EmuPlayer Music Recommendation System Based on User Emotion

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EmuPlayer

Music Recommendation System

Based on User Emotion

Using Vital-sensor

KMSF- sunny

親: namachan さん

1

Motivation

 Music – Emotion: mutual relationship

 Users choose songs based on current feelings

 Playlist constantly expanding

 difficulty in picking appropriate song

2

Requirement

 Track User Emotion

 Recommend by Sorting playlist based on user’s current emotion

 Sort songs by 2 factors

 Relevancy to User Preference

 Effect on User Emotion

3

Related research

 Matching Music Mood and User Emotion

(-) Emotion: declared by user

(-) Subjectiveness on

Music Mood?

(-) Music Mood and User

Emotion are always the same?

 EmuPlayer

 Emotion: automatically detected

 User Preference under each emotion is studied

 Recommendation implying emotional effect’s feedback

4

EmuPlayer: Example from User A

 Before

 NoRPulse = 76.73, NoRTemp = 33.6

 Pulse = 70.04, Temp = 34.0  relax/~sleepy

 Song Information

 SongNo = 3

 SongID = 4, Title = “So Close”

 After

 “Like”

 Pulse = 79.0, Temp = 34.39  pleasure

 Score = 1

5

Approach

Vital

Information

Emo

Detector

User

Emotion

Recommender

Sorted

Playlist

EmuPlayer

 Emotion Recognition

 Music Recommendation

6

Emotion Recognition

Merit of Vital-sensor

 Requirements

 Portability if integrated in Music Player

 Continuity of output data

 Sensitiveness towards changes in emotion

 Vital-sensor meets all those requirement

7

Emotion Recognition

Vital-sensor v.s Other Methods

Requirement regard for the use in MRS

Method

Portability if integrated in

Music Player

Continuity of output data

Facial Expression

Speech

Eyes movement

Brainwave

Gesture

Vital-sensor

X

X

X

X

X

X

Sensitiveness towards changes in emotion while listening to music

8

Emotion Recognition

Russell model and Two Biosignals

 Russell’s model

 Horizontal axis:

Pleasure

 SkinTemp

 Vertical axis:

Arousal

 Heart Rate

180 °

135 °

90 °

225 °

270 °

45 °

315 °

0 °

9

Emotion Recognition

Mapping in EmuPlayer

 Define Emotion Region

 Based on Theory of the

Fuzziness of words

 8 equal regions

 Mapping

 Based on angle

 (1,1)  45 °  Excitement

10

Music Recommendation

 2 factors to evaluate a song

 Relevancy to User Preference

 Mental Effect on User Emotion

 2 subjects

 Study User Preference

 Study Emotional Effect of songs

11

Music Recommendation

Study User Preference

 Rating Like/Dislike

 Record listening history

12

Music Recommendation

Study songs’ emotional effect

 Define emotional effect: Good-Bad

 to avoid potentially harmful recommendations to user emotion good bad

13

Music Recommendation

Effect Definition Survey

Matching point = 42/48*100 = 87.5%

14

Music Recommendation

Rating songs

 Better songs rank higher

15

System Flow

1

User

Data Receiver

2

8

Data

Pre

Processor

9

3

Emo

Detector

10

7’

11

Database

4

Evaluator

Recommender

5

5

RF-ECG sensor

7

6

10’

Interface

16

Demonstration

17

Evaluation on Emotion Recognition

Number of

Participant

10~

Gender Average Age

Male 21

 Experiment 1: Testing Accuracy of Emotion

Recognition through arranged situation

 Survey: (1) if they experienced the emotion expressed through the situation,

 and (2) if not, what emotions rather than the one in (1) they experienced.

18

Result of Experiment 1

Output

(Result from

Engine)

Input

(Verified

Experimenting Emo)

Arousal

Relaxation

Exciteme nt

Pleasure Relaxatio n

4.25% 7.96% 22.77

%

55.58

%

Excitement 5%

Pleasure

10% 63.34

%

1.4% 10.87

%

21.66

%

66.86

%

20.87

%

Arousal

Depression

81.68

%

5%

8.33% 0

0

0

6.66% 6.66% 0

0

Sleepine ss

0

0

Disples ure

9.44% 0

0

0

Distress Depressi on

0

0

0

0

0

0

0

0

6.66% 20% 10% 55.01

%

Accuracy = 64.5%

19

Evaluation on Emotion Recognition

Experiment 2

 Change User Emotion by music

 Purpose

 Verify whether the system can realize user’s emotional changes

 Verify songs’ influence on listeners’ emotions

20

Case Experiment

1

2

Arousal

 Pleasure/Rela xation

Normal

 Pleasure

Mean

Classical music

Music participants like

Result

Arousal:81.68%  1.41%

Pleasure:0%  54.91%

Relaxation:6.66%  38.94%

Pleasure: 66.86%  93.33%

3 Normal

 Excitement

Fast beat

Music

Excitement: 10.87%  62.12%

4 Normal

 Depression

Loud Heavy

Music played in long time

Pleasure:66.86%  Depression:

80.02%

21

Emotion Recognition

Conclusion from 2 experiments

 Accuracy of Extracting Emotion: 64.5%

 Strong at detecting bad emotions

 Detect precisely regarding to changes of user emotion

 Hypothesis of music influencing on user emotion is true

22

Evaluation: EmuPlayer Performance

 Observing high-rating songs

 % being “dislike” after being listened

 % paying “bad influence” on user’s emotion after being listened

 % being reduced in score after being listened

 Observing “like” song

 Emotional change

23

EmuPlayer Performance

Observing high-rating songs

24

EmuPlayer Performance

Observing “like” song

Emo Before

Arousal

Arousal

Excitement

Excitement

Pleasure

Pleasure

Relaxation

Relaxation

Relaxation

Sleepiness

Displeasure

Emo After

Relaxation

Sleepiness

Arousal

Pleasure

Excitement

Pleasure

Arousal

Pleasure

Relaxation

Sleepiness

Displeasure

Percentage

1%

1%

1%

2%

2%

77%

1%

2%

7%

4%

2%

 No song influencing badly on users’ emotion

25

Conclusion of EmuPlayer Performance

 EmuPlayer algorithm ensures recommendation of songs meeting proposed two requirements

 Songs influencing badly on user emotion: 0%

 Songs being “dislike” in later listening time:

6.66%

26

Overall survey

 Are you interested in such a MRS system?

 Yes: 90%

 Scale your satisfaction of EmuPlayer’s work

 Average point = 3.6/5

 Do you feel uncomfortable wearing RF-ECG?

 Yes: 40%

 Did you experience bad emotion after listening to highrating song

 Yes: 10%

 Reflect the truth: proposing ER method responds to only clear and strong emotions. Slight changes in emotion felt by users may not be recognized by the system

27

Conclusion

 Concept of EmuPlayer is essential

 Evaluate song through 2 factors

 Employ User Emotion as crucial input for MRS

 Accuracy of extracting emotion is not very high:

64.5%

 Strong at detecting bad emotion

 Applicable in giving alert when playing music influences badly on listener’s emotional state

 EmuPlayer’s efficiency in suggesting songs meeting the two requirements

28

Future works

 Enhance the accuracy of detecting emotion by

 Employing other means than Heart Rate and Skin

Temperature

 Alternate RF-ECG

 Enhance the work of Recommending music by combining proposed method with songs’ content analyzing

 Enhance reasoning user’s state by combining

User Emotion with context analyzing

29

Thank you for listening

30

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