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.
The goal of the EyesWeb project is to develop a modular system for the real-time analysis of body movement and gesture. Such information can be used to control and generate sound, music, and visual media, and to control actuators (e.g., robots). Another goal of the project is to explore and develop models of interaction by extending music language toward gesture and visual languages, with a particular focus on the understanding of affect and expressive content in gesture. For example, we attempt to distinguish the expressive content from two instances of the same movement 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. We developed and evaluated a multimodal affect detector that combines conversational cues, gross body language, and facial features. The multimodal affect detector uses feature-level fusion to combine the sensory channels and linear discriminant analyses to discriminate between naturally occurring experiences of boredom, engagement flow, confusion, frustration, delight, and neutral. Training and validation data for the affect detector were collected in a study where 28 learners completed a 32- min. tutorial session with AutoTutor, an intelligent tutoring system with conversational dialogue. Classification results supported a channel × judgment type interaction, where the face was the most diagnostic channel for spontaneous affect judgments (i.e., at any time in the tutorial session), while conversational cues were superior for fixed judgments (i.e., every 20 s in the session). The analyses also indicated that the accuracy of the multichannel model (face, dialogue, and posture) was statistically higher than the best single-channel model for the fixed but not spontaneous affect expressions. However, multichannel models reduced the discrepancy (i.e., variance in the precision of the different emotions) of the discriminant models for both judgment types. The results also indicated that the combination of channels yielded superadditive effects for some affective states, but additive, redundant, and inhibitory effects for others. We explore the structure of the multimodal linear discriminant models and discuss the implications of some of our major findings. In this paper, a multimodal user-emotion detection system for social robots is presented. This system is intended to be used during human–robot interaction, and it is integrated as part of the overall interaction system of the robot: the Robotics Dialog System (RDS). Two modes are used to detect emotions: the voice and face expression analysis. In order to analyze the voice of the user, a new component has been developed: Gender and Emotion Voice Analysis (GEVA), which is written using the Chuck language. For emotion detection in facial expressions, the system, Gender and Emotion Facial Analysis (GEFA), has been also developed. This last system integrates two third-party solutions: Sophisticated High-speed Object Recognition Engine (SHORE) and Computer Expression Recognition Toolbox (CERT). Once these new components (GEVA and GEFA) give their results, a decision rule is applied in order to combine the information given by both of them. The result of this rule, the detected emotion, is integrated into the dialog system through communicative acts. Hence, each communicative act gives, among other things, the detected emotion of the user to the RDS so it can adapt its strategy in order to get a greater satisfaction degree during the human–robot dialog. Each of the new components, GEVA and GEFA, can also be used individually. Moreover, they are integrated with the robotic control platform ROS (Robot Operating System). Several experiments with real users were performed to determine the accuracy of each component and to set the final decision rule. The results obtained from applying this decision rule in these experiments show a high success rate in automatic user emotion recognition, improving the results given by the two information channels (audio and visual) separately. We propose a multi-sensor affect recognition system and evaluate it on the challenging task of classifying interest (or disinterest) in children trying to solve an educational puzzle on the computer. The multimodal sensory information from facial expressions and postural shifts of the learner is combined with information about the learner's activity on the computer. We propose a unified approach, based on a mixture of Gaussian Processes, for achieving sensor fusion under the problematic conditions of missing channels and noisy labels. This approach generates separate class labels corresponding to each individual modality. The final classification is based upon a hidden random variable, which probabilistically combines the sensors. The multimodal Gaussian Process approach achieves accuracy of over 86 , significantly outperforming classification using the individual modalities, and several other combination schemes.