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Hatice Gunes

Publications and source records attributed to Hatice Gunes.

At least 91 records · Page 5Linked to original sources

Dynamic Bayesian Network Modelling of User Affect and Perceptions of a Teleoperated Robot Coach during Longitudinal Mindfulness Training

Longitudinal interaction studies with Socially Assistive Robots are crucial to ensure that the robot is relevant for long-term use and its perceptions are not prone to the novelty effect. In this paper, we present a dynamic Bayesian network (DBN) to capture the longitudinal interactions participants had with a teleoperated robot coach (RC) delivering mindfulness sessions. The DBN model is used to study complex, temporal interactions between the participants self-reported personality traits, weekly baseline wellbeing scores, session ratings, and facial AUs elicited during the sessions in a 5-week longitudinal study. DBN modelling involves learning a graphical representation that facilitates intuitive understanding of how multiple components contribute to the longitudinal changes in session ratings corresponding to the perceptions of the RC, and participants relaxation and calm levels. The learnt model captures the following within and between sessions aspects of the longitudinal interaction study: influence of the 5 personality dimensions on the facial AU states and the session ratings, influence of facial AU states on the session ratings, and the influences within the items of the session ratings. The DBN structure is learnt using first 3 time points and the obtained model is used to predict the session ratings of the last 2 time points of the 5-week longitudinal data. The predictions are quantified using subject-wise RMSE and R2 scores. We also demonstrate two applications of the model, namely, imputation of missing values in the dataset and estimation of longitudinal session ratings of a new participant with a given personality profile. The obtained DBN model thus facilitates learning of conditional dependency structure between variables in the longitudinal data and offers inferences and conceptual understanding which are not possible through other regression methodologies.

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Affect-Driven Modelling of Robot Personality for Collaborative Human-Robot Interactions

Collaborative interactions require social robots to adapt to the dynamics of human affective behaviour. Yet, current approaches for affective behaviour generation in robots focus on instantaneous perception to generate a one-to-one mapping between observed human expressions and static robot actions. In this paper, we propose a novel framework for personality-driven behaviour generation in social robots. The framework consists of (i) a hybrid neural model for evaluating facial expressions and speech, forming intrinsic affective representations in the robot, (ii) an Affective Core, that employs self-organising neural models to embed robot personality traits like patience and emotional actuation, and (iii) a Reinforcement Learning model that uses the robot's affective appraisal to learn interaction behaviour. For evaluation, we conduct a user study (n = 31) where the NICO robot acts as a proposer in the Ultimatum Game. The effect of robot personality on its negotiation strategy is witnessed by participants, who rank a patient robot with high emotional actuation higher on persistence, while an inert and impatient robot higher on its generosity and altruistic behaviour.

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The Effect of Model Compression on Fairness in Facial Expression Recognition

Deep neural networks have proved hugely successful, achieving human-like performance on a variety of tasks. However, they are also computationally expensive, which has motivated the development of model compression techniques which reduce the resource consumption associated with deep learning models. Nevertheless, recent studies have suggested that model compression can have an adverse effect on algorithmic fairness, amplifying existing biases in machine learning models. With this project we aim to extend those studies to the context of facial expression recognition. To do that, we set up a neural network classifier to perform facial expression recognition and implement several model compression techniques on top of it. We then run experiments on two facial expression datasets, namely the Extended Cohn-Kanade Dataset (CK+DB) and the Real-World Affective Faces Database (RAF-DB), to examine the individual and combined effect that compression techniques have on the model size, accuracy and fairness. Our experimental results show that: (i) Compression and quantisation achieve significant reduction in model size with minimal impact on overall accuracy for both CK+DB and RAF-DB; (ii) in terms of model accuracy, the classifier trained and tested on RAF-DB seems more robust to compression compared to the CK+ DB; (iii) for RAF-DB, the different compression strategies do not seem to increase the gap in predictive performance across the sensitive attributes of gender, race and age which is in contrast with the results on the CK+DB, where compression seems to amplify existing biases for gender. We analyse the results and discuss the potential reasons for our findings.

