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Patrick Gebhard

Publications and source records attributed to Patrick Gebhard.

At least 19 recordsLinked to original sources

Making the Invisible Visible: Toward Micro-Expression Visualization for Empathy in Social Interaction

Micro-expressions are brief and subtle facial movements that convey nuanced affective information but often remain imperceptible during natural social interaction. Although prior research has primarily focused on computational recognition and spotting of micro-expressions, their application in human-centered contexts remains limited. From the perspective of social augmentation, this work proposes a conceptual framework for micro-expression visualization that transforms otherwise imperceptible micro-expressions into perceptible affective cues, with the aim of exploring their potential influence on empathic experience. Furthermore, we outline a planned pilot study to preliminarily assess the feasibility of this framework under controlled conditions.

cs.HC

Sentiment Analysis of German Sign Language Fairy Tales

We present a dataset and a model for sentiment analysis of German sign language (DGS) fairy tales. First, we perform sentiment analysis for three levels of valence (negative, neutral, positive) on German fairy tales text segments using four large language models (LLMs) and majority voting, reaching an inter-annotator agreement of 0.781 Krippendorff's alpha. Second, we extract face and body motion features from each corresponding DGS video segment using MediaPipe. Finally, we train an explainable model (based on XGBoost) to predict negative, neutral or positive sentiment from video features. Results show an average balanced accuracy of 0.631. A thorough analysis of the most important features reveal that, in addition to eyebrows and mouth motion on the face, also the motion of hips, elbows, and shoulders considerably contribute in the discrimination of the conveyed sentiment, indicating an equal importance of face and body for sentiment communication in sign language.

cs.CL

Socially Interactive Agents for Preserving and Transferring Tacit Knowledge in Organizations

This paper introduces a novel approach to tackle the challenges of preserving and transferring tacit knowledge--deep, experience-based insights that are hard to articulate but vital for decision-making, innovation, and problem-solving. Traditional methods rely heavily on human facilitators, which, while effective, are resource-intensive and lack scalability. A promising alternative is the use of Socially Interactive Agents (SIAs) as AI-driven knowledge transfer facilitators. These agents interact autonomously and socially intelligently with users through multimodal behaviors (verbal, paraverbal, nonverbal), simulating expert roles in various organizational contexts. SIAs engage employees in empathic, natural-language dialogues, helping them externalize insights that might otherwise remain unspoken. Their success hinges on building trust, as employees are often hesitant to share tacit knowledge without assurance of confidentiality and appreciation. Key technologies include Large Language Models (LLMs) for generating context-relevant dialogue, Retrieval-Augmented Generation (RAG) to integrate organizational knowledge, and Chain-of-Thought (CoT) prompting to guide structured reflection. These enable SIAs to actively elicit knowledge, uncover implicit assumptions, and connect insights to broader organizational contexts. Potential applications span onboarding, where SIAs support personalized guidance and introductions, and knowledge retention, where they conduct structured interviews with retiring experts to capture heuristics behind decisions. Success depends on addressing ethical and operational challenges such as data privacy, algorithmic bias, and resistance to AI. Transparency, robust validation, and a culture of trust are essential to mitigate these risks.

cs.HC

Color histogram equalization and fine-tuning to improve expression recognition of (partially occluded) faces on sign language datasets

The goal of this investigation is to quantify to what extent computer vision methods can correctly classify facial expressions on a sign language dataset. We extend our experiments by recognizing expressions using only the upper or lower part of the face, which is needed to further investigate the difference in emotion manifestation between hearing and deaf subjects. To take into account the peculiar color profile of a dataset, our method introduces a color normalization stage based on histogram equalization and fine-tuning. The results show the ability to correctly recognize facial expressions with 83.8% mean sensitivity and very little variance (.042) among classes. Like for humans, recognition of expressions from the lower half of the face (79.6%) is higher than that from the upper half (77.9%). Noticeably, the classification accuracy from the upper half of the face is higher than human level.

cs.CV

MMS Player: an open source software for parametric data-driven animation of Sign Language avatars

This paper describes the MMS-Player, an open source software able to synthesise sign language animations from a novel sign language representation format called MMS (MultiModal Signstream). The MMS enhances gloss-based representations by adding information on parallel execution of signs, timing, and inflections. The implementation consists of Python scripts for the popular Blender 3D authoring tool and can be invoked via command line or HTTP API. Animations can be rendered as videos or exported in other popular 3D animation exchange formats. The software is freely available under GPL-3.0 license at https://github.com/DFKI-SignLanguage/MMS-Player.

