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Asma Ghandeharioun

Publications and source records attributed to Asma Ghandeharioun.

21 records · Page 2Linked to original sources

Engineering Music to Slow Breathing and Invite Relaxed Physiology

We engineered an interactive music system that influences a user's breathing rate to induce a relaxation response. This system generates ambient music containing periodic shifts in loudness that are determined by the user's own breathing patterns. We evaluated the efficacy of this music intervention for participants who were engaged in an attention-demanding task, and thus explicitly not focusing on their breathing or on listening to the music. We measured breathing patterns in addition to multiple peripheral and cortical indicators of physiological arousal while users experienced three different interaction designs: (1) a "Fixed Tempo" amplitude modulation rate at six beats per minute; (2) a "Personalized Tempo" modulation rate fixed at 75\% of each individual's breathing rate baseline, and (3) a "Personalized Envelope" design in which the amplitude modulation matches each individual's breathing pattern in real-time. Our results revealed that each interactive music design slowed down breathing rates, with the "Personalized Tempo" design having the largest effect, one that was more significant than the non-personalized design. The physiological arousal indicators (electrodermal activity, heart rate, and slow cortical potentials measured in EEG) showed concomitant reductions, suggesting that slowing users' breathing rates shifted them towards a more calmed state. These results suggest that interactive music incorporating biometric data may have greater effects on physiology than traditional recorded music.

cs.HC↗

Way Off-Policy Batch Deep Reinforcement Learning of Implicit Human Preferences in Dialog

Most deep reinforcement learning (RL) systems are not able to learn effectively from off-policy data, especially if they cannot explore online in the environment. These are critical shortcomings for applying RL to real-world problems where collecting data is expensive, and models must be tested offline before being deployed to interact with the environment -- e.g. systems that learn from human interaction. Thus, we develop a novel class of off-policy batch RL algorithms, which are able to effectively learn offline, without exploring, from a fixed batch of human interaction data. We leverage models pre-trained on data as a strong prior, and use KL-control to penalize divergence from this prior during RL training. We also use dropout-based uncertainty estimates to lower bound the target Q-values as a more efficient alternative to Double Q-Learning. The algorithms are tested on the problem of open-domain dialog generation -- a challenging reinforcement learning problem with a 20,000-dimensional action space. Using our Way Off-Policy algorithm, we can extract multiple different reward functions post-hoc from collected human interaction data, and learn effectively from all of these. We test the real-world generalization of these systems by deploying them live to converse with humans in an open-domain setting, and demonstrate that our algorithm achieves significant improvements over prior methods in off-policy batch RL.

cs.LG↗

Multimodal Prediction and Personalization of Photo Edits with Deep Generative Models

Professional-grade software applications are powerful but complicated$-$expert users can achieve impressive results, but novices often struggle to complete even basic tasks. Photo editing is a prime example: after loading a photo, the user is confronted with an array of cryptic sliders like "clarity", "temp", and "highlights". An automatically generated suggestion could help, but there is no single "correct" edit for a given image$-$different experts may make very different aesthetic decisions when faced with the same image, and a single expert may make different choices depending on the intended use of the image (or on a whim). We therefore want a system that can propose multiple diverse, high-quality edits while also learning from and adapting to a user's aesthetic preferences. In this work, we develop a statistical model that meets these objectives. Our model builds on recent advances in neural network generative modeling and scalable inference, and uses hierarchical structure to learn editing patterns across many diverse users. Empirically, we find that our model outperforms other approaches on this challenging multimodal prediction task.

stat.ML↗