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Affective State Prediction Based on Semi-Supervised
Learning from Smartphone Touch Data
CHI 2020
Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus
Gross
Hyunwook Lee
2020.09.10
Contents
• Paper Overview
• Introduction
• Related Work
• Method
• Experiment
• Results
• Application
• Limitation
2
Paper Overview
3
Introduction
• Basic Concepts
 Affective States: experience of feeling the underlying emotional state
• States along three dimensions: valence, arousal, and motivational intensity(a.k.a. Dominance)
• Valence: the intrinsic positive valence or negative valence of an event, object, or situation
• Arousal: state of being activated, either physiologically or psychologically
• Motivational intensity: strength of the tendency to either approach a positive situation or to move
away from a negative situation
Valence
Dominance
Arousal
4
Introduction: Challenges
Invasive setups Data Collection Manual feature extraction
5
Introduction: Challenges
Invasive setups Data Collection Manual feature extraction
- The majority of affective states
prediction system relies on
biosensor data(e.g. heart rate)
 invasive, potentially costly
6
Introduction: Challenges
Invasive setups Data Collection Manual feature extraction
- Quality of the prediction inherently
relies on the quality/amount of data
- User studies are expensive to run
 Not quite as much labeled data
- The majority of affective states
prediction system relies on
biosensor data(e.g. heart rate)
 invasive, potentially costly
7
Introduction: Challenges
Invasive setups Data Collection Manual feature extraction
- The majority of affective states
prediction system relies on
biosensor data(e.g. heart rate)
 invasive, potentially costly
- Quality of the prediction inherently
relies on the quality/amount of data
- User studies are expensive to run
 Not quite as much labeled data
- Relies on domain knowledge
- Doesn’t leverage the larger amount
of available unlabeled data
8
Introduction: Challenges
Invasive setups Data Collection Manual feature extraction
- The majority of affective states
prediction system relies on
biosensor data(e.g. heart rate)
 invasive, potentially costly
- Quality of the prediction inherently
relies on the quality/amount of data
- User studies are expensive to run
 Not quite as much labeled data
- Relies on domain knowledge
- Doesn’t leverage the larger amount
of available unlabeled data
All three challenges were caused by data  Utilize touch data & Semi-supervised Learning!
9
Introduction: Solution
Smartphone touch input
Classification with
semi-supervised learning
2D heat maps
10
Related Work: Data
- Collect data from user study of 32 participants over
two months
- Data consisting of …
- Social interactions
- Browser history
- Apps | GPS
Multimodal Data
[Likamwa et al., 2013]
[Likamwa et al.] Robert LiKamWa, Yunxin Liu, Nicholas D. Lane, and Lin Zhong. 2013. MoodScope: building a mood sensor from smartphone usage patterns. In Proceeding of the 11th annual international conference on Mobile systems, applications, and services (MobiSys '13). Association for Computing Machinery, New York, NY, USA, 389–402.
[Gao et al.] Yuan Gao, Nadia Bianchi-Berthouze, and Hongying Meng. 2012. What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay? ACM Trans. Comput.-Hum. Interact. 19, 4, Article 31 (December 2012), 30 pages
- Collect data from user study of 15 participants
- Data collection during playing a game
- Data consisting of pressure and speed of touch
Touch Data
[Gao et al., 2012]
In this work, using chat conversation and touch data with much large-scale experiment with 70 participants
11
Method: Overview
Heat Map Representation
• Considering spatial distribution of measurement
• Extract from touch data, using sliding window
Classification
• Classify affective states from extracted features
• Aggregating heatmaps by stacking latent space
Variational Autoencoder
• Most of the data are not labeled
• Learn and extract latent feature from heatmap
12
Method: Heat Map Representation
Heat Map Representation
Classification
Variational Autoencoder
• Sliding window with window size 3 minutes
• Down-Down: typing speed between two consecutive touch downs
• Up-Down: typing speed between one touch up and subsequent touch down
Pressure
heat map
Down-Down
heat map
Up-Down
heat map
High
Low
13
Method: Variational Autoencoder
Heat Map Representation
Classification
Variational Autoencoder
• Train variational autoencoder to utilize unlabeled data
• Learning Objective: Reconstruct the input
• Encoder: convolutional layers, Decoder: deconvolutional layers
• During training, encoder learns latent vector(high-dimension heat maps  low-dimension embedding)
• Decoder reconstruct heat maps based on sampling from the distribution of the latent space
• Note that encoder of VAE learns normal distribution of the latent feature
Trained Encoder will be
used in classification!