cs.GR

AutoPsyC: Automatic Recognition of Psychodynamic Conflicts from Semi-structured Interviews with Large Language Models

Psychodynamic conflicts are persistent, often unconscious themes that shape a person's behaviour and experiences. Accurate diagnosis of psychodynamic conflicts is crucial for effective patient treatment and is commonly done via long, manually scored semi-structured interviews. Existing automated solutions for psychiatric diagnosis tend to focus on the recognition of broad disorder categories such as depression, and it is unclear to what extent psychodynamic conflicts which even the patient themselves may not have conscious access to could be automatically recognised from conversation. In this paper, we propose AutoPsyC, the first method for recognising the presence and significance of psychodynamic conflicts from full-length Operationalized Psychodynamic Diagnostics (OPD) interviews using Large Language Models (LLMs). Our approach combines recent advances in parameter-efficient fine-tuning and Retrieval-Augmented Generation (RAG) with a summarisation strategy to effectively process entire 90 minute long conversations. In evaluations on a dataset of 141 diagnostic interviews we show that AutoPsyC consistently outperforms all baselines and ablation conditions on the recognition of four highly relevant psychodynamic conflicts.

cs.CL

InCoRe -- An Interactive Co-Regulation Model: Training Teacher Communication Skills in Demanding Classroom Situations

Socioemotional and regulation processes in learning are important. We add to the understanding of previous work on co-regulation processes in the learning sciences, extending the caregiver-child paradigm and focusing on the teacher-student relation by presenting an interactive co-regulation model and the methodology for developing empirically grounded systems for training teachers. We focus on the combination of classroom management and affect models and detail the use of a psychological model to operationalise and automate the interaction with the virtual student. We delve into an annotation scheme developed to capture teacher subjective psychological experiences during training and how these affect their co-regulation behavior with students and contributes to understanding the role of teacher emotional experiences and their consequences of co-regulation processes for classroom management. This research is also a contribution to developing hybrid AI systems.

cs.HC

MITHOS: Interactive Mixed Reality Training to Support Professional Socio-Emotional Interactions at Schools

Teachers in challenging conflict situations often experience shame and self-blame, which relate to the feeling of incompetence but may externalise as anger. Sensing mixed signals fails the contingency rule for developing affect regulation and may result in confusion for students about their own emotions and hinder their emotion regulation. Therefore, being able to constructively regulate emotions not only benefits individual experience of emotions but also fosters effective interpersonal emotion regulation and influences how a situation is managed. MITHOS is a system aimed at training teachers' conflict resolution skills through realistic situative learning opportunities during classroom conflicts. In four stages, MITHOS supports teachers' socio-emotional self-awareness, perspective-taking and positive regard. It provides: a) a safe virtual environment to train free social interaction and receive natural social feedback from reciprocal student-agent reactions, b) spatial situational perspective taking through an avatar, c) individual virtual reflection guidance on emotional experiences through co-regulation processes, and d) expert feedback on professional behavioural strategies. This chapter presents the four stages and their implementation in a semi-automatic Wizard-of-Oz (WoZ) System. The WoZ system affords collecting data that are used for developing the fully automated hybrid (machine learning and model-based) system, and to validate the underlying psychological and conflict resolution models. We present results validating the approach in terms of scenario realism, as well as a systematic testing of the effects of external avatar similarity on antecedents of self-awareness with behavior similarity. The chapter contributes to a common methodology of conducting interdisciplinary research for human-centered and generalisable XR and presents a system designed to support it.

cs.HC

Avatar Visual Similarity for Social HCI: Increasing Self-Awareness

Self-awareness is a critical factor in social human-human interaction and, hence, in social HCI interaction. Increasing self-awareness through mirrors or video recordings is common in face-to-face trainings, since it influences antecedents of self-awareness like explicit identification and implicit affective identification (affinity). However, increasing self-awareness has been scarcely examined in virtual trainings with virtual avatars, which allow for adjusting the similarity, e.g. to avoid negative effects of self-consciousness. Automatic visual similarity in avatars is an open issue related to high costs. It is important to understand which features need to be manipulated and which degree of similarity is necessary for self-awareness to leverage the added value of using avatars for self-awareness. This article examines the relationship between avatar visual similarity and increasing self-awareness in virtual training environments. We define visual similarity based on perceptually important facial features for human-human identification and develop a theory-based methodology to systematically manipulate visual similarity of virtual avatars and support self-awareness. Three personalized versions of virtual avatars with varying degrees of visual similarity to participants were created (weak, medium and strong facial features manipulation). In a within-subject study (N=33), we tested effects of degree of similarity on perceived similarity, explicit identification and implicit affective identification (affinity). Results show significant differences between the weak similarity manipulation, and both the strong manipulation and the random avatar for all three antecedents of self-awareness. An increasing degree of avatar visual similarity influences antecedents of self-awareness in virtual environments.

