L.C. Cabrera Quiros
Please Note
14 records found
1
Interpersonal attraction is known to motivate behavioral responses in the person experiencing this subjective phenomenon. Such responses may involve the imitation of behavior, as in mirroring or mimicry of postures or gestures, which have been found to be associated with the desire to be liked by an interlocutor. Speed dating provides a unique opportunity for the study of such behavioral manifestations of interpersonal attraction through the elimination of barriers to initiating communication, while maintaining significant ecological validity. In this paper we investigate the relationship between body movement, measured via accelerometer sensors, and self-reports or ratings of attraction and affiliation in a dataset of 399 speed dates between 72 subjects. Through machine learning experiments, we found that both features derived from a single individual's body movement and features designed to measure aspects of synchrony and convergence of the couple's body movement signals were predictive of different attraction ratings. Our statistical analysis revealed that the overall increase or decrease in an individual's body movement throughout an interaction is a potential indicator of friendly intentions, possibly related to the desire to affiliate.
Although laughter is known to be a multimodal signal, it is primarily annotated from audio. It is unclear how laughter labels may differ when annotated from modalities like video, which capture body movements and are relevant in in-the-wild studies. In this work we ask whether annotations of laughter are congruent across modalities, and compare the effect that labeling modality has on machine learning model performance. We compare annotations and models for laughter detection, intensity estimation, and segmentation, using a challenging in-the-wild conversational dataset with a variety of camera angles, noise conditions and voices. Our study with 48 annotators revealed evidence for incongruity in the perception of laughter and its intensity between modalities, mainly due to lower recall in the video condition. Our machine learning experiments compared the performance of modern unimodal and multi-modal models for different combinations of input modalities, training, and testing label modalities. In addition to the same input modalities rated by annotators (audio and video), we trained models with body acceleration inputs, robust to cross-contamination, occlusion and perspective differences. Our results show that performance of models with body movement inputs does not suffer when trained with video-acquired labels, despite their lower inter-rater agreement.
This paper focuses on the automatic classification of self-assessed personality traits from the HEXACO inventory during crowded mingle scenarios. These scenarios provide rich study cases for social behavior analysis but are also challenging to analyze automatically as people in them interact dynamically and freely in an in-the-wild face-to-face setting. To do so, we leverage the use of wearable sensors recording acceleration and proximity, and video from overhead cameras. We use 3 different behavioral modality types (movement, speech and proximity) coming from 2 sensors (wearable and camera). Unlike other works, we extract an individual's speaking status from a single body worn triaxial accelerometer instead of audio, which scales easily to large populations. Additionally, we study the effect of different combinations of modality types on the personality estimation, and how this relates to the nature of each trait. We also include an analysis of feature complementarity and an evaluation of feature importance for the classification, showing that combining complementary modality types further improves the classification performance. We estimate the self-assessed personality traits both using a binary classification (community's standard) and as a regression over the trait scores. Finally, we analyze the impact of the accuracy of the speech detection on the overall performance of the personality estimation.
Gestures In-The-Wild
Detecting Conversational Hand Gestures in Crowded Scenes Using a Multimodal Fusion of Bags of Video Trajectories and Body Worn Acceleration
This paper addresses the detection of hand gestures during free-standing conversations in crowded mingle scenarios. Unlike the scenarios of the previous works in gesture detection and recognition, crowded mingle scenes have additional challenges such as cross-contamination between subjects, strong occlusions, and nonstationary backgrounds. This makes them more complex to analyze using computer vision techniques alone. We propose a multimodal approach using video and wearable acceleration data recorded via smart badges hung around the neck. In the video modality, we propose to treat noisy dense trajectories as bags-of-trajectories. For a given bag, we can have good trajectories corresponding to the subject, and bad trajectories due for instance to cross-contamination. However, we hypothesize that for a given class, it should be possible to learn trajectories that are discriminative while ignoring noisy trajectories. We do this by exploiting multiple instance learning via embedded instance selection as our multiple instance learning approach. This technique also allows us to identify which instances contribute more to the classification. By fusing the decisions of the classifiers from the video and wearable acceleration modalities, we show improvements over the unimodal approaches with an AUC of 0.69. We also present a static analysis and a dynamic analysis to assess the impact of noisy data on the fused detection results, showing that the moments of high occlusion in the video are compensated by the information from the wearables. Finally, we applied our method to detect speaking status, leveraging the close relationship found in the literature between hand gestures and speech.
