Abstract: Technological and sociological developments in the automotive sector are shifting the focus of design towards developing a better understanding of driver needs, desires and emotions. Human centred design methods are being more frequently applied to automotive research, including the use of systems to detect human emotions in real-time. One method for a non-contact measurement of emotion with low intrusiveness is Facial-Expression Analysis (FEA). This paper describes a research study investigating emotional responses of 22 participants in a naturalistic driving environment by applying a multi-method approach. The research explored the possibility to investigate emotional responses and their frequencies during naturalistic driving through real-time FEA. Observational analysis was conducted to assign causes to the collected emotional responses. In total, 730 emotional responses were measured in the collective study time of 440 minutes. Causes were assigned to 92% of the measured emotional responses. This research establishes and validates a methodology for the study of emotions and their causes in the driving environment through which systems and factors causing positive and negative emotional effects can be identified.
Abstract: One of the main aims of current social robotic research
is to improve the robots’ abilities to interact with humans. In order
to achieve an interaction similar to that among humans, robots
should be able to communicate in an intuitive and natural way
and appropriately interpret human affects during social interactions.
Similarly to how humans are able to recognize emotions in other
humans, machines are capable of extracting information from the
various ways humans convey emotions—including facial expression,
speech, gesture or text—and using this information for improved
human computer interaction. This can be described as Affective
Computing, an interdisciplinary field that expands into otherwise
unrelated fields like psychology and cognitive science and involves
the research and development of systems that can recognize and
interpret human affects. To leverage these emotional capabilities
by embedding them in humanoid robots is the foundation of
the concept Affective Robots, which has the objective of making
robots capable of sensing the user’s current mood and personality
traits and adapt their behavior in the most appropriate manner
based on that. In this paper, the emotion recognition capabilities
of the humanoid robot Pepper are experimentally explored, based
on the facial expressions for the so-called basic emotions, as
well as how it performs in contrast to other state-of-the-art
approaches with both expression databases compiled in academic
environments and real subjects showing posed expressions as well
as spontaneous emotional reactions. The experiments’ results show
that the detection accuracy amongst the evaluated approaches differs
substantially. The introduced experiments offer a general structure
and approach for conducting such experimental evaluations. The
paper further suggests that the most meaningful results are obtained
by conducting experiments with real subjects expressing the emotions
as spontaneous reactions.
Abstract: Speech recognition is of an important contribution in promoting new technologies in human computer interaction. Today, there is a growing need to employ speech technology in daily life and business activities. However, speech recognition is a challenging task that requires different stages before obtaining the desired output. Among automatic speech recognition (ASR) components is the feature extraction process, which parameterizes the speech signal to produce the corresponding feature vectors. Feature extraction process aims at approximating the linguistic content that is conveyed by the input speech signal. In speech processing field, there are several methods to extract speech features, however, Mel Frequency Cepstral Coefficients (MFCC) is the popular technique. It has been long observed that the MFCC is dominantly used in the well-known recognizers such as the Carnegie Mellon University (CMU) Sphinx and the Markov Model Toolkit (HTK). Hence, this paper focuses on the MFCC method as the standard choice to identify the different speech segments in order to obtain the language phonemes for further training and decoding steps. Due to MFCC good performance, the previous studies show that the MFCC dominates the Arabic ASR research. In this paper, we demonstrate MFCC as well as the intermediate steps that are performed to get these coefficients using the HTK toolkit.
Abstract: The objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.
Abstract: Many approaches to pattern recognition are founded on probability theory, and can be broadly characterized as either generative
or discriminative according to whether or not the distribution of the image features. Generative and discriminative models have
very different characteristics, as well as complementary strengths and weaknesses. In this paper, we study these models to recognize the patterns of alphabet characters (A-Z) and numbers (0-9). To handle isolated pattern, generative model as Hidden Markov Model (HMM) and discriminative models like Conditional Random Field (CRF), Hidden Conditional Random Field (HCRF) and Latent-Dynamic Conditional Random Field (LDCRF) with different number of window size are applied on extracted pattern features. The gesture recognition rate is improved initially as the window size increase, but degrades as window size increase further. Experimental results show that the LDCRF is the best in terms of results than CRF, HCRF and HMM at window size equal 4. Additionally, our results show that; an overall recognition rates are 91.52%, 95.28%, 96.94% and 98.05% for CRF,
HCRF, HMM and LDCRF respectively.