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Two-stage Temporal Modelling Framework for Video-based Depression Recognition using Graph Representation

Video-based automatic depression analysis provides a fast, objective and repeatable self-assessment solution, which has been widely developed in recent years. While depression clues may be reflected by human facial behaviours of various temporal scales, most existing approaches either focused on modelling depression from short-term or video-level facial behaviours. In this sense, we propose a two-stage framework that models depression severity from multi-scale short-term and video-level facial behaviours. The short-term depressive behaviour modelling stage first deep learns depression-related facial behavioural features from multiple short temporal scales, where a Depression Feature Enhancement (DFE) module is proposed to enhance the depression-related clues for all temporal scales and remove non-depression noises. Then, the video-level depressive behaviour modelling stage proposes two novel graph encoding strategies, i.e., Sequential Graph Representation (SEG) and Spectral Graph Representation (SPG), to re-encode all short-term features of the target video into a video-level graph representation, summarizing depression-related multi-scale video-level temporal information. As a result, the produced graph representations predict depression severity using both short-term and long-term facial beahviour patterns. The experimental results on AVEC 2013 and AVEC 2014 datasets show that the proposed DFE module constantly enhanced the depression severity estimation performance for various CNN models while the SPG is superior than other video-level modelling methods. More importantly, the result achieved for the proposed two-stage framework shows its promising and solid performance compared to widely-used one-stage modelling approaches.

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Inferring User Facial Affect in Work-like Settings

Unlike the six basic emotions of happiness, sadness, fear, anger, disgust and surprise, modelling and predicting dimensional affect in terms of valence (positivity - negativity) and arousal (intensity) has proven to be more flexible, applicable and useful for naturalistic and real-world settings. In this paper, we aim to infer user facial affect when the user is engaged in multiple work-like tasks under varying difficulty levels (baseline, easy, hard and stressful conditions), including (i) an office-like setting where they undertake a task that is less physically demanding but requires greater mental strain; (ii) an assembly-line-like setting that requires the usage of fine motor skills; and (iii) an office-like setting representing teleworking and teleconferencing. In line with this aim, we first design a study with different conditions and gather multimodal data from 12 subjects. We then perform several experiments with various machine learning models and find that: (i) the display and prediction of facial affect vary from non-working to working settings; (ii) prediction capability can be boosted by using datasets captured in a work-like context; and (iii) segment-level (spectral representation) information is crucial in improving the facial affect prediction.

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Learning Graph Representation of Person-specific Cognitive Processes from Audio-visual Behaviours for Automatic Personality Recognition

This approach builds on two following findings in cognitive science: (i) human cognition partially determines expressed behaviour and is directly linked to true personality traits; and (ii) in dyadic interactions individuals' nonverbal behaviours are influenced by their conversational partner behaviours. In this context, we hypothesise that during a dyadic interaction, a target subject's facial reactions are driven by two main factors, i.e. their internal (person-specific) cognitive process, and the externalised nonverbal behaviours of their conversational partner. Consequently, we propose to represent the target subjects (defined as the listener) person-specific cognition in the form of a person-specific CNN architecture that has unique architectural parameters and depth, which takes audio-visual non-verbal cues displayed by the conversational partner (defined as the speaker) as input, and is able to reproduce the target subject's facial reactions. Each person-specific CNN is explored by the Neural Architecture Search (NAS) and a novel adaptive loss function, which is then represented as a graph representation for recognising the target subject's true personality. Experimental results not only show that the produced graph representations are well associated with target subjects' personality traits in both human-human and human-machine interaction scenarios, and outperform the existing approaches with significant advantages, but also demonstrate that the proposed novel strategies such as adaptive loss, and the end-to-end vertices/edges feature learning, help the proposed approach in learning more reliable personality representations.

