2. Introduction
Affective computing is the study and development of systems and devices
that can recognize, interpret, process, and simulate human affects.
- Rosalind Picard
Originated with Rasalind Picard’s 1995 paper on “Affective Computing”.
Motivation for Research : Ability to simulate Empathy (i.e. The machine should
interpret the emotional state of humans and adapt its behavior to them, giving an
appropriate response for those emotions).(Video :Technology to measure Emotions)
It is a Empirical research motivated from the theoretical foundation of
psychology and neuroscience.(Video : Emotional Technology)
- Eva Hudicka
(Author: “Affective Computing : Theory, Methods & Applications”)
3. Objective
To develop a computing device with its capacity to gather cues to user
emotion from a variety of sources.
In Simple words, produce “emotion aware machines”.
Facial expression, posture, gesture, speech, force or rhythm of key stroke,
temperature change of hand on mouse can signify changes in user‟s.
emotional state, detected and interpreted by a computer.
There exist a limitless range of applications :
E-Learning
Tutor expands explanation when user is found in a state of confusion,
adds information when user is found in a state of curiosity etc.
E-Therapy
Provide psychological health services (i.e. online counseling) revealing
the emotional state as in real world session. Through Affective
Computing, the patient‟s posture, face expression and gesture in real
world leads to accurate evaluation of psychological state.
4. PSYCHOLOGICAL THEORIES OF EMOTION
[3]
Ekman, Friesen and Ellsworth (1972) categorized emotions into 6 groups
namely fear, surprise, disgust, anger, happiness and sadness all of which can
facially expressed.
Ekman and Friesen (1978) developed Facial Action Coding System (FAC),
which uses muscle movements to quantify emotions.
According to Ekman, every primary emotion has a adaptive value irrespective
of individual and culture.
Automated Version of FAC was given by Ballett et. al. (1999).
Later, Plutnik(1980) argued for 8 basic pairs of emotions which can be
combined to produce secondary emotion.
Drawback : One was forced to choose among the 8 emotion pairs.
Russell proposed variation in 2 dimension i.e. Valence (X-axis) and Arousal (Y-
axis)
e.g. Happy + Content = Pleasure / Displeasure
true true Pleasure
true false Displeasure
false true Displeasure
false false Displeasure
5. PSYCHOLOGICAL THEORIES OF EMOTION
[3]
CONTEMPT
(Continue)
AGGRESIVENESS REMOVE
ANGER DANGER
ANTICIPATION SADNESS
OPTIMISM DISSAPPOINTMENT
JOY SURPRISE
ACCEPTANCE FEAR
LOVE AWE
SUBMISSION Figure : “The Emotion Wheel” by Plutchik
6. COMPONENTS OF EMOTIONS
[3]
Subjective experience (feeling of fear and so on).
Physiological Changes in Autonomic Nervous System(ANS) and Endocrine
System (Glands and Hormones released from them).
e.g. trembling with fear precedes conscious control of them
Behavior evoked (such as running away or fainting due to fear)
7. SOME THEORIES
[3]
JAMES-LANGE THEORY
Introduced in 1890 by James and Lange.
Argues that action precedes emotion (brain interprets action as emotion).
e.g. something scary moving towards us → pulse starts rising up →
interpreting our state of body → we are afraid(Fear).
Perception of
Visceral and skeletal
Emotion arousing Interpretation
Changes
Stimulus
Feedback loop
8.
9. SOME THEORIES
[3]
(Continue)
CANNON - BARD THEORY
Introduced in 1920 by Cannon and Bard.
Argues that emotion arousing stimulus precedes Action followed from
cognitive Appraisal .
Experience of
Sends signals to Cortex Emotion
Perception of
emotion arousing
stimulus
Sends signals to Hypothalamus Physiological
(Bodily) Changes
10.
11. SOME THEORIES
[3]
(Continue)
SCHACHTER – SINGER THEORY
Introduced in 1960.
Adrenaline Experiment: Participant were told that they would be injected
with an injection of vitamin and tested whether their vision would be
affected or not.
Group A: Accurate information was given resulting in sweating, tremor and
a feeling of jittery.
Group B : False information was provided.
Group C : Told nothing
Group D : Injected with Saline (not a vitamin having no side-affects).
Results
1. A & D : Didn‟t feel like being involved.
2. B & C : Shared their emotion State.
Criticism
1. Less ambiguity about what was happening.
2. Emotion is not just based on behavior but also depends on past
experience and source of information.
