN)
Interface
Experiment
• 15 participants (18-30 years as pilot test beds)
• 60,000 frames of RGB data collected, 4443 frames
annotated
• Dataset available: http://vlm1.uta.edu/˜srujana/
HTKS/CogniLearn_HTKS_Dataset.html
Modelling Intelligence using
Wearable Devices
• Social Signal Processing techniques used to
analyse human behaviour
• Training a computational model to provide
feedback to a public speaker about his co-verbal
communication
• Using wearable devices: smart watch, smart
phone, eye tracking device with microphone.
Social Intelligence Modelling
• Dynamic Bayesian Networks to model complex
temporal relationships between variables
• Machine learning techniques are used to associate
the cognitive state of the public speaker to the
annotated feedback
• Cognitive state influences multimodal behaviour
• Variables include: volume, intonation, speech, gaze fixations, hand gesture
energy, body energy
• Appropriate feedback is a direct consequence of multimodal scores of non-
verbal behaviour
• Appropriate feedback is influenced by the mental state of the user
• Temporal correlation between CS at a certain time, and the previous state of
the user
• For the case studies mentioned, think about the
following questions:
• How can we place the human at the centre of
every day's interaction and task activity?
• How can an interactive system adapt to human
cognitive and emotional factors with the aim to
deliver a personalised and more usable
interface?
• What models, architectures and frameworks, do
these case studies use? Discuss them
Thank you

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ARI2132 lecture 9

  • 2. Topic 9: Emotion & Cognition in Smart Systems • Emotional AI • Emotion & Cognition in Games • Machine Learning for Cognitive Behaviour Assessment • Modelling Behaviour using Wearable Devices 2
  • 3. Emotional AI • Emotional AI is a term to refer to affective computing techniques, machine learning and Artificial Intelligence (AI)
  • 4.
  • 6. Theories of Emotion • Adaptation • Dimensional • Motivation • Circuit • Discrete • Lexical • Social constructionist
  • 7.
  • 8. Discussion Time • In which fields or domains would you see the practicality of applying Emotional AI?
  • 9. Discussion Time • Would Emotional AI be necessary in education? Why and why not?
  • 10. Discussion Time • What questions would you ask to address a number of concerns in Emotional AI (for example the validity of the training data, mental health in users, opt out or opt in policies, or people reactions?)
  • 11. Social Dynamics in a Virtual Game Environment
  • 12. Virtual Agent Acceptability Paradigm • Efficiency • Believability • Social Acceptability • a behaviour that fits into game rules • dynamic behaviour adjustments • an environmental perception that resembles the one of a player • personal characteristics that allow to determine a particular character • a social interaction between agents
  • 13. Decision Making Systems • Planned behaviour • Finite State Machine • Behaviour Trees • Machine Learning Methods • Utility AI
  • 14. Machine Learning for Cognitive Behaviour • Cognitive impairments in early childhood may lead to poor academic performance • Research shows that a traditional game of Head- Shoulders-Knees-Toes can provide psychometric information leading to behavioural self-regulation • Visual observation of HSKT can lead to predicting cognitive behaviour
  • 15. Method • Use of Microsoft Kinect V2 Camera • UI for recording and observing HSKT • Machine learning techniques on pose estimation from RGB video streams
  • 16. Framework • Deep Learning Architecture exploiting a Convolutional Neural Network (CNN)
  • 17.
  • 19. Experiment • 15 participants (18-30 years as pilot test beds) • 60,000 frames of RGB data collected, 4443 frames annotated • Dataset available: http://vlm1.uta.edu/˜srujana/ HTKS/CogniLearn_HTKS_Dataset.html
  • 20. Modelling Intelligence using Wearable Devices • Social Signal Processing techniques used to analyse human behaviour • Training a computational model to provide feedback to a public speaker about his co-verbal communication • Using wearable devices: smart watch, smart phone, eye tracking device with microphone.
  • 21.
  • 22. Social Intelligence Modelling • Dynamic Bayesian Networks to model complex temporal relationships between variables • Machine learning techniques are used to associate the cognitive state of the public speaker to the annotated feedback
  • 23. • Cognitive state influences multimodal behaviour • Variables include: volume, intonation, speech, gaze fixations, hand gesture energy, body energy • Appropriate feedback is a direct consequence of multimodal scores of non- verbal behaviour • Appropriate feedback is influenced by the mental state of the user • Temporal correlation between CS at a certain time, and the previous state of the user
  • 24. • For the case studies mentioned, think about the following questions: • How can we place the human at the centre of every day's interaction and task activity? • How can an interactive system adapt to human cognitive and emotional factors with the aim to deliver a personalised and more usable interface? • What models, architectures and frameworks, do these case studies use? Discuss them