We address the complex problem of associating several wearable devices with the spatio-temporal region of their wearers in video during crowded mingling events using only acceleration and proximity. This is a particularly important first step for multi-sensor behavior analysis using video and wearable technologies, where the privacy of the participants must be maintained. Most state-of-the-art works using these two modalities perform their association manually, which becomes practically unfeasible as the number of people in the scene increases. We proposed an automatic association method based on a hierarchical linear assignment optimization, which exploits the spatial context of the scene. Moreover, we present extensive experiments on matching from 2 to more than 69 acceleration and video streams, showing significant improvements over a random baseline in a real world crowded mingling scenario. We also show the effectiveness of our method for incomplete or missing streams (up to a certain limit) and analyze the trade-off between length of the streams and number of participants. Finally, we provide an analysis of failure cases, showing that deep understanding of the social actions within the context of the event is necessary to further improve performance on this intriguing task.
The MatchNMingle dataset
A novel multi-sensor resource for the analysis of social interactions and group dynamics in-the-wild during free-standing conversations and speed dates
We present MatchNMingle, a novel multimodal/multisensor dataset for the analysis of free-standing conversational groups and speed-dates in-the-wild. MatchNMingle leverages the use of wearable devices and overhead cameras to record social interactions of 92 people during real-life speed-dates, followed by a cocktail party. To our knowledge, MatchNMingle has the largest number of participants, longest recording time and largest set of manual annotations for social actions available in this context in a real-life scenario. It consists of 2 hours of data from wearable acceleration, binary proximity, video, audio, personality surveys, frontal pictures and speed-date responses. Participants' positions and group formations were manually annotated; as were social actions (eg. speaking, hand gesture) for 30 minutes at 20fps making it the first dataset to incorporate the annotation of such cues in this context. We present an empirical analysis of the performance of crowdsourcing workers against trained annotators in simple and complex annotation tasks, founding that although efficient for simple tasks, using crowdsourcing workers for more complex tasks like social action annotation led to additional overhead and poor inter-annotator agreement compared to trained annotators (differences up to 0.4 in Fleiss' Kappa coefficients). We also provide example experiments of how MatchNMingle can be used.
We present an approach to interpret the response of audiences to live performances by processing mobile sensor data. We apply our method on three different datasets obtained from three live performances, where each audience member wore a single tri-axial accelerometer and proximity sensor embedded inside a smart sensor pack. Using these sensor data, we developed a novel approach to predict audience members' self-reported experience of the performances in terms of enjoyment, immersion, willingness to recommend the event to others and change in mood. The proposed method uses an unsupervised method to identify informative intervals of the event, using the linkage of the audience members' bodily movements, and uses data from these intervals only to estimate the audience members' experience. We also analyze how the relative location of members of the audience can affect their experience and present an automatic way of recovering neighborhood information based on proximity sensors. We further show that the linkage of the audience members' bodily movements is informative of memorable moments which were later reported by the audience.
Who is where
Matching People in Video to Wearable Acceleration During Crowded Mingling Events
quantitative analysis that was based on annotations of the groups in space and gathered proximity data. The former revealed that even if the lights were off, the glass was used as a topic of talk, ‘toasting device’ and boundary object, making relevant a social past. With the lights on Pop Glass proved to be a talkable, a ‘super networker’ and it triggered a collective sense making process about the experiment itself. The quantitative analysis showed that glass’ lights motivated people to switch groups and act in bigger groups. This verified that in search for meaning people tend to mingle more, which on itself is an interesting starting point for design implications. ...
quantitative analysis that was based on annotations of the groups in space and gathered proximity data. The former revealed that even if the lights were off, the glass was used as a topic of talk, ‘toasting device’ and boundary object, making relevant a social past. With the lights on Pop Glass proved to be a talkable, a ‘super networker’ and it triggered a collective sense making process about the experiment itself. The quantitative analysis showed that glass’ lights motivated people to switch groups and act in bigger groups. This verified that in search for meaning people tend to mingle more, which on itself is an interesting starting point for design implications.