Proceedings of the 20th ACM International Conference on Multimodal Interaction最新文献

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The Multimodal Dataset of Negative Affect and Aggression: A Validation Study 负面情绪与攻击多模态数据集的验证研究
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3243013
I. Lefter, S. Fitrianie
{"title":"The Multimodal Dataset of Negative Affect and Aggression: A Validation Study","authors":"I. Lefter, S. Fitrianie","doi":"10.1145/3242969.3243013","DOIUrl":"https://doi.org/10.1145/3242969.3243013","url":null,"abstract":"Within the affective computing and social signal processing communities, increasing efforts are being made in order to collect data with genuine (emotional) content. When it comes to negative emotions and even aggression, ethical and privacy related issues prevent the usage of many emotion elicitation methods, and most often actors are employed to act out different scenarios. Moreover, for most databases, emotional arousal is not explicitly checked, and the footage is annotated by external raters based on observable behavior. In the attempt to gather data a step closer to real-life, previous work proposed an elicitation method for collecting the database of negative affect and aggression that involved unscripted role-plays between aggression regulation training actors (actors) and naive participants (students), where only short role descriptions and goals are given to the participants. In this paper we present a validation study for the database of negative affect and aggression by investigating whether the actors' behavior (e.g. becoming more aggressive) had a real impact on the students' emotional arousal. We found significant changes in the students' heart rate variability (HRV) parameters corresponding to changes in aggression level and emotional states of the actors, and therefore conclude that this method can be considered as a good candidate for emotion elicitation.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128590149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Sensing Arousal and Focal Attention During Visual Interaction 视觉交互过程中的感觉唤醒和焦点注意
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3243005
Oludamilare Matthews, Markel Vigo, S. Harper
{"title":"Sensing Arousal and Focal Attention During Visual Interaction","authors":"Oludamilare Matthews, Markel Vigo, S. Harper","doi":"10.1145/3242969.3243005","DOIUrl":"https://doi.org/10.1145/3242969.3243005","url":null,"abstract":"There are many mechanisms to sense arousal. Most of them are either intrusive, prone to bias, costly, require skills to set-up or do not provide additional context to the user's measure of arousal. We present arousal detection through the analysis of pupillary response from eye trackers. Using eye-trackers, the user's focal attention can be detected with high fidelity during user interaction in an unobtrusive manner. To evaluate this, we displayed twelve images of varying arousal levels rated by the International Affective Picture System (IAPS) to 41 participants while they reported their arousal levels. We found a moderate correlation between the self-reported arousal and the algorithm's arousal rating, r(47)=0.46, p<.01. The results show that eye trackers can serve as a multi-sensory device for measuring arousal, and relate the level of arousal to the user's focal attention. We anticipate that in the future, high fidelity web cameras can be used to detect arousal in relation to user attention, to improve usability, UX and understand visual behaviour.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114733308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Detecting Deception and Suspicion in Dyadic Game Interactions 二元博弈互动中的欺骗与怀疑检测
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3242993
Jan Ondras, H. Gunes
{"title":"Detecting Deception and Suspicion in Dyadic Game Interactions","authors":"Jan Ondras, H. Gunes","doi":"10.1145/3242969.3242993","DOIUrl":"https://doi.org/10.1145/3242969.3242993","url":null,"abstract":"In this paper we focus on detection of deception and suspicion from electrodermal activity (EDA) measured on left and right wrists during a dyadic game interaction. We aim to answer three research questions: (i) Is it possible to reliably distinguish deception from truth based on EDA measurements during a dyadic game interaction? (ii) Is it possible to reliably distinguish the state of suspicion from trust based on EDA measurements during a card game? (iii) What is the relative importance of EDA measured on left and right wrists? To answer our research questions we conducted a study in which 20 participants were playing the game Cheat in pairs with one EDA sensor placed on each of their wrists. Our experimental results show that EDA measures from left and right wrists provide more information for suspicion detection than for deception detection and that the person-dependent detection is more reliable than the person-independent detection. In particular, classifying the EDA signal with Support Vector Machine (SVM) yields accuracies of 52% and 57% for person-independent prediction of deception and suspicion respectively, and 63% and 76% for person-dependent prediction of deception and suspicion respectively. Also, we found that: (i) the optimal interval of informative EDA signal for deception detection is about 1 s while it is around 3.5 s for suspicion detection; (ii) the EDA signal relevant for deception/suspicion detection can be captured after around 3.0 seconds after a stimulus occurrence regardless of the stimulus type (deception/truthfulness/suspicion/trust); and that (iii) features extracted from EDA from both wrists are important for classification of both deception and suspicion. To the best of our knowledge, this is the first work that uses EDA data to automatically detect both deception and suspicion in a dyadic game interaction setting.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"151 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115671171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
