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Silvan Mertes

Publications and source records attributed to Silvan Mertes.

23 records · Page 2Linked to original sources

Intercategorical Label Interpolation for Emotional Face Generation with Conditional Generative Adversarial Networks

Generative adversarial networks offer the possibility to generate deceptively real images that are almost indistinguishable from actual photographs. Such systems however rely on the presence of large datasets to realistically replicate the corresponding domain. This is especially a problem if not only random new images are to be generated, but specific (continuous) features are to be co-modeled. A particularly important use case in \emph{Human-Computer Interaction} (HCI) research is the generation of emotional images of human faces, which can be used for various use cases, such as the automatic generation of avatars. The problem hereby lies in the availability of training data. Most suitable datasets for this task rely on categorical emotion models and therefore feature only discrete annotation labels. This greatly hinders the learning and modeling of smooth transitions between displayed affective states. To overcome this challenge, we explore the potential of label interpolation to enhance networks trained on categorical datasets with the ability to generate images conditioned on continuous features.

cs.CV↗

Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation

Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To maintain player motivation over longer periods of time, games often employ Dynamic Difficulty Adjustment (DDA) to adapt the game's challenge according to the player's capabilities. For exercise games, this is mostly done by tuning specific in-game parameters like the speed of objects. In this work, we propose to use experience-driven Procedural Content Generation for DDA in VR exercise games by procedurally generating levels that match the player's current capabilities. Not only finetuning specific parameters but creating completely new levels has the potential to decrease repetition over longer time periods and allows for the simultaneous adaptation of the cognitive and