Method - Affective Computing Group

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Affective Computing: Machines
with Emotional Intelligence
Hyung-il Ahn
MIT Media Laboratory
Skills of Emotional Intelligence:
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Expressing emotions
Recognizing emotions
Handling another’s emotions
Regulating emotions \
if “have emotion”
Utilizing emotions
/
(Salovey and Mayer 90, Goleman 95)
We have pioneered new technologies to
recognize human affective information:
Sensors, pattern recognition and common sense
reasoning to infer emotion from physiology, voice, face,
posture & movement, mouse pressure
Mind-Read: Recognizing complex cognitive-affective
states from joint face and head movements
Future “teacher for every learner”
Can we teach a chair to recognize
behaviors indicative of interest and
boredom? (Mota and Picard)
Sit upright
Lean Forward
Slump Back
Side Lean
What can the sensor chair
contribute toward inferring the
student’s state: Bored vs. interested?
Results (on children not in training data, Mota and Picard, 2003):
9-state Posture Recognition: 89-97% accurate
High Interest, Low interest, Taking a Break: 69-83% accurate
Detecting,
tracking, and
recognizing
facial
expressions
from video
(IBM BlueEyes camera
with MIT algorithms)
Affective-Cognitive Mental States
Baron-Cohen et al. AUTISM RESEARCH CENTRE, CAMBRIDGE
Agreeing
Complex
Mental
States
(subset)
Concentrating
Absorbed
Concentrating
Vigilant
Disagreeing
Interested
Asking
Curious
Impressed
Interested
Thinking
Unsure
Baffled
Confused
Undecided
Unsure
Assertive
Committed
Persuaded
Sure
Disapproving
Discouraging
Disinclined
Brooding
Choosing
Thinking
Thoughtful
Technology that understands and responds to
human experience like a caring, respectful person
would, for example:
Knows when a person/customer is:
• Concentrating, and does not interrupt unless very
important
• Thinking, and can pause to let you think
• Unsure, and can offer to explain differently
• (Not) interested in what it says
• (Dis)agreeing, and can adjust response respectfully
Technology with people sense will
perceive cognitive-affective states, e.g.,
before interrupting
hmm … Roz
looks busy. Its
probably not a
good time to
bring this up
Analysis of nonverbal cues
Inference and reasoning
about mental states
Modify one’s actions
Persuade others
Inferring Cognitive-Affective State from
Facial+Head movements (el Kaliouby, 2005)
 Experimental Evaluation  Conclusions
Facial feature
extraction
Head & facial
action unit
recognition
Head & facial
display
recognition
Mental state
inference
Head pose
estimation
Feature point
tracking
Hmm … Let
me think
about this
Other
examples:
Agree
Disagree
Robotic Computer (RoCo) :
World’s first physically animated computer
75% sit in front of computers
(static)
Back pain/injury = #2 cause of
missed work
Physical movement helps
prevent/reduce back pain
Goals :
- Fostering healthy posture
- Building social rapport
Improved task performance
(Affect-Congruent behavior)
Animated Desktop Monitor:
RoCo = Robotic Computer
QuickTime™ and a
Cinepak decompressor
are needed to see this picture.
RoCo Behavior
QuickTime™ and a
MPEG-4 V ideo decompressor
are needed to see this picture.
When should RoCo move? (Future work & not
topic of this paper, but important to mention)
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NOT when: you’re concentrating, interested, in the middle of
an engaging task, or otherwise attentive/focused on the
monitor’s content.
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Might make a micro-movement when you’re looking away or
blinking in the middle of a task.
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Might make a larger movement to attract a new user, bow to
welcome, or when user shifts tasks and hasn’t shifted
posture (etc.)
RoCo’s postures congruous to the user affect
“Stoop to Conquer” : Posture and affect interact to influence
computer users’ comfort and persistence in problem solving tasks
People tend to be more persistent and feel more comfortable
when RoCo’s posture is congruous to their affective state
N=(17)
“Stoop to Conquer”: Posture congruent
with emotion improves persistence
(# tracing attempts, two different experiments)
RoCo’s
Posture:
Human
State:
Success
Slumped
Neutral
Upright
8.2
8.3
12.0
9.6
7.4
6.9
(“you scored
8/10”) N=30
Failure
(“you scored
3/10”) N=19
We are creating new computational models to
easure human affective experience and to predict
uman decision-making & preference
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A multi-modal affective-cognitive measures for product
evaluation with computational models of predicting
customer decisions
Predicting customer product preferences by combining
information about emotion and cognition
Background findings to inform
new research:
The brain uses both emotion (affect) and cognition in
decision making
-> model should combine both affect and cognition
A person in an experiment is likely to cognitively bias
their self-report of what they like.