cs.HC

Recognizing Emotion Regulation Strategies from Human Behavior with Large Language Models

Human emotions are often not expressed directly, but regulated according to internal processes and social display rules. For affective computing systems, an understanding of how users regulate their emotions can be highly useful, for example to provide feedback in job interview training, or in psychotherapeutic scenarios. However, at present no method to automatically classify different emotion regulation strategies in a cross-user scenario exists. At the same time, recent studies showed that instruction-tuned Large Language Models (LLMs) can reach impressive performance across a variety of affect recognition tasks such as categorical emotion recognition or sentiment analysis. While these results are promising, it remains unclear to what extent the representational power of LLMs can be utilized in the more subtle task of classifying users' internal emotion regulation strategy. To close this gap, we make use of the recently introduced \textsc{Deep} corpus for modeling the social display of the emotion shame, where each point in time is annotated with one of seven different emotion regulation classes. We fine-tune Llama2-7B as well as the recently introduced Gemma model using Low-rank Optimization on prompts generated from different sources of information on the \textsc{Deep} corpus. These include verbal and nonverbal behavior, person factors, as well as the results of an in-depth interview after the interaction. Our results show, that a fine-tuned Llama2-7B LLM is able to classify the utilized emotion regulation strategy with high accuracy (0.84) without needing access to data from post-interaction interviews. This represents a significant improvement over previous approaches based on Bayesian Networks and highlights the importance of modeling verbal behavior in emotion regulation.

cs.CL

Socially Interactive Agents for Robotic Neurorehabilitation Training: Conceptualization and Proof-of-concept Study

Individuals with diverse motor abilities often benefit from intensive and specialized rehabilitation therapies aimed at enhancing their functional recovery. Nevertheless, the challenge lies in the restricted availability of neurorehabilitation professionals, hindering the effective delivery of the necessary level of care. Robotic devices hold great potential in reducing the dependence on medical personnel during therapy but, at the same time, they generally lack the crucial human interaction and motivation that traditional in-person sessions provide. To bridge this gap, we introduce an AI-based system aimed at delivering personalized, out-of-hospital assistance during neurorehabilitation training. This system includes a rehabilitation training device, affective signal classification models, training exercises, and a socially interactive agent as the user interface. With the assistance of a professional, the envisioned system is designed to be tailored to accommodate the unique rehabilitation requirements of an individual patient. Conceptually, after a preliminary setup and instruction phase, the patient is equipped to continue their rehabilitation regimen autonomously in the comfort of their home, facilitated by a socially interactive agent functioning as a virtual coaching assistant. Our approach involves the integration of an interactive socially-aware virtual agent into a neurorehabilitation robotic framework, with the primary objective of recreating the social aspects inherent to in-person rehabilitation sessions. We also conducted a feasibility study to test the framework with healthy patients. The results of our preliminary investigation indicate that participants demonstrated a propensity to adapt to the system. Notably, the presence of the interactive agent during the proposed exercises did not act as a source of distraction; instead, it positively impacted users' engagement.

cs.HC

ReNeLiB: Real-time Neural Listening Behavior Generation for Socially Interactive Agents

Flexible and natural nonverbal reactions to human behavior remain a challenge for socially interactive agents (SIAs) that are predominantly animated using hand-crafted rules. While recently proposed machine learning based approaches to conversational behavior generation are a promising way to address this challenge, they have not yet been employed in SIAs. The primary reason for this is the lack of a software toolkit integrating such approaches with SIA frameworks that conforms to the challenging real-time requirements of human-agent interaction scenarios. In our work, we for the first time present such a toolkit consisting of three main components: (1) real-time feature extraction capturing multi-modal social cues from the user; (2) behavior generation based on a recent state-of-the-art neural network approach; (3) visualization of the generated behavior supporting both FLAME-based and Apple ARKit-based interactive agents. We comprehensively evaluate the real-time performance of the whole framework and its components. In addition, we introduce pre-trained behavioral generation models derived from psychotherapy sessions for domain-specific listening behaviors. Our software toolkit, pivotal for deploying and assessing SIAs' listening behavior in real-time, is publicly available. Resources, including code, behavioural multi-modal features extracted from therapeutic interactions, are hosted at https://daksitha.github.io/ReNeLib

cs.HC

Fine-grained Affective Processing Capabilities Emerging from Large Language Models