TapTag
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3243003
Shraddha Pandya, Yasmine N. El-Glaly
{"title":"TapTag","authors":"Shraddha Pandya, Yasmine N. El-Glaly","doi":"10.1145/3242969.3243003","DOIUrl":"https://doi.org/10.1145/3242969.3243003","url":null,"abstract":"Older adults want to live independently and at the same time stay socially active. We conducted contextual inquiry to understand what usability problems they face while interacting with social media on touch screen devices. We found that it is hard for active older adults to understand and learn mobile social media interfaces due to lack of support of safe interface exploration and insufficient cognitive affordances. We designed TapTag to enhance the learnability for older adults on touch screens. TapTag is an assistive gestural interaction model that utilizes muti-step single taps. TapTag breaks the interaction process to 2 steps, one gesture is to explore the user interface (UI), and the second is to activate the functionality of the UI element. We prototyped TapTag as an overlay on the top of Facebook app. We conducted a comparative study where older adults used Facebook app and Facebook with TapTag. The results showed that Facebook with TapTag provided a better user experience for older adults in terms of learnability, accessibility, and ease of use.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128906651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Put That There: 20 Years of Research on Multimodal Interaction 放在那里:20年的多模态交互研究
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3276309
J. Crowley
{"title":"Put That There: 20 Years of Research on Multimodal Interaction","authors":"J. Crowley","doi":"10.1145/3242969.3276309","DOIUrl":"https://doi.org/10.1145/3242969.3276309","url":null,"abstract":"Humans interact with the world using five major senses: sight, hearing, touch, smell, and taste. Almost all interaction with the environment is naturally multimodal, as audio, tactile or paralinguistic cues provide confirmation for physical actions and spoken language interaction. Multimodal interaction seeks to fully exploit these parallel channels for perception and action to provide robust, natural interaction. Richard Bolt's \"Put That There\" (1980) provided an early paradigm that demonstrated the power of multimodality and helped attract researchers from a variety of disciplines to study a new approach for post-WIMP computing that moves beyond desktop graphical user interfaces (GUI). In this talk, I will look back to the origins of the scientific community of multimodal interaction, and review some of the more salient results that have emerged over the last 20 years, including results in machine perception, system architectures, visualization, and computer to human communications. Recently, a number of game-changing technologies such as deep learning, cloud computing, and planetary scale data collection have emerged to provide robust solutions to historically hard problems. As a result, scientific understanding of multimodal interaction has taken on new relevance as construction of practical systems has become feasible. I will discuss the impact of these new technologies and the opportunities and challenges that they raise. I will conclude with a discussion of the importance of convergence with cognitive science and cognitive systems to provide foundations for intelligent, human-centered interactive systems that learn and fully understand humans and human-to-human social interaction, in order to provide services that surpass the abilities of the most intelligent human servants.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128782022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
How to Shape the Humor of a Robot - Social Behavior Adaptation Based on Reinforcement Learning 如何塑造机器人的幽默——基于强化学习的社会行为适应
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3242976
Klaus Weber, Hannes Ritschel, Ilhan Aslan, F. Lingenfelser, E. André
{"title":"How to Shape the Humor of a Robot - Social Behavior Adaptation Based on Reinforcement Learning","authors":"Klaus Weber, Hannes Ritschel, Ilhan Aslan, F. Lingenfelser, E. André","doi":"10.1145/3242969.3242976","DOIUrl":"https://doi.org/10.1145/3242969.3242976","url":null,"abstract":"A shared sense of humor can result in positive feelings associated with amusement, laughter, and moments of bonding. If robotic companions could acquire their human counterparts' sense of humor in an unobtrusive manner, they could improve their skills of engagement. In order to explore this assumption, we have developed a dynamic user modeling approach based on Reinforcement Learning, which allows a robot to analyze a person's reaction while it tells jokes and continuously adapts its sense of humor. We evaluated our approach in a test scenario with a Reeti robot acting as an entertainer and telling different types of jokes. The exemplary adaptation process is accomplished only by using the audience's vocal laughs and visual smiles, but no other form of explicit feedback. We report on results of a user study with 24 participants, comparing our approach to a baseline condition (with a non-learning version of the robot) and conclude by providing limitations and implications of our approach in detail.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128262939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 61
Group Interaction Frontiers in Technology 群体互动技术前沿
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3272960
Gabriel Murray, H. Hung, Joann Keyton, Catherine Lai, N. Lehmann-Willenbrock, Catharine Oertel