3. Unexplained emotion state arousal leads to negative experience.
12. SOME THEORIES
[3]
(Continue)
Awareness of
Physiological Arousal
Interpreting the
Perception of
arousal as a particular
emotion arousing Thalmus sends impulses to cortex
emotion given the
stimulus
context
Physiological
(bodily) Changes
Further, Lazus(1982) performed experiments on “Cognitive Labeling” and
proposed a notion “Cognitive Appraisal”. Acc. To this theory, Evaluation of the
situation precedes Affection Reaction.
Zajonc(1984) argues that Emotional response precedes Cognitive processing.
13.
14. Areas of Affective Computing
[3]
Detecting Emotional Information (Basic capabilities in a computer
to discriminate emotions)
Input : Getting a large variety of i/p signals. E.g. Face, Hand gesture,
posture, gait, respiration, electro thermal response, ECG, temperature, blood
pressure, blood volume, Ecteomyogram*.
Pattern Recognition : Feature Extraction and their classification of signals.
E.g. Analysis of Video motion features(to discriminate a frown from a
smile)
Reasoning : Predicts underlying emotion based about how emotions are
generated and expressed.
Learning : Factors tends to emotion (of an individual) which helps better to
recognize a person‟s emotion.
Bias : If a system has emotions, then recognizing ambiguous emotion
becomes easier.
Output : Recognize expression and likely underlying emotion.
* A test that measures the activity of the muscles.
15. Areas of Affective Computing
[3]
(Continued)
Recognizing Emotional Information
We are in need in development of systems which moderate their responses
to respond to user frustration/stress/anxiety in response to computer
recognition of emotion.
Exception : This concept can‟t be implemented in tele-healthcare.
Lisetti et. al. (2003) designed a application in this regard to resolve this
issue.
Wearable Sensors & other
Embodied Avtars
Devices
Helps communication between patient and clinician.
Result : 90% success recognizing SADDNESS.
80% success recognizing FEAR.
80% success recognizing ANGER.
70% success recognizing FRUSTRATION.
16. Areas of Affective Computing
[3]
(Continued)
AFFECTIVE WEARABLES
Sensors & tools can be used in recognizing affective patterns, but these tools
require a lot of attention/ maintenance.
Figure : Wearer’s Blood Volume Pressure Figure : Sample & transmit biometric data to
using photoplethysmography larger computer for analysis
17. Areas of Affective Computing
[3]
(Continued)
Expressing Emotional
Need of Computers to express emotions :
1. Computers expressing emotions can improve the quality and
effectiveness of communication between people and technologies.
2. How people can communicate with computer such that they can express
their emotions?
3. How technology can stimulate and support new modes of affective
communication between people.
Efforts made :
1. Schiano and her colleagues(2000) tested an early prototype of simple
robot. Drawback : It had no emotions.
2. An Experimental application at MIT, the „Relational Agent‟(Bickmore,
2003), designed to sustain long-term relationships. The agent expressed
to emotions. Drawback : Didn‟t convince the reality of „feelings‟.
3. By Contrast, „Kismet‟ an expressive robot at MIT is equipped with
auditory and proprioceptive (touch) sensory inputs. Kismet can express
emotion through vocalization, facial expression and adjustment of Gaze
direction and head orientation.
18. Areas of Affective Computing
[3]
(Continued)
Expressing Emotional
Evolution over the
years
Figure : MS Office Assistant Figure : Kismet Robot
19. What has been done?[5]
Emotion Recognition and synthesis in the focus of many FP5, FP6
and FP7 projects.
Starting from ERMIS (emotion aware agents) → HUMAINE
(network of excellence) to Callas (emotion in art and
entertainment).
What can be done?[5]
Add Observable Manifestations which provide cues about user‟s
subjective experience.
A Smile may indicate successful completion of task or retrieval
of what user was looking for…
Instead of cryptic “retry” button or asking user to verify results.
People may frown to indicate displeasure or difficulty to read
, nod to agree, shrug shoulders when indifferent etc.
20. How can this be done? [5]
We can recognize :
Facial Features and cues
Head Pose/Eye Gaze (to estimate attention)
Hand Gestures (usually fixed vocabulary , signs)
Directions and Commands (usually fixed vocabulary)
Anger in speech (useful in call centers)
Affective Interactions [5]
When computers can sense affective cues :
Users cannot read text off the screen and frown/approach
screen?
Redraw text with larger font!
Call centre user is angry?
Redirect to human operator!
Users not familiar with/cannot use mouse/keyboard?
Spoken commands/hand gestures are another option!
Users not comfortable with on-screen text?
Use virtual characters and speech synthesis!