Large language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT's zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics.

cs.CL

Towards social embodied cobots: The integration of an industrial cobot with a social virtual agent

The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase social engagement and well-being at the workplace. An online study was setup using prerecorded video interactions in order to pilot potential advantages of different embodied configurations of the cobot-avatar system in terms of perceptions of Social Presence, cobot-avatar Unity and Social Role of the system, and explore the relation of these. In particular, two different configurations were explored and compared: the virtual character was displayed either on a tablet strapped onto the base of the cobot or on a large TV screen positioned at the back of the workcell. The results imply that participants showed no clear preference based on the constructs, and both configurations fulfill these basic criteria. In terms of the relations between the constructs, there were strong correlations between perception of Social Presence, Unity and Social Role (Collegiality). This gives a valuable insight into the role of these constructs in the perception of cobots as embodied social entities, and towards building cobots that support well-being at the workplace.

cs.RO

MultiMediate '22: Backchannel Detection and Agreement Estimation in Group Interactions

Backchannels, i.e. short interjections of the listener, serve important meta-conversational purposes like signifying attention or indicating agreement. Despite their key role, automatic analysis of backchannels in group interactions has been largely neglected so far. The MultiMediate challenge addresses, for the first time, the tasks of backchannel detection and agreement estimation from backchannels in group conversations. This paper describes the MultiMediate challenge and presents a novel set of annotations consisting of 7234 backchannel instances for the MPIIGroupInteraction dataset. Each backchannel was additionally annotated with the extent by which it expresses agreement towards the current speaker. In addition to a an analysis of the collected annotations, we present baseline results for both challenge tasks.

cs.HC

"GAN I hire you?" -- A System for Personalized Virtual Job Interview Training

Job interviews are usually high-stakes social situations where professional and behavioral skills are required for a satisfactory outcome. Professional job interview trainers give educative feedback about the shown behavior according to common standards. This feedback can be helpful concerning the improvement of behavioral skills needed for job interviews. A technological approach for generating such feedback might be a playful and low-key starting point for job interview training. Therefore, we extended an interactive virtual job interview training system with a Generative Adversarial Network (GAN)-based approach that first detects behavioral weaknesses and subsequently generates personalized feedback. To evaluate the usefulness of the generated feedback, we conducted a mixed-methods pilot study using mock-ups from the job interview training system. The overall study results indicate that the GAN-based generated behavioral feedback is helpful. Moreover, participants assessed that the feedback would improve their job interview performance.

cs.HC

Employing Socially Interactive Agents for Robotic Neurorehabilitation Training

In today's world, many patients with cognitive impairments and motor dysfunction seek the attention of experts to perform specific conventional therapies to improve their situation. However, due to a lack of neurorehabilitation professionals, patients suffer from severe effects that worsen their condition. In this paper, we present a technological approach for a novel robotic neurorehabilitation training system. It relies on a combination of a rehabilitation device, signal classification methods, supervised machine learning models for training adaptation, training exercises, and socially interactive agents as a user interface. Together with a professional, the system can be trained towards the patient's specific needs. Furthermore, after a training phase, patients are enabled to train independently at home without the assistance of a physical therapist with a socially interactive agent in the role of a coaching assistant.

cs.HC

EMMI: Empathic Human-Machine Interaction for Establishing Trust in Automated Driving

Highly automated vehicles represent one of the most crucial development efforts in the automotive industry. In addition to the use of research vehicles, production vehicles for the general public are realistic in the near future. However, to fully exploit the benefits of these systems, it is fundamental that users have an appropriate level of trust in automation. Recent studies indicate that more research is needed in this area. Furthermore, beyond the management of user trust, the system should also convey a perceptible added value to realize not only trust, but also acceptance and thus use. The EMMI project pushes both, the management of user trust while conveying added value to the user. Therefore, an advanced socio-emotional user model for estimating user trust and various user-centered HMI systems with unique UX are being developed. Together, the systems are employed to induce changes in the users' trust in automated vehicles.

cs.HC