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EN
We propose to use automatic scheduling in the presence of uncertainty methodology to analyze the emotional state of a person and possible responses of a social robot. The emotions considered were: Sadness, Fear, Anger, Disgust and Contempt. The scenarios considered include modelling uncertainty in emotion detection. The result of the work is a set of two planning domains with illustrative examples. It was assumed that when negative emotions are detected, the robot should react in such a way as to reduce or not escalate them.
PL
Proponujemy wykorzystanie metodologii automatycznego planowania w obecności niepewności do analizy stanu emocjonalnego osoby i możliwych reakcji robota społecznego. Rozważane emocje to: Smutek, Strach, Złość, Obrzydzenie i Pogarda. Rozważane scenariusze obejmują modelowanie niepewności w detekcji emocji. Efektem pracy jest zestaw dwóch domen planistycznych wraz z ilustrującymi je przykładami. Założono, że w przypadku wykrycia negatywnych emocji robot powinien reagować w taki sposób, aby je zmniejszyć lub nie eskalować.
EN
In the domain of affective computing different emotional expressions play an important role. To convey the emotional state of human emotions, facial expressions or visual cues are used as an important and primary cue. The facial expressions convey humans affective state more convincingly than any other cues. With the advancement in the deep learning techniques, the convolutional neural network (CNN) can be used to automatically extract the features from the visual cues; however variable sized and biased datasets are a vital challenge to be dealt with as far as implementation of deep models is concerned. Also, the dataset used for training the model plays a significant role in the retrieved results. In this paper, we have proposed a multi-model hybrid ensemble weighted adaptive approach with decision level fusion for personalized affect recognition based on the visual cues. We have used a CNN and pre-trained ResNet-50 model for the transfer learning. VGGFace model’s weights are used to initialize weights of ResNet50 for fine-tuning the model. The proposed system shows significant improvement in test accuracy in affective state recognition compared to the singleton CNN model developed from scratch or transfer learned model. The proposed methodology is validated on The Karolinska Directed Emotional Faces (KDEF) dataset with 77.85% accuracy. The obtained results are promising compared to the existing state of the art methods.
EN
The use of popular brain–computer interfaces (BCI) to analyze signals and the behavior of brain activity is a very current problem that is often undertaken in various aspects by many researchers. This comparison turns out to be particularly useful when studying the flows of information and signals in the human-machine-environment system, especially in the field of transportation sciences. This article presents the results of a pilot study of driver behavior with the use of a pro-prietary simulator based on Virtual Reality technology. The study uses the technology of studying signals emitted by the human mind and its specific zones in response to given environmental factors. A solution based on virtual reality with the limitation of external stimuli emitted by the real world was proposed, and computational analysis of the obtained data was performed. The research focused on traffic situations and how they affect the subject. The test was attended by representatives of various age groups, both with and without a driving license. This study presents an original functional model of a research stand in VR technology that we designed and built. Testing in VR conditions allows to limit the influence of undesirable external stimuli that may distort the results of readings. At the same time, it increases the range of road events that can be simulated without generating any risk for the participant. In the presented studies, the BCI was used to assess the driver's behavior, which allows for the activity of selected brain waves of the examined person to be registered. Electro-encephalogram (EEG) was used to study the activity of brain and its response to stimuli coming from the Virtual Reality created environment. Electrical activity detection is possible thanks to the use of electrodes placed on the skin in selected areas of the skull. The structure of the proprietary test-stand for signal and information flow simulation tests, which allows for the selection of measured signals and the method of parameter recording, is presented. An important part of this study is the presentation of the results of pilot studies obtained in the course of real research on the behavior of a car driver.
EN
The study investigates the use of speech signal to recognise speakers’ emotional states. The introduction includes the definition and categorization of emotions, including facial expressions, speech and physiological signals. For the purpose of this work, a proprietary resource of emotionally-marked speech recordings was created. The collected recordings come from the media, including live journalistic broadcasts, which show spontaneous emotional reactions to real-time stimuli. For the purpose of signal speech analysis, a specific script was written in Python. Its algorithm includes the parameterization of speech recordings and determination of features correlated with emotional content in speech. After the parametrization process, data clustering was performed to allows for the grouping of feature vectors for speakers into greater collections which imitate specific emotional states. Using the t-Student test for dependent samples, some descriptors were distinguished, which identified significant differences in the values of features between emotional states. Some potential applications for this research were proposed, as well as other development directions for future studies of the topic.