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Toward Affective XAI: Facial Affect Analysis for Understanding Explainable Human-AI Interactions

As machine learning approaches are increasingly used to augment human decision-making, eXplainable Artificial Intelligence (XAI) research has explored methods for communicating system behavior to humans. However, these approaches often fail to account for the emotional responses of humans as they interact with explanations. Facial affect analysis, which examines human facial expressions of emotions, is one promising lens for understanding how users engage with explanations. Therefore, in this work, we aim to (1) identify which facial affect features are pronounced when people interact with XAI interfaces, and (2) develop a multitask feature embedding for linking facial affect signals with participants' use of explanations. Our analyses and results show that the occurrence and values of facial AU1 and AU4, and Arousal are heightened when participants fail to use explanations effectively. This suggests that facial affect analysis should be incorporated into XAI to personalize explanations to individuals' interaction styles and to adapt explanations based on the difficulty of the task performed.

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Towards Fair Affective Robotics: Continual Learning for Mitigating Bias in Facial Expression and Action Unit Recognition

As affective robots become integral in human life, these agents must be able to fairly evaluate human affective expressions without discriminating against specific demographic groups. Identifying bias in Machine Learning (ML) systems as a critical problem, different approaches have been proposed to mitigate such biases in the models both at data and algorithmic levels. In this work, we propose Continual Learning (CL) as an effective strategy to enhance fairness in Facial Expression Recognition (FER) systems, guarding against biases arising from imbalances in data distributions. We compare different state-of-the-art bias mitigation approaches with CL-based strategies for fairness on expression recognition and Action Unit (AU) detection tasks using popular benchmarks for each; RAF-DB and BP4D. Our experiments show that CL-based methods, on average, outperform popular bias mitigation techniques, strengthening the need for further investigation into CL for the development of fairer FER algorithms.

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Domain-Incremental Continual Learning for Mitigating Bias in Facial Expression and Action Unit Recognition

As Facial Expression Recognition (FER) systems become integrated into our daily lives, these systems need to prioritise making fair decisions instead of aiming at higher individual accuracy scores. Ranging from surveillance systems to diagnosing mental and emotional health conditions of individuals, these systems need to balance the accuracy vs fairness trade-off to make decisions that do not unjustly discriminate against specific under-represented demographic groups. Identifying bias as a critical problem in facial analysis systems, different methods have been proposed that aim to mitigate bias both at data and algorithmic levels. In this work, we propose the novel usage of Continual Learning (CL), in particular, using Domain-Incremental Learning (Domain-IL) settings, as a potent bias mitigation method to enhance the fairness of FER systems while guarding against biases arising from skewed data distributions. We compare different non-CL-based and CL-based methods for their classification accuracy and fairness scores on expression recognition and Action Unit (AU) detection tasks using two popular benchmarks, the RAF-DB and BP4D datasets, respectively. Our experimental results show that CL-based methods, on average, outperform other popular bias mitigation techniques on both accuracy and fairness metrics.

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Spatio-Temporal Analysis of Facial Actions using Lifecycle-Aware Capsule Networks

Most state-of-the-art approaches for Facial Action Unit (AU) detection rely upon evaluating facial expressions from static frames, encoding a snapshot of heightened facial activity. In real-world interactions, however, facial expressions are usually more subtle and evolve in a temporal manner requiring AU detection models to learn spatial as well as temporal information. In this paper, we focus on both spatial and spatio-temporal features encoding the temporal evolution of facial AU activation. For this purpose, we propose the Action Unit Lifecycle-Aware Capsule Network (AULA-Caps) that performs AU detection using both frame and sequence-level features. While at the frame-level the capsule layers of AULA-Caps learn spatial feature primitives to determine AU activations, at the sequence-level, it learns temporal dependencies between contiguous frames by focusing on relevant spatio-temporal segments in the sequence. The learnt feature capsules are routed together such that the model learns to selectively focus more on spatial or spatio-temporal information depending upon the AU lifecycle. The proposed model is evaluated on the commonly used BP4D and GFT benchmark datasets obtaining state-of-the-art results on both the datasets.

