Abstract-MAHNOB-HCI is a multimodal database recorded in response to affective stimuli with the goal of emotion recognition and implicit tagging research. A multimodal setup was arranged for synchronized recording of face videos, audio signals, eye gaze data, and peripheral/central nervous system physiological signals. Twenty-seven participants from both genders and different cultural backgrounds participated in two experiments. In the first experiment, they watched 20 emotional videos and self-reported their felt emotions using arousal, valence, dominance, and predictability as well as emotional keywords. In the second experiment, short videos and images were shown once without any tag and then with correct or incorrect tags. Agreement or disagreement with the displayed tags was assessed by the participants. The recorded videos and bodily responses were segmented and stored in a database. The database is made available to the academic community via a web-based system. The collected data were analyzed and single modality and modality fusion results for both emotion recognition and implicit tagging experiments are reported. These results show the potential uses of the recorded modalities and the significance of the emotion elicitation protocol.
Abstract-To recognize speech, handwriting, or sign language, many hybrid approaches have been proposed that combine Dynamic Time Warping (DTW) or Hidden Markov Models (HMMs) with discriminative classifiers. However, all methods rely directly on the likelihood models of DTW/HMM. We hypothesize that time warping and classification should be separated because of conflicting likelihood modeling demands. To overcome these restrictions, we propose using Statistical DTW (SDTW) only for time warping, while classifying the warped features with a different method. Two novel statistical classifiers are proposed-Combined Discriminative Feature Detectors (CDFDs) and Quadratic Classification on DF Fisher Mapping (Q-DFFM)-both using a selection of discriminative features (DFs), and are shown to outperform HMM and SDTW. However, we have found that combining likelihoods of multiple models in a second classification stage degrades performance of the proposed classifiers, while improving performance with HMM and SDTW. A proof-of-concept experiment, combining DFFM mappings of multiple SDTW models with SDTW likelihoods, shows that, also for model-combining, hybrid classification can provide significant improvement over SDTW. Although recognition is mainly based on 3D hand motion features, these results can be expected to generalize to recognition with more detailed measurements such as hand/body pose and facial expression.
One way of recovering watermarks in geometrically distorted images is by performing a geometrical search. In addition to the computational cost required for this method, this paper considers the more important problem of false positives. The maximal number of detections that can be performed in a geometrical search is bounded by the maximum false positive detection probability required by the watermark application. We show that image and key dependency in the watermark detector leads to different false positive detection probabilities for geometrical searches for different images and keys. Furthermore, the image and key dependency of the tested watermark detector increases the random-imagerandom-key false positive detection probability, compared to the Bernoulli experiment that was used as a model.
Abstract. In this paper we introduce a multi-modal database for the analysis of human interaction, in particular mimicry, and elaborate on the theoretical hypotheses of the relationship between the occurrence of mimicry and human affect. The recorded experiments are designed to explore this relationship. The corpus is recorded with 18 synchronised audio and video sensors, and is annotated for many different phenomena, including dialogue acts, turn-taking, affect, head gestures, hand gestures, body movement and facial expression. Recordings were made of two experiments: a discussion on a political topic, and a role-playing game. 40 participants were recruited, all of whom selfreported their felt experiences. The corpus will be made available to the scientific community.
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