5
EN
Emotions play a significant role in product design for end-users. However, how to take emotions into account is not yet completely understood. We argue that this gap is due to a lack of methodological and technological frameworks for effective investigation of the elicitation conditions related to emotions and corresponding emotional responses of the users. Emotion-driven design should encompass a thorough assessment of users' emotional reactions in relation to certain elicitation conditions. By using Virtual Reality (VR) as mean to perform this investigation, we propose a novel methodological framework, referred to as the VR-Based Emotion-Elicitation-and-Recognition loop (VEE-loop), to close this gap.
EN
Empathy is an important social ability in early childhood development. One of the significant characteristics of children with autism spectrum disorder (ASD) is their lack of empathy, which makes it difficult for them to understand other's emotions and to judge other's behavioral intentions, leading to social disorders. This research designed and implemented a facial expression analysis system that could obtain and analyze the real-time expressions of children when viewing stimulus, and evaluate the empathy differences between ASD children and typical development children. The research results provided new ideas for evaluation of ASD children, and helped to develop empathy intervention plans.
7
EN
EEG-based emotion recognition is a challenging and active research area in affective computing. We used three-dimensional (arousal, valence and dominance) model of emotion to recognize the emotions induced by music videos. The participants watched a video (1 min long) while their EEG was recorded. The main objective of the study is to identify the features that can best discriminate the emotions. Power, entropy, fractal dimension, statistical features and wavelet energy are extracted from the EEG signals. The effects of these features are investigated and the best features are identified. The performance of the two feature selection methods, Relief based algorithm and principle component analysis (PCA), is compared. PCA is adopted because of its improved performance and the efficacies of the features are validated using support vector machine, K-nearest neighbors and decision tree classifiers. Our system achieves an overall best classification accuracy of 77.62%, 78.96% and 77.60% for valence, arousal and dominance respectively. Our results demonstrated that time-domain statistical characteristics of EEG signals can efficiently discriminate different emotional states. Also, the use of three-dimensional emotion model is able to classify similar emotions that were not correctly classified by two-dimensional model (e.g. anger and fear). The results of this study can be used to support the development of real-time EEG-based emotion recognition systems.
EN
Today’s human-computer interaction systems have a broad variety of applications in which automatic human emotion recognition is of great interest. Literature contains many different, more or less successful forms of these systems. This work emerged as an attempt to clarify which speech features are the most informative, which classification structure is the most convenient for this type of tasks, and the degree to which the results are influenced by database size, quality and cultural characteristic of a language. The research is presented as the case study on Slavic languages.
9
Content available remote Classifying and Visualizing Emotions with Emotional DAN
EN
Classification of human emotions remains an important and challenging task for many computer vision algorithms, especially in the era of humanoid robots which coexist with humans in their everyday life. Currently proposed methods for emotion recognition solve this task using multi-layered convolutional networks that do not explicitly infer any facial features in the classification phase. In this work, we postulate a fundamentally different approach to solve emotion recognition task that relies on incorporating facial landmarks as a part of the classification loss function. To that end, we extend a recently proposed Deep Alignment Network (DAN) with a term related to facial features. Thanks to this simple modification, our model called EmotionalDAN is able to outperform state-of-the-art emotion classification methods on two challenging benchmark dataset by up to 5%. Furthermore, we visualize image regions analyzed by the network when making a decision and the results indicate that our EmotionalDAN model is able to correctly identify facial landmarks responsible for expressing the emotions.
EN
The human voice is one of the basic means of communication, thanks to which one also can easily convey the emotional state. This paper presents experiments on emotion recognition in human speech based on the fundamental frequency. AGH Emotional Speech Corpus was used. This database consists of audio samples of seven emotions acted by 12 different speakers (6 female and 6 male). We explored phrases of all the emotions – all together and in various combinations. Fast Fourier Transformation and magnitude spectrum analysis were applied to extract the fundamental tone out of the speech audio samples. After extraction of several statistical features of the fundamental frequency, we studied if they carry information on the emotional state of the speaker applying different AI methods. Analysis of the outcome data was conducted with classifiers: K-Nearest Neighbours with local induction, Random Forest, Bagging, JRip, and Random Subspace Method from algorithms collection for data mining WEKA. The results prove that the fundamental frequency is a prospective choice for further experiments.
EN
Since the plastic surgery should consider that facial impression is always dependent on current facial emotion, it came to be verified how precise classification of facial images into sets of defined facial emotions is.