21. Current State Of Art
[1]
Rosaline Picard, in her book “Affective Computing & Intelligent Interaction” addresses
a research paper on “Expressive Face Animation – Synthesis based on dynamic
Mapping Method”[1] which talks of SPEECH DRIVEN FACE ANIMATION
SYSTEM WITH EXPRESSIONS .
Up till now…
Sequence of
SPEECH DRIVEN FACE
Audio Stream Corresponding
ANIMATION Face movements
(For e.g. Multimodal HCI, Visual Reality, Video Phones)
Work had been done on Lip Movement resulting in inaccuracy &
discontinuity.
In speech recognition System, Yamamoto E. built a phoneme recognition
model using Hidden Markov Model, directly mapping phoneme to the lip
shape.
Drawback : Phoneme had to be linked to a language, and since the phoneme
varied from person to person and region to region, the Efficiency degraded.
22. Current State Of Art
[1]
(Continued)
Progress
To overcome the drawback, Neural Networks was now used for Audio
Visual Mapping using the Gaussian Mixture Model (GMM). (Demonstration 1)
(Demonstration 2)
Non Verbal Information Verbal Information Set of Message with
speaker‟s emotional State
Explains the relation between neutral facial deformation & a expressive
facial deformation via GMM together with joint probability distribution.
Result : An encouraging quantitative evaluation a synthesized face showing
a realistic quality.
23. Released Applications
[6]
Spatio-Temporal Emotional Mapper for Social System [Demonstration]
Developed by the Dept. of Informatics Engineering of Faculty of Science &
Technology, University of Coimbra.
This tool gathers from a society of agents their emotional arousals and self
rated motivation as well as their location in order to plot a map of a city or
geographical region with information about the motivation and emotional
state of the agents that inhabit it.
It is open source application.(source code).
24. Research Groups & their Work
AffQuake[2]
AffQuake is an attempt to in-cooperate signals that relate to the players
emotions involved while playing.
Quake II alters with the modification in behavior of the play w.r.t. average
skin conductance level.
For e.g. Excitement increase the size of the avatars, giving benefit to see
farther, but at the same time making him a easier target.
Performed at MIT Media Lab, MIT.
Group Members :
a) Carson J. Reynolds
b) Rosalind W Picard
25. Research Groups & their Work
Affective Tangibles[2]
Objective : To develop physical objects that can grasped, squeezed, thrown or
otherwise manipulated via a natural display of affect.
People generally express their frustration through the use of motor skills. In
simple words, people often increase their intensity of muscle movement
when experiencing frustrating interactions.
Constructed tangibles include a Pressure Mouse, affective pinwheels that are
mapped to skin conductance, and a voodoo doll that can be shaken to express
frustration.
Performed at MIT Media Lab, MIT.
Group Members :
a) Carson J. Reynolds
b) Rosalind W Picard
Figure : Pressure Mouse
26. Research Groups & their Work
Affective Learning Companion[2]
A powerful research tool, exploring a variety of social-emotional skills in
HCI.
The platform enables a computational agent to sense and respond, in real
time, to a user's non-verbal emotional cues, using video, postural
movements, mouse pressure, physiology, and other behaviors communicated
by the user to infer.
An animated agent, recently developed allowing the study of factors helping
learners develop the ability to persevere during frustrating learning episodes.
Performed at MIT Media Lab, MIT.
Group Members :
a) Selene Atenea Mota
b) Rosalind W. Picard
c) Ashish Kapoor
d) Barry Kort
e) Hyungil Ahn
f) Ken Perlin
g) Winslow Burleson
27. Research Groups & their Work
The Galvactivator[2]
A glove-like wearable device that senses the wearer's skin conductivity and
maps its values to a bright LED display.
Increases in skin conductivity across the palm tend to be good indicators of
physiological arousal, causing the galvactivator display to glow brightly.
Applications : Self-feedback for stress management, Facilitation of
conversation between two people & new ways of visualizing mass
excitement levels in performance situations or visualizing aspects of arousal
and attention in learning situations.
Performed at MIT Media Lab, MIT.
Group Members :
a) Rosalind W. Picard
b) Jonny Farringdon
c) Nancy Tilbury (Philips Research Laboratories)
d) Jocelyn Scheirer
28. Research Groups & their Work
Learning & Pattern Recognition[2]
This project developed efficient versions of Bayesian techniques for a variety
of inference problems, including curve fitting, mixture-density estimation,
principal-components analysis (PCA), automatic relevance determination,
and spectral analysis.
Performed at MIT Media Lab, MIT.
