Biblio
Affective Computing is a rapidly growing field spurred by advancements in artificial intelligence, but often, held back by the inability to translate psychological theories of emotion into tractable computational models. To address this, we propose a probabilistic programming approach to affective computing, which models psychological-grounded theories as generative models of emotion, and implements them as stochastic, executable computer programs. We first review probabilistic approaches that integrate reasoning about emotions with reasoning about other latent mental states (e.g., beliefs, desires) in context. Recently-developed probabilistic programming languages offer several key desidarata over previous approaches, such as: (i) flexibility in representing emotions and emotional processes; (ii) modularity and compositionality; (iii) integration with deep learning libraries that facilitate efficient inference and learning from large, naturalistic data; and (iv) ease of adoption. Furthermore, using a probabilistic programming framework allows a standardized platform for theory-building and experimentation: Competing theories (e.g., of appraisal or other emotional processes) can be easily compared via modular substitution of code followed by model comparison. To jumpstart adoption, we illustrate our points with executable code that researchers can easily modify for their own models. We end with a discussion of applications and future directions of the probabilistic programming approach
Building natural and conversational virtual humans is a task of formidable complexity. We believe that, especially when building agents that affectively interact with biological humans in real-time, a cognitive science-based, multilayered sensing and artificial intelligence (AI) systems approach is needed. For this demo, we show a working version (through human interaction with it) our modular system of natural, conversation 3D virtual human using AI or sensing layers. These including sensing the human user via facial emotion recognition, voice stress, semantic meaning of the words, eye gaze, heart rate, and galvanic skin response. These inputs are combined with AI sensing and recognition of the environment using deep learning natural language captioning or dense captioning. These are all processed by our AI avatar system allowing for an affective and empathetic conversation using an NLP topic-based dialogue capable of using facial expressions, gestures, breath, eye gaze and voice language-based two-way back and forth conversations with a sensed human. Our lab has been building these systems in stages over the years.
Immersive technologies have been touted as empathetic mediums. This capability has yet to be fully explored through machine learning integration. Our demo seeks to explore proxemics in mixed-reality (MR) human-human interactions. The author developed a system, where spatial features can be manipulated in real time by identifying emotions corresponding to unique combinations of facial micro-expressions and tonal analysis. The Magic Leap One is used as the interactive interface, the first commercial spatial computing head mounted (virtual retinal) display (HUD). A novel spatial user interface visualization element is prototyped that leverages the affordances of mixed-reality by introducing both a spatial and affective component to interfaces.
In this paper, we provide insights towards achieving more robust automatic facial expression recognition in smart environments based on our benchmark with three labeled facial expression databases. These databases are selected to test for desktop, 3D and smart environment application scenarios. This work is meant to provide a neutral comparison and guidelines for developers and researchers interested to integrate facial emotion recognition technologies in their applications, understand its limitations and adaptation as well as enhancement strategies. We also introduce and compare three different metrics for finding the primary expression in a time window of a displayed emotion. In addition, we outline facial emotion recognition limitations and enhancements for smart environments and non-frontal setups. By providing our comparison and enhancements we hope to build a bridge from affective computing research and solution providers to application developers that like to enhance new applications by including emotion based user modeling.
Measuring fidgeting is an important goal for the psychology of mind-wandering and for human computer interaction (HCI). Previous work measuring the movement of the head, torso and thigh during HCI has shown that engaging screen content leads to non-instrumental movement inhibition (NIMI). Camera-based methods for measuring wrist movements are limited by occlusions. Here we used a high pass filtered magnitude of wearable tri-axial accelerometer recordings during 2-minute passive HCI stimuli as a surrogate for movement of the wrists and ankles. With 24 seated, healthy volunteers experiencing HCI, this metric showed that wrists moved significantly more than ankles. We found that NIMI could be detected in the wrists and ankles; it distinguished extremes of interest and boredom via restlessness. We conclude that both free-willed and forced screen engagement can elicit NIMI of the wrists and ankles.
In this paper, we present E-VOX, an emotionally enhanced semantic ECA designed to work as a virtual assistant to search information from Wikipedia. It includes a cognitive-affective architecture that integrates an emotion model based on ALMA and the Soar cognitive architecture. This allows the ECA to take into account features needed for social interaction such as learning and emotion management. The architecture makes it possible to influence and modify the behavior of the agent depending on the feedback received from the user and other information from the environment, allowing the ECA to achieve a more realistic and believable interaction with the user. A completely functional prototype has been developed showing the feasibility of our approach.