EN
Emotions mean accepting, understanding, and recognizing something with one's senses. The physiological signals generated from the internal organs of the body can objectively and realistically reflect changes in real-time human emotions and monitor the state of the body. In this study, the two-dimensional space-based emotion model was introduced on the basis of Poincare's two-dimensional plot of the signal of heart rate variability. Four main colors of psychology, blue, red, green, and yellow were used as a stimulant of emotion, and the ECG signals from 70 female students were recorded. Using extracted features of Poincare plot and heart rate asymmetry, two tree based models estimated the levels of arousal and valence with 0.05 mean square errors, determined an appropriate estimation of these two parameters of emotion. In the next stage of the study, four different emotions mean pleasure, anger, joy, and sadness, were classified using IF-THEN rules with the accuracy of 95.71%. The results show the color red is associated with more excitement and anger, while green has small anxiety. So, this system provides a measure for numerical comparison of mental states and makes it possible to model emotions for interacting with the computer and control mental states independently of the pharmaceutical methods.
EN
Speech emotion recognition is an important part of human-machine interaction studies. The acoustic analysis method is used for emotion recognition through speech. An emotion does not cause changes on all acoustic parameters. Rather, the acoustic parameters affected by emotion vary depending on the emotion type. In this context, the emotion-based variability of acoustic parameters is still a current field of study. The purpose of this study is to investigate the acoustic parameters that fear affects and the extent of their influence. For this purpose, various acoustic parameters were obtained from speech records containing fear and neutral emotions. The change according to the emotional states of these parameters was analyzed using statistical methods, and the parameters and the degree of influence that the fear emotion affected were determined. According to the results obtained, the majority of acoustic parameters that fear affects vary according to the used data. However, it has been demonstrated that formant frequencies, mel-frequency cepstral coefficients, and jitter parameters can define the fear emotion independent of the data used.
PL
Artykuł prezentuje próbę analizy zadowolenia mówcy na podstawie sygnału mowy. Na podstawie rzeczywistych rozmów z call center stworzono korpus mowy oraz przeprowadzono wstępne testy, których celem było określenie możliwości automatycznego wykrywania niezadowolenia w głosie. Podczas eksperymentów 1179 nagrań poddano automatycznej klasyfikacji, uzyskując ponad 83% dokładności przy detekcji niezadowolenia niewerbalnego.
EN
The paper presents an approach to speaker’s satisfaction analysis based on speech signal. A corpus of emotional speech from real call center recordings was created. Preliminary tests were performed to estimate possibility of automatic detection of dissatisfaction based on speech analysis. 1179 recordings were classified obtaining 83% accuracy when detecting non-verbal dissatisfaction.
15
Content available remote Polish emotional speech recognition based on the committee of classifiers
EN
This article presents the novel method for emotion recognition from polish speech. We compared two different databases: spontaneous and acted out speech. For the purpose of this research we gathered a set of audio samples with emotional information, which serve as input database. Multiple Classifier Systems were used for classification, with commonly used speech descriptors and different groups of perceptual coefficients as features extracted from audio samples.
PL
Niniejsza praca dotyczy rozpoznawania stanów emocjonalnych na podstawie głosu. W artykule porównaliśmy mowę spontaniczną z mową odegraną. Na potrzeby zrealizowanych badań zgromadzone zostały emocjonalne nagrania audio, stanowiące kompleksową bazę wejściową. Przedstawiamy nowatorski sposób klasyfikacji emocji wykorzystujący komitety klasyfikujące, stosując do opisu emocji powszechnie używane deskryptory sygnału mowy oraz percepcyjne współczynniki hybrydowe.
PL
Dynamiczny rozwój sieci społecznościowych sprawił, że Internet stał się najpopularniejszym medium komunikacyjnym. Zdecydowana większość komunikatów wymieniana jest w postaci widomości tekstowych, które niejednokrotnie odzwierciedlają stan emocjonalny autora. Identyfikacja emocji w tekstach znajduje szerokie zastosowanie w handlu elektronicznym, czy telemedycynie, stając się jednocześnie ważnym elementem w komunikacji. człowiek-komputer. W niniejszym artykule zaprezentowano metodę rozpoznawania emocji w tekstach polskojęzycznych opartą o algorytm detekcji słów kluczowych i lematyzację. Uzyskano dokładność rzędu 60%. Opracowano również pierwszą polskojęzyczną bazę słów kluczowych wyrażających emocje.
EN
Dynamic development of social networks caused that the Internet has become the most popular communication medium. A vast majority of the messages are exchanged in text format and very often reflect authors’ emotional states. Detection of the emotions in text is widely used in e-commerce or telemedicine becoming the milestone in the field of human-computer interaction. The paper presents a method of emotion recognition in Polish-language texts based on the keywords detection algorithm with lemmatization. The obtained accuracy is about 60%. The first Polish-language database of keywords expressing emotions has been also developed.
EN
This article contains a description of a data acquisition system that enables simultaneous recording of selected human physiological signals, resulting from brain electrical activity, eye movement, facial expression and skin-galvanic reaction. The signals, recorded using various types of sensors/devices, are fully synchronized and can be used to detect and identify emotions.