{"title":"Group Interaction Frontiers in Technology","authors":"Gabriel Murray, H. Hung, Joann Keyton, Catherine Lai, N. Lehmann-Willenbrock, Catharine Oertel","doi":"10.1145/3242969.3272960","DOIUrl":"https://doi.org/10.1145/3242969.3272960","url":null,"abstract":"Analysis of group interaction and team dynamics is an important topic in a wide variety of fields, owing to the amount of time that individuals typically spend in small groups for both professional and personal purposes, and given how crucial group cohesion and productivity are to the success of businesses and other organizations. This fact is attested by the rapid growth of fields such as People Analytics and Human Resource Analytics, which in turn have grown out of many decades of research in social psychology, organizational behaviour, computing, and network science, amongst other fields. The goal of this workshop is to bring together researchers from diverse fields related to group interaction, team dynamics, people analytics, multi-modal speech and language processing, social psychology, and organizational behaviour.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127153339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Multi-Feature Based Emotion Recognition for Video Clips 基于多特征的视频片段情感识别
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3264989
Chuanhe Liu, Tianhao Tang, Kui Lv, Minghao Wang
{"title":"Multi-Feature Based Emotion Recognition for Video Clips","authors":"Chuanhe Liu, Tianhao Tang, Kui Lv, Minghao Wang","doi":"10.1145/3242969.3264989","DOIUrl":"https://doi.org/10.1145/3242969.3264989","url":null,"abstract":"In this paper, we present our latest progress in Emotion Recognition techniques, which combines acoustic features and facial features in both non-temporal and temporal mode. This paper presents the details of our techniques used in the Audio-Video Emotion Recognition subtask in the 2018 Emotion Recognition in the Wild (EmotiW) Challenge. After the multimodal results fusion, our final accuracy in Acted Facial Expression in Wild (AFEW) test dataset achieves 61.87%, which is 1.53% higher than the best results last year. Such improvements prove the effectiveness of our methods.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131931070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 89
Multimodal and Context-Aware Interaction in Augmented Reality for Active Assistance 增强现实中主动辅助的多模态和上下文感知交互
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3264966
D. Brun
{"title":"Multimodal and Context-Aware Interaction in Augmented Reality for Active Assistance","authors":"D. Brun","doi":"10.1145/3242969.3264966","DOIUrl":"https://doi.org/10.1145/3242969.3264966","url":null,"abstract":"Augmented reality eyewear devices (e.g. glasses, headsets) are poised to become ubiquitous in a similar way than smartphones, by providing a quicker and more convenient access to information. There is theoretically no limit to their applicative area and use cases and many of them are already explored such as medical, education, industry, entertainment, military? Some interactions to these eyewear devices are becoming a standard such as mid-air hand gestures and voice command. Paradoxically, nowadays, in many use cases where these kinds of eyewear devices are currently implemented, the users cannot perform these available interactions without constraints: e.g. when the users are already using their hands, when they are in a noisy environment or the opposite where silence is required and the vocal command could not be used properly, or even in a social context where both mid-air hand gestures and vocal command could be seen as weird or undesired for the users. Thus, this thesis project aims to extend interactivity of augmented reality eyewear devices: 1) by providing more discrete interaction such as head gesture based on cognitive image schemas theory, metaphorical extension and natural user interfaces based on the smart watch finger touch gesture, 2) by using the context of the user to provide the more convenient interface and feedback in the right space and time. The underlying objective of this project is to facilitate the acceptance and usage of augmented reality eyewear devices.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133948303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Automatic Engagement Prediction with GAP Feature 自动订婚预测与GAP功能
Proceedings of the 20th ACM International Conference on Multimodal Interaction Pub Date : 2018-10-02 DOI: 10.1145/3242969.3264982
Xuesong Niu, Hu Han, Jiabei Zeng, Xuran Sun, S. Shan, Yan Huang, Songfan Yang, Xilin Chen
{"title":"Automatic Engagement Prediction with GAP Feature","authors":"Xuesong Niu, Hu Han, Jiabei Zeng, Xuran Sun, S. Shan, Yan Huang, Songfan Yang, Xilin Chen","doi":"10.1145/3242969.3264982","DOIUrl":"https://doi.org/10.1145/3242969.3264982","url":null,"abstract":"In this paper, we propose an automatic engagement prediction method for the Engagement in the Wild sub-challenge of EmotiW 2018. We first design a novel Gaze-AU-Pose (GAP) feature taking into account the information of gaze, action units and head pose of a subject. The GAP feature is then used for the subsequent engagement level prediction. To efficiently predict the engagement level for a long-time video, we divide the long-time video into multiple overlapped video clips and extract GAP feature for each clip. A deep model consisting of a Gated Recurrent Unit (GRU) layer and a fully connected layer is used as the engagement predictor. Finally, a mean pooling layer is applied to the per-clip estimation to get the final engagement level of the whole video. Experimental results on the validation set and test set show the effectiveness of the proposed approach. In particular, our approach achieves a promising result with an MSE of 0.0724 on the test set of Engagement Prediction Challenge of EmotiW 2018.t with an MSE of 0.072391 on the test set of Engagement Prediction Challenge of EmotiW 2018.","PeriodicalId":308751,"journal":{"name":"Proceedings of the 20th ACM International Conference on Multimodal Interaction","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133961568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 49
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