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Automatic Minimisation of Masking in Multitrack Audio using Subgroups

The iterative process of masking minimisation when mixing multitrack audio is a challenging optimisation problem, in part due to the complexity and non-linearity of auditory perception. In this article, we first propose a multitrack masking metric inspired by the MPEG psychoacoustic model. We investigate different audio processing techniques to manipulate the frequency and dynamic characteristics of the signal in order to reduce masking based on the proposed metric. We also investigate whether or not automatically mixing using subgrouping is beneficial or not to perceived quality and clarity of a mix. Evaluation results suggest that our proposed masking metric when used in an automatic mixing framework can be used to reduce inter-channel auditory masking as well as improve the perceived quality and perceived clarity of a mix. Furthermore, our results suggest that using subgrouping in an automatic mixing framework can be used to improve the perceived quality and perceived clarity of a mix.

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Facial Electromyography-based Adaptive Virtual Reality Gaming for Cognitive Training

Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive training literature are a lack of user engagement with the training programme, and a failure of developed skills to generalise to daily life. This paper introduces a new cognitive training (CT) paradigm designed to address these two limitations by combining the benefits of gamification, virtual reality (VR), and affective adaptation in the development of an engaging, ecologically valid, CT task. Additionally, it incorporates facial electromyography (EMG) as a means of determining user affect while engaged in the CT task. This information is then utilised to dynamically adjust the game's difficulty in real-time as users play, with the aim of leading them into a state of flow. Affect recognition rates of 64.1% and 76.2%, for valence and arousal respectively, were achieved by classifying a DWT-Haar approximation of the input signal using kNN. The affect-aware VR cognitive training intervention was then evaluated with a control group of older adults. The results obtained substantiate the notion that adaptation techniques can lead to greater feelings of competence and a more appropriate challenge of the user's skills.

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Investigating Bias and Fairness in Facial Expression Recognition

Recognition of expressions of emotions and affect from facial images is a well-studied research problem in the fields of affective computing and computer vision with a large number of datasets available containing facial images and corresponding expression labels. However, virtually none of these datasets have been acquired with consideration of fair distribution across the human population. Therefore, in this work, we undertake a systematic investigation of bias and fairness in facial expression recognition by comparing three different approaches, namely a baseline, an attribute-aware and a disentangled approach, on two well-known datasets, RAF-DB and CelebA. Our results indicate that: (i) data augmentation improves the accuracy of the baseline model, but this alone is unable to mitigate the bias effect; (ii) both the attribute-aware and the disentangled approaches fortified with data augmentation perform better than the baseline approach in terms of accuracy and fairness; (iii) the disentangled approach is the best for mitigating demographic bias; and (iv) the bias mitigation strategies are more suitable in the existence of uneven attribute distribution or imbalanced number of subgroup data.

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Mind Your Manners! A Dataset and A Continual Learning Approach for Assessing Social Appropriateness of Robot Actions

To date, endowing robots with an ability to assess social appropriateness of their actions has not been possible. This has been mainly due to (i) the lack of relevant and labelled data, and (ii) the lack of formulations of this as a lifelong learning problem. In this paper, we address these two issues. We first introduce the Socially Appropriate Domestic Robot Actions dataset (MANNERS-DB), which contains appropriateness labels of robot actions annotated by humans. To be able to control but vary the configurations of the scenes and the social settings, MANNERS-DB has been created utilising a simulation environment by uniformly sampling relevant contextual attributes. Secondly, we train and evaluate a baseline Bayesian Neural Network (BNN) that estimates social appropriateness of actions in the MANNERS-DB. Finally, we formulate learning social appropriateness of actions as a continual learning problem using the uncertainty of the BNN parameters. The experimental results show that the social appropriateness of robot actions can be predicted with a satisfactory level of precision. Our work takes robots one step closer to a human-like understanding of (social) appropriateness of actions, with respect to the social context they operate in. To facilitate reproducibility and further progress in this area, the MANNERS-DB, the trained models and the relevant code will be made publicly available.