14
Method: Classification
Heat Map Representation
Classification
Variational Autoencoder
• Use pretrained encoder and fine-tune the entire network for the classification
• For the three type of the heatmap, trained individual autoencoder, and stacked the latent space of them
15
Experiment: Overview
• Goal
 To validate their pipeline for the prediction of affective states based on smartphone touch data
 To collect the touch data and ground truth for the prediction
• Method: Simple chat conversation & self-reports in regular interval for the ground
truth
• Overview
 Participants: 70 participants from ETH Zurich, same number of the male/female
• 20 different departments, Age(18-31, mean=23, SD=2.7)
• Every Participants are experts in English - English level is either “proficient”(C2) or “advanced”(C1), according to Common European
Framework of Reference for Languages
 Apparatus
• For Chat Conversation: Huawei P9+ with Android 7.0, keyboard software was Gboard with auto-correlation and spell-checker disabled
• For self-reports: Huawei MediaPad M2 tablet
 Procedure
• 1) Pre-experiment
• Survey: complete survey to measures mental health and personality traits before experiment
• Introduction: participants were given oral overview of experiment
• Small Talk: answer the 6 basic questions  watch a nature video for the relaxation  type well-known pangrams for the baseline touch input
• 2) Main Task
• Chat Conversation: Participants will engage in four different Skype conversations with four different contacts – Shocking, Exciting, Rude, Confusing
• Self-reporting: Every 90 seconds, participants had to fill in a self-report
16
Experiment: Chat Conversation
17
Experiment: Chat Conversation
18
Experiment: Chat Conversation
19
Experiment: Chat Conversation
Chatbot
20
Experiment: Self-Reporting
Affective States Report(SAE) Stress, Emotion Level Report
Affective States During Conversation
• In Exciting, Confusing Conversation
• Valence & Dominance increase
• Arousal drops
• In Rude, Shocking Conversation
• Valence & Dominance decrease
• Arousal increases
• Average duration of rude, confusing conversation is shorter than duration of exciting, shocking one
• Rude and shocking conversations seemed to be more intense than exciting and confusing one
21
Results: Affective State Prediction
• Down-Down speed best predictor
• Low & High levels most often
confused with medium level
• Pressure best predictor
• Medium level most often confused
with low level
• All heatmaps perform equally well
• Similar to arousal, but medium
dominance is more often confused
with high dominance
22
Results: Others
• Basic Emotion and Stress Prediction
Anger
Happiness
Stress
Sadness
Surprise
87%(0.84 AUC)
15.7% of data
81%(0.88 AUC)
33.1% of data
92%(0.80 AUC)
9.3% of data
84%(0.87 AUC)
21.0% of data
84%(0.76 AUC)
16.0% of data
• Affective Sequence Analysis
• Sequence length means…
• If 0, considering all data points
• Else, only considering points that having at
least one, two, and three preceding data
points with the same label
23
Application: Self-Awareness
• Can be utilized in therapeutic chatbots, such as
Woebot
• With this approach, the bot can increase the
mood prediction accuracy
• Can be utilized as self-awareness tool
• Using simple pie-chart, user can see their current
status
24
Limitation
• In experiment…
 Every experiment is conducted in laboratory  cannot sure it works well outside
too
 Participants only consist of bachelor and master students
 Self-reporting at every 90 seconds may change their moods
 only utilize heatmap for the prediction
 In the heatmap, especially in the two speed heatmaps, it is hard to say that
considering them as one bundle is right – it is very individual-dependent
 prediction may be wrong or too generalized
[Seminar] 200910 Hyeonwook Lee

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[Seminar] 200910 Hyeonwook Lee

  • 1. Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch Data CHI 2020 Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross Hyunwook Lee 2020.09.10
  • 2. Contents • Paper Overview • Introduction • Related Work • Method • Experiment • Results • Application • Limitation
