Humans use a host of signals to infer the emotional state of others. In general, computer systems that leverage signals from multiple modalities will be more robust and accurate in the same task. We present a multimodal affect and context sensing platform. The system is composed of video, audio and application analysis pipelines that leverage ubiquitous sensors (camera and microphone) to log and broadcast emotion data in real-time. The platform is designed to enable easy prototyping of novel computer interfaces that sense, respond and adapt to human emotion. This paper describes the different audio, visual and application processing components and explains how the data is stored and or broadcast for other applications to consume. We hope that this platform helps advance the state-of-the-art in affective computing by enabling development of novel human-computer interfaces.
Multisense @cite_11 is a platform for multimodal affect sensing that incorporates both visual and audio components. Specifically, components included 3D head position-orientation and facial tracking, facial expression and gaze analysis, and audio analysis. It leverages existing public tools for some of these components. For example, audio analysis is performed using the OpenSmile @cite_8 package. SimSensei @cite_4 is a virtual human interviewer designed to create engaging face-to-face interactions that are driven in part via the Multisense sensing algorithms. Multisense broadcasts signals to the Kiosk using the Physical Markup Language (PML) standard.
@cite_8 @cite_4 @cite_11
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We introduce the openSMILE feature extraction toolkit, which unites feature extraction algorithms from the speech processing and the Music Information Retrieval communities. Audio low-level descriptors such as CHROMA and CENS features, loudness, Mel-frequency cepstral coefficients, perceptual linear predictive cepstral coefficients, linear predictive coefficients, line spectral frequencies, fundamental frequency, and formant frequencies are supported. Delta regression and various statistical functionals can be applied to the low-level descriptors. openSMILE is implemented in C++ with no third-party dependencies for the core functionality. It is fast, runs on Unix and Windows platforms, and has a modular, component based architecture which makes extensions via plug-ins easy. It supports on-line incremental processing for all implemented features as well as off-line and batch processing. Numeric compatibility with future versions is ensured by means of unit tests. openSMILE can be downloaded from http: opensmile.sourceforge.net . We present SimSensei Kiosk, an implemented virtual human interviewer designed to create an engaging face-to-face interaction where the user feels comfortable talking and sharing information. SimSensei Kiosk is also designed to create interactional situations favorable to the automatic assessment of distress indicators, defined as verbal and nonverbal behaviors correlated with depression, anxiety or post-traumatic stress disorder (PTSD). In this paper, we summarize the design methodology, performed over the past two years, which is based on three main development cycles: (1) analysis of face-to-face human interactions to identify potential distress indicators, dialogue policies and virtual human gestures, (2) development and analysis of a Wizard-of-Oz prototype system where two human operators were deciding the spoken and gestural responses, and (3) development of a fully automatic virtual interviewer able to engage users in 15-25 minute interactions. We show the potential of our fully automatic virtual human interviewer in a user study, and situate its performance in relation to the Wizard-of-Oz prototype. During face-to-face interactions, people naturally integrate nonverbal behaviors such as facial expressions and body postures as part of the conversation to infer the communicative intent or emotional state of their interlocutor. The interpretation of these nonverbal behaviors will often be contextualized by interactional cues such as the previous spoken question, the general discussion topic or the physical environment. A critical step in creating computers able to understand or participate in this type of social face-to-face interactions is to develop a computational platform to synchronously recognize nonverbal behaviors as part of the interactional context. In this platform, information for the acoustic and visual modalities should be carefully synchronized and rapidly processed. At the same time, contextual and interactional cues should be remembered and integrated to better interpret nonverbal (and verbal) behaviors. In this article, we introduce a real-time computational framework, MultiSense, which offers flexible and efficient synchronization approaches for context-based nonverbal behavior analysis. MultiSense is designed to utilize interactional cues from both interlocutors (e.g., from the computer and the human participant) and integrate this contextual information when interpreting nonverbal behaviors. MultiSense can also assimilate behaviors over a full interaction and summarize the observed affective states of the user. We demonstrate the capabilities of the new framework with a concrete use case from the mental health domain where MultiSense is used as part of a decision support tool to assess indicators of psychological distress such as depression and post-traumatic stress disorder (PTSD). In this scenario, MultiSense not only infers psychological distress indicators from nonverbal behaviors but also broadcasts the user state in real-time to a virtual agent (i.e., a digital interviewer) designed to conduct semi-structured interviews with human participants. Our experiments show the added value of our multimodal synchronization approaches and also demonstrate the importance of MultiSense contextual interpretation when inferring distress indicators.