PL
W artykule zamieszczono opis autorskiego stanowiska badawczego umożliwiającego równoczesną rejestrację wybranych sygnałów fizjologicznych człowieka, powstałych w efekcie elektrycznej aktywności mózgu, ruchu gałek ocznych, mimiki twarzy oraz reakcji skórnogalwanicznej. Sygnały zarejestrowane z użyciem różnego typu czujników/urządzeń są ze sobą w pełni zsynchronizowane i mogą być wykorzystane do wykrywania i rozpoznawania emocji.
EN
In day to day stressful environment of IT Industry, there is a truancy for the appropriate relaxation time for all working professionals. To keep a person stress free, various technical or non-technical stress releasing methods are now being adopted. We can categorize the people working on computers as administrators, programmers, etc. each of whom require varied ways in order to ease themselves. The work pressure and the vexation of any kind for a person can be depicted by their emotions. Facial expressions are the key to analyze the current psychology of the person. In this paper, we discuss a user intuitive smart music player. This player will capture the facial expressions of a person working on the computer and identify the current emotion. Intuitively the music will be played for the user to relax them. The music player will take into account the foreground processes which the person is executing on the computer. Since various sort of music is available to boost one's enthusiasm, taking into consideration the tasks executed on the system by the user and the current emotions they carry, an ideal playlist of songs will be created and played for the person. The person can browse the playlist and modify it to make the system more flexible. This music player will thus allow the working professionals to stay relaxed in spite of their workloads.
EN
This paper is focused on automatic emotion recognition from static grayscale images. Here, we propose a new approach to this problem, which combines a few other methods. The facial region is divided into small subregions, which are selected for processing based on a face relevance map. From these regions, local directional pattern histograms are extracted and concatenated into a single feature histogram, which is classified into one of seven defined emotional states using support vector machines. In our case, we distinguish: anger, disgust, fear, happiness, neutrality, sadness and surprise. In our experimental study we demonstrate that the expression recognition accuracy for Japanese Female Facial Expression database is one of the best compared with the results reported in the literature.
PL
W artykule tym przedstawiono zagadnienie rozpoznawania emocji na podstawie obrazów w skali szarości. Prezentujemy w nim nowe podejście, stanowiące połączenie kilku istniejących metod. Obszar twarzy jest dzielony na mniejsze regiony, które są wybierane do dalszego przetwarzania, z uwzględnieniem binarnych map istotności. Z każdego regionu ekstrahowany jest histogram lokalnych wzorców binarnych, a następnie histogramy są składane do wektora cech i klasyfikowane za pomocą maszyny wektorów podpierających. W naszym przypadku rozróżniamy takie emocje, jak: gniew, wstręt, strach, szczęście, neutralność, smutek i zaskoczenie. Podczas naszych eksperymentów pokazaliśmy, że nasze podejście umożliwia poprawę skuteczności rozpoznawania emocji dla bazy Japanese Female Facial Expression względem innych istniejących metod.
EN
In this paper KinectRecorder comprehensive tool is described which provides for convenient and fast acquisition, indexing and storing of RGB-D video streams from Microsoft Kinect sensor. The application is especially useful as a supporting tool for creation of fully indexed databases of facial expressions and emotions that can be further used for learning and testing of emotion recognition algorithms for affect-aware applications. KinectRecorder was successfully exploited for creation of Facial Expression and Emotion Database (FEEDB) significantly reducing the time of the whole project consisting of data acquisition, indexing and validation. FEEDB has already been used as a learning and testing dataset for a few emotion recognition algorithms which proved utility of the database, and the KinectRecorder tool.
PL
W pracy przedstawiono kompleksowe narzędzie, które pozwala na wygodną i szybką akwizycję, indeksowanie i przechowywanie nagrań strumieni RGB-D z czujnika Microsoft Kinect. Aplikacja jest szczególnie przydatna jako narzędzie wspierające tworzenie w pełni zaindeksowanych baz mimiki i emocji, które mogą być następnie wykorzystywane do nauki i testowania algorytmów rozpoznawania emocji użytkownika dla aplikacji je uwzględniających. KinectRecorder został z powodzeniem wykorzystany do utworzenia bazy mimiki i emocji FEEDB, znacznie skracając czas całego procesu, obejmującego akwizycję, indeksowanie i walidację nagrań. Baza FEEDB została już z powodzeniem wykorzystana jako uczący i testujący zbiór danych dla kilku algorytmów rozpoznawania emocji, co wykazało przydatność zarówno jej, jak również narzędzia KinectRecorder.
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