  • 4. 3 Introduction • Basic Concepts  Affective States: experience of feeling the underlying emotional state • States along three dimensions: valence, arousal, and motivational intensity(a.k.a. Dominance) • Valence: the intrinsic positive valence or negative valence of an event, object, or situation • Arousal: state of being activated, either physiologically or psychologically • Motivational intensity: strength of the tendency to either approach a positive situation or to move away from a negative situation Valence Dominance Arousal
  • 5. 4 Introduction: Challenges Invasive setups Data Collection Manual feature extraction
  • 6. 5 Introduction: Challenges Invasive setups Data Collection Manual feature extraction - The majority of affective states prediction system relies on biosensor data(e.g. heart rate)  invasive, potentially costly
  • 7. 6 Introduction: Challenges Invasive setups Data Collection Manual feature extraction - Quality of the prediction inherently relies on the quality/amount of data - User studies are expensive to run  Not quite as much labeled data - The majority of affective states prediction system relies on biosensor data(e.g. heart rate)  invasive, potentially costly
  • 8. 7 Introduction: Challenges Invasive setups Data Collection Manual feature extraction - The majority of affective states prediction system relies on biosensor data(e.g. heart rate)  invasive, potentially costly - Quality of the prediction inherently relies on the quality/amount of data - User studies are expensive to run  Not quite as much labeled data - Relies on domain knowledge - Doesn’t leverage the larger amount of available unlabeled data
  • 9. 8 Introduction: Challenges Invasive setups Data Collection Manual feature extraction - The majority of affective states prediction system relies on biosensor data(e.g. heart rate)  invasive, potentially costly - Quality of the prediction inherently relies on the quality/amount of data - User studies are expensive to run  Not quite as much labeled data - Relies on domain knowledge - Doesn’t leverage the larger amount of available unlabeled data All three challenges were caused by data  Utilize touch data & Semi-supervised Learning!
  • 10. 9 Introduction: Solution Smartphone touch input Classification with semi-supervised learning 2D heat maps
  • 11. 10 Related Work: Data - Collect data from user study of 32 participants over two months - Data consisting of … - Social interactions - Browser history - Apps | GPS Multimodal Data [Likamwa et al., 2013] [Likamwa et al.] Robert LiKamWa, Yunxin Liu, Nicholas D. Lane, and Lin Zhong. 2013. MoodScope: building a mood sensor from smartphone usage patterns. In Proceeding of the 11th annual international conference on Mobile systems, applications, and services (MobiSys '13). Association for Computing Machinery, New York, NY, USA, 389–402. [Gao et al.] Yuan Gao, Nadia Bianchi-Berthouze, and Hongying Meng. 2012. What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay? ACM Trans. Comput.-Hum. Interact. 19, 4, Article 31 (December 2012), 30 pages - Collect data from user study of 15 participants - Data collection during playing a game - Data consisting of pressure and speed of touch Touch Data [Gao et al., 2012] In this work, using chat conversation and touch data with much large-scale experiment with 70 participants
  • 12. 11 Method: Overview Heat Map Representation • Considering spatial distribution of measurement • Extract from touch data, using sliding window Classification • Classify affective states from extracted features • Aggregating heatmaps by stacking latent space Variational Autoencoder • Most of the data are not labeled • Learn and extract latent feature from heatmap
  • 13. 12 Method: Heat Map Representation Heat Map Representation Classification Variational Autoencoder • Sliding window with window size 3 minutes • Down-Down: typing speed between two consecutive touch downs • Up-Down: typing speed between one touch up and subsequent touch down Pressure heat map Down-Down heat map Up-Down heat map High Low
  • 14. 13 Method: Variational Autoencoder Heat Map Representation Classification Variational Autoencoder • Train variational autoencoder to utilize unlabeled data • Learning Objective: Reconstruct the input • Encoder: convolutional layers, Decoder: deconvolutional layers • During training, encoder learns latent vector(high-dimension heat maps  low-dimension embedding) • Decoder reconstruct heat maps based on sampling from the distribution of the latent space • Note that encoder of VAE learns normal distribution of the latent feature Trained Encoder will be used in classification!