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Creating a Robot Coach for Mindfulness and Wellbeing: A Longitudinal Study

Social robots are starting to become incorporated into daily lives by assisting in the promotion of physical and mental wellbeing. This paper investigates the use of social robots for delivering mindfulness sessions. We created a teleoperated robotic platform that enables an experienced human coach to conduct the sessions in a virtual manner by replicating upper body and head pose in real time. The coach is also able to view the world from the robot's perspective and make a conversation with participants by talking and listening through the robot. We studied how participants interacted with a teleoperated robot mindfulness coach over a period of 5 weeks and compared with the interactions another group of participants had with a human coach. The mindfulness sessions delivered by both types of coaching invoked positive responses from the participants for all the sessions. We found that the participants rated the interactions with human coach consistently high in all aspects. However, there is a longitudinal change in the ratings for the interaction with the teleoperated robot for the aspects of motion and conversation. We also found that the participants' personality traits -- conscientiousness and neuroticism influenced the perceptions of the robot coach.

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Culture-Based Explainable Human-Agent Deconfliction

Law codes and regulations help organise societies for centuries, and as AI systems gain more autonomy, we question how human-agent systems can operate as peers under the same norms, especially when resources are contended. We posit that agents must be accountable and explainable by referring to which rules justify their decisions. The need for explanations is associated with user acceptance and trust. This paper's contribution is twofold: i) we propose an argumentation-based human-agent architecture to map human regulations into a culture for artificial agents with explainable behaviour. Our architecture leans on the notion of argumentative dialogues and generates explanations from the history of such dialogues; and ii) we validate our architecture with a user study in the context of human-agent path deconfliction. Our results show that explanations provide a significantly higher improvement in human performance when systems are more complex. Consequently, we argue that the criteria defining the need of explanations should also consider the complexity of a system. Qualitative findings show that when rules are more complex, explanations significantly reduce the perception of challenge for humans.

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Registration-free Face-SSD: Single shot analysis of smiles, facial attributes, and affect in the wild

In this paper, we present a novel single shot face-related task analysis method, called Face-SSD, for detecting faces and for performing various face-related (classification/regression) tasks including smile recognition, face attribute prediction and valence-arousal estimation in the wild. Face-SSD uses a Fully Convolutional Neural Network (FCNN) to detect multiple faces of different sizes and recognise/regress one or more face-related classes. Face-SSD has two parallel branches that share the same low-level filters, one branch dealing with face detection and the other one with face analysis tasks. The outputs of both branches are spatially aligned heatmaps that are produced in parallel - therefore Face-SSD does not require that face detection, facial region extraction, size normalisation, and facial region processing are performed in subsequent steps. Our contributions are threefold: 1) Face-SSD is the first network to perform face analysis without relying on pre-processing such as face detection and registration in advance - Face-SSD is a simple and a single FCNN architecture simultaneously performing face detection and face-related task analysis - those are conventionally treated as separate consecutive tasks; 2) Face-SSD is a generalised architecture that is applicable for various face analysis tasks without modifying the network structure - this is in contrast to designing task-specific architectures; and 3) Face-SSD achieves real-time performance (21 FPS) even when detecting multiple faces and recognising multiple classes in a given image. Experimental results show that Face-SSD achieves state-of-the-art performance in various face analysis tasks by reaching a recognition accuracy of 95.76% for smile detection, 90.29% for attribute prediction, and Root Mean Square (RMS) error of 0.44 and 0.39 for valence and arousal estimation.

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CNN-based Facial Affect Analysis on Mobile Devices

This paper focuses on the design, deployment and evaluation of Convolutional Neural Network (CNN) architectures for facial affect analysis on mobile devices. Unlike traditional CNN approaches, models deployed to mobile devices must minimise storage requirements while retaining high performance. We therefore propose three variants of established CNN architectures and comparatively evaluate them on a large, in-the-wild benchmark dataset of facial images. Our results show that the proposed architectures retain similar performance to the dataset baseline while minimising storage requirements: achieving 58% accuracy for eight-class emotion classification and average RMSE of 0.39 for valence/arousal prediction. To demonstrate the feasibility of deploying these models for real-world applications, we implement a music recommendation interface based on predicted user affect. Although the CNN models were not trained in the context of music recommendation, our case study shows that: (i) the trained models achieve similar prediction performance to the benchmark dataset, and (ii) users tend to positively rate the song recommendations provided by the interface. Average runtime of the deployed models on an iPhone 6S equates to ~45 fps, suggesting that the proposed architectures are also well suited for real-time deployment on video streams.

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