-> method should not rely on only self-report
When a person is cognitively loaded they are more
likely to use emotion in decision-making.
-> method should slightly load person cognitively
Background findings to inform
new method:
Multiple measures of affect provide most robust
assessment:
-> method can measure affective physiology (face, skin
conductance) as well as behavior and self-report
Sweeter beverages are preferred on the first sip; longterm accumulation of something mildly bad is
required before it is “bad enough to notice”
-> method should require lots of sips of every beverage
More complete understanding of consumer
desire
Facial Expression
AFFECTIVE LIKING
Emotions
Physical
NUMBER OF SIPS
Amount Consumed
MultiDimensional
Response
Skin Conductance
ANTICIPITORY FEELING
Arousal
Self Report
COGNITIVE LIKING
Purchase intent
Liking
Expectation
Videos of Testing
• Here is a sneak preview of my project. Make sure to look
for consumers emotions that may not be captured in self
reported questions.
QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.
Test Products
Products chosen with clear performance
differences
• Stronger Performer –
– Pepsi Vanilla
• Performed in top 25%,
green region, in
Directions HUT
• Weaker Performer –
– Pepsi Summer mix
• Performed in lower
40%, lower yellow
region, in Directions
HUT
Affective Computing
• Two techniques performed
simultaneously
– Facial Imaging and Head Positioning
Tracking face muscle movements to
interpret emotions
– Galvanic Skin Response (GSR)
Measures Arousal, used as an
intensity measure for emotions
Affective-Cognitive Mental States
Facial
Head
Expression + Position = Interpretation
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Concentrating
Thinking
Confused
Interested
Agreeing
Disagreeing
GSR
Shows Intensity
Method: Choice Technique
• Choice technique - respondent selected one of
two vending machines
– Process is repeated 30 times
– Eventually respondents realized each machine favors a
different product and will select the vending machine
hoping to receive their favored product
– 70/30 probability of either product coming out of either
machine
Method - General Set-Up
Machine 1
135
246
Machine 2
135
246
Two cups on each side of the computer: Pepsi Vanilla and Pepsi
Summer Mix
Use of straws avoided blocking facial reaction
Experimental Set Up
Machine Selection
Sip on Resulted Beverage
Answer Questions
Method - Step 1
RANDOMLY CHOOSE A VENDING MACHINE
• Each vending machine directed you to sip a beverage
Method- Step 2
RESPONDENTS SIP RESULTED BEVERAGE
Method – Step 3
• Answer Questionnaire used in standard CLT
– Overall Liking (beverage and machine)
– Purchase Intent, Comparison to Expectation
Method – Step 4
• Reselect a machine
• 30 machine selections were made
Data collection timeline
Data collected throughout experiment
Choice 1
70% Vanilla
30% Mix
Quick Time™ a nd a
TIFF ( Un co mpr es sed ) d eco mp res so r
ar e n eed ed to s ee thi s pi ctu re.
Choice 2
70% Mix
30% Vanilla
Quick Time™ a nd a
TIFF ( Un co mpr es sed ) d eco mp res so r
ar e n eed ed to s ee thi s pi ctu re.
Start
Select
vanilla
or mix
How much
do you like
the sip?
Outcome
Sip
Question
Evaluate
Measuring
ANTICIPITORY
FEELING
(hope/dread)
Skin conductance
Measuring AFFECTIVE
LIKING
(initial reaction)
Facial expression
Skin conductance
Measuring
COGNITIVE
LIKING
(post reaction)
Self-report
Start
(Next trial)
Videos of Testing
QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.
Videos of Testing
QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.
Videos of Testing
QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.
Videos of Testing
QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.
Discussion
• Analysis
Our hypothesis is that joining quantitative and qualitative methodologies
will help provide understanding of consumers’ real product evaluations
Facial Expression
AFFECTIVE LIKING
Emotions
Physical
NUMBER OF SIPS
Amount Consumed
MultiDimensional
Response
Skin Conductance
ANTICIPITORY FEELING
Arousal
Self Report
COGNITIVE LIKING
Purchase intent
Liking
Expectation
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