  • 15. 14 Method: Classification Heat Map Representation Classification Variational Autoencoder • Use pretrained encoder and fine-tune the entire network for the classification • For the three type of the heatmap, trained individual autoencoder, and stacked the latent space of them
  • 16. 15 Experiment: Overview • Goal  To validate their pipeline for the prediction of affective states based on smartphone touch data  To collect the touch data and ground truth for the prediction • Method: Simple chat conversation & self-reports in regular interval for the ground truth • Overview  Participants: 70 participants from ETH Zurich, same number of the male/female • 20 different departments, Age(18-31, mean=23, SD=2.7) • Every Participants are experts in English - English level is either “proficient”(C2) or “advanced”(C1), according to Common European Framework of Reference for Languages  Apparatus • For Chat Conversation: Huawei P9+ with Android 7.0, keyboard software was Gboard with auto-correlation and spell-checker disabled • For self-reports: Huawei MediaPad M2 tablet  Procedure • 1) Pre-experiment • Survey: complete survey to measures mental health and personality traits before experiment • Introduction: participants were given oral overview of experiment • Small Talk: answer the 6 basic questions  watch a nature video for the relaxation  type well-known pangrams for the baseline touch input • 2) Main Task • Chat Conversation: Participants will engage in four different Skype conversations with four different contacts – Shocking, Exciting, Rude, Confusing • Self-reporting: Every 90 seconds, participants had to fill in a self-report
  • 21. 20 Experiment: Self-Reporting Affective States Report(SAE) Stress, Emotion Level Report Affective States During Conversation • In Exciting, Confusing Conversation • Valence & Dominance increase • Arousal drops • In Rude, Shocking Conversation • Valence & Dominance decrease • Arousal increases • Average duration of rude, confusing conversation is shorter than duration of exciting, shocking one • Rude and shocking conversations seemed to be more intense than exciting and confusing one
  • 22. 21 Results: Affective State Prediction • Down-Down speed best predictor • Low & High levels most often confused with medium level • Pressure best predictor • Medium level most often confused with low level • All heatmaps perform equally well • Similar to arousal, but medium dominance is more often confused with high dominance
  • 23. 22 Results: Others • Basic Emotion and Stress Prediction Anger Happiness Stress Sadness Surprise 87%(0.84 AUC) 15.7% of data 81%(0.88 AUC) 33.1% of data 92%(0.80 AUC) 9.3% of data 84%(0.87 AUC) 21.0% of data 84%(0.76 AUC) 16.0% of data • Affective Sequence Analysis • Sequence length means… • If 0, considering all data points • Else, only considering points that having at least one, two, and three preceding data points with the same label
  • 24. 23 Application: Self-Awareness • Can be utilized in therapeutic chatbots, such as Woebot • With this approach, the bot can increase the mood prediction accuracy • Can be utilized as self-awareness tool • Using simple pie-chart, user can see their current status
  • 25. 24 Limitation • In experiment…  Every experiment is conducted in laboratory  cannot sure it works well outside too  Participants only consist of bachelor and master students  Self-reporting at every 90 seconds may change their moods  only utilize heatmap for the prediction  In the heatmap, especially in the two speed heatmaps, it is hard to say that considering them as one bundle is right – it is very individual-dependent  prediction may be wrong or too generalized