Group Members :
a) Rosalind W. Picard
b) Thomas Minka
c) Yuan Qi
29. Research Groups & their Work
Robotic Computer[2]
A robotic computer that moves its monitor "head" and "neck," but that has no
explicit face, is being designed to interact with users in a natural way for
applications such as learning, rapport-building, interactive teaching, and
posture improvement.
In all these applications, the robot will need to move in subtle ways that
express its state and promote appropriate movements in the user, but that
don't distract or annoy.
Goal : Giving the system the ability to recognize states of the user and also to
have subtle expressions.
Performed at MIT Media Lab, MIT.
Group Members :
a) Carson J. Reynolds
b) Rosalind W Picard
Note : Other publication associated with Affective computing are available @
http://affect.media.mit.edu/publications.php
30. Research Groups & their Work
Agent-Dysl Project[5]
Problem : Children with dyslexia experience problems in reading off a
computer screen
Common errors: skipping words, changing word or syllable
sequence, easily distracted/frustrated.
Solution : A screen reading software which
Helps them read in correct order by highlighting words and syllables.
Checks and monitors their progress.
Looks for signs of distraction or frustration.
Figure : User leans towards the screen? Font size Figure : User looks away? Highlighting stops
increased
31. Key Issues for Further Research
[3]
The critical issues that the Interactive Systems Designers are facing :
In which domain does affective capability make a positive difference to HCI,
and where is it irrelevant or even obstructive?
How precise do we need to be identifying human emotions- perhaps it is
enough to identify a general positive or negative feeling? What techniques
best detect emotional states for this purpose?
How do we evaluate the contribution of affect to overall success of design?
32. References
[1] Panrong Yin, Linye Zhao, Lexing Huang and Jianhua Tao, “Expressive Face Animation
Synthesis based on Dynamic Mapping Method” Published at National Laborotary of
Pattern Recognition , Springer-Verlag Berlin Heidelberg 2011.
[2] Site : http://www. affect.media.mit.edu
[3] DAVID BENYON 2010, Designing Interactive Systems- A Comprehensive guide to HCI
and interaction design ,Addison Wesley-Second Edition
[4] Site : http://www.agent-dysl.eu
[5] DR. KOSTAS KARPOUZIS, “Technology Potential : Affective Computing”, Image, video
and multimedia systems lab, National Technical University of Athens.
[6] Site : https://github.com/lfac-pt/Spatiotemporal-Emotional-Mapper-for-Social-Systems
[7] ZHIHONG ZENG, Member, IEEE Computer Society, MAJA PANTIC, Senior Member,
IEEE, GLENN I. ROISMAN & THOMAS S. HUANG, Fellow, IEEE, “A Survey of Affect
Recognition Methods: Audio,Visual, and Spontaneous Expressions” .
33. Projects
Problem Definition 1 : Designing an interface integrating emotion detection
for video surveillance.
Problem Definition 2: A 3-D Avatar reflecting the emotion as per scenario in
gaming environment.
Notas del editor
Affects is concerned with a whole range of emotions i.e. feelings, moods, sentiments and other aspects(non-cognitive).
Affective Learning Companion is a powerful, flexible new research tool for exploring a variety of social-emotional skills in human-machine interaction, and for understanding how machines can work with people to better meet their needs.The platform enables a computational agent to sense and respond, in real time, to a user's non-verbal emotional cues, using video, postural movements, mouse pressure, physiology, and other behaviors communicated by the user to infer, for example, if a user is in a high or low state of interest, or feeling frustrated. We recently developed an animated agent that combines non-verbal mirroring (or not) with multiple kinds of affective and cognitive support during a frustrating learning episode. The system allows us to control factors that have previously been impossible to control, enabling for the first time the study of how these factors interact in helping learners develop the ability to persevere during frustrating learning episodes.
One of the findings in mass-communication settings was that people tended to "glow" when a new speaker came onstage, and during live demos, laughter, and live audience interaction. They tended to "go dim" during powerpoint presentations. In smaller educational settings, students have commented on how they tend to glow when they are more engaged with learning.
This project developed efficient versions of Bayesian techniques for a variety of inference problems, including curve fitting, mixture-density estimation, principal-components analysis (PCA), automatic relevance determination, and spectral analysis. One of the surprising methods that resulted is a new Bayesian spectral analysis tool for nonstationary and unevenly sampled signals, such as electrocardiogram (EKG) signals, where there is a sample with each new (irregularly spaced) R wave. The new method outperforms other methods such as Burg, Music, and Welch, and compares favorably to the multitaper method without requiring any windowing. The ability to use unevenly spaced data helps avoid problems with aliasing. The method runs in real time on either evenly or unevenly sampled data.