Abstract: Facial expression analysis plays a significant role for
human computer interaction. Automatic analysis of human facial
expression is still a challenging problem with many applications. In
this paper, we propose neuro-fuzzy based automatic facial expression
recognition system to recognize the human facial expressions like
happy, fear, sad, angry, disgust and surprise. Initially facial image is
segmented into three regions from which the uniform Local Binary
Pattern (LBP) texture features distributions are extracted and
represented as a histogram descriptor. The facial expressions are
recognized using Multiple Adaptive Neuro Fuzzy Inference System
(MANFIS). The proposed system designed and tested with JAFFE
face database. The proposed model reports 94.29% of classification
accuracy.
Abstract: With advances in computer vision, non-contact gaze tracking systems are heading towards being much easier to operate and more comfortable for use, the technique proposed in this paper is specially designed for achieving these goals. For the convenience in operation, the proposal aims at the system with simple configuration which is composed of a fixed wide angle camera and dual infrared illuminators. Then in order to enhance the usability of the system based on single camera, a self-adjusting method which is called Real-time gaze Tracking Algorithm with head movement Compensation (RTAC) is developed for estimating the gaze direction under natural head movement and simplifying the calibration procedure at the same time. According to the actual evaluations, the average accuracy of about 1° is achieved over a field of 20×15×15 cm3.
Abstract: This paper presents an innovative approach within the area of Group Decision Support System (GDSS) by using tools based on intelligent agents. It introduces iGDSS, a software platform for decision support and collaboration and an application of this platform - eCollaborative Decisions - for academic environment, all these developed within a framework of a research project.
Abstract: With the development of the Internet, E-commerce is
growing at an exponential rate, and lots of online stores are built up to
sell their goods online. A major factor influencing the successful
adoption of E-commerce is consumer-s trust. For new or unknown
Internet business, consumers- lack of trust has been cited as a major
barrier to its proliferation. As web sites provide key interface for
consumer use of E-Commerce, we investigate the design of web site to
build trust in E-Commerce from a design science approach. A
conceptual model is proposed in this paper to describe the ontology of
online transaction and human-computer interaction. Based on this
conceptual model, we provide a personalized webpage design
approach using Bayesian networks learning method. Experimental
evaluation are designed to show the effectiveness of web
personalization in improving consumer-s trust in new or unknown
online store.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.
Abstract: Facial expression analysis is rapidly becoming an
area of intense interest in computer science and human-computer
interaction design communities. The most expressive way humans
display emotions is through facial expressions. In this paper we
present a method to analyze facial expression from images by
applying Gabor wavelet transform (GWT) and Discrete Cosine
Transform (DCT) on face images. Radial Basis Function (RBF)
Network is used to classify the facial expressions. As a second stage,
the images are preprocessed to enhance the edge details and non
uniform down sampling is done to reduce the computational
complexity and processing time. Our method reliably works even
with faces, which carry heavy expressions.
Abstract: Hand gesture is an active area of research in the vision
community, mainly for the purpose of sign language recognition and
Human Computer Interaction. In this paper, we propose a system to
recognize alphabet characters (A-Z) and numbers (0-9) in real-time
from stereo color image sequences using Hidden Markov Models
(HMMs). Our system is based on three main stages; automatic segmentation
and preprocessing of the hand regions, feature extraction
and classification. In automatic segmentation and preprocessing stage,
color and 3D depth map are used to detect hands where the hand
trajectory will take place in further step using Mean-shift algorithm
and Kalman filter. In the feature extraction stage, 3D combined features
of location, orientation and velocity with respected to Cartesian
systems are used. And then, k-means clustering is employed for
HMMs codeword. The final stage so-called classification, Baum-
Welch algorithm is used to do a full train for HMMs parameters.
The gesture of alphabets and numbers is recognized using Left-Right
Banded model in conjunction with Viterbi algorithm. Experimental
results demonstrate that, our system can successfully recognize hand
gestures with 98.33% recognition rate.
Abstract: Increase in using internet makes some problems that
one of them is "internet anxiety". Internet anxiety is a type of anxious
that people may feel during surfing internet or using internet for their
educational purpose, blogging or streaming to digital libraries. The
goal of this study is evaluating of internet anxiety among the
management students. In this research Ealy's internet anxiety
questionnaire, consists of positive and negative items, is completed
by 310 participants. According to the findings, about 64.7% of them
were equal or below to mean anxiety score (50). The distribution of
internet anxiety scores was normal and there was no meaningful
difference between men-s and women's anxiety level in this sample.
Results also showed that there is no meaningful difference of internet
anxiety level between different fields of study in Management. This
evaluation will help managers to perform gap analysis between the
existent level and the desired one. Future work would be providing
techniques for abating human anxiety while using internet via human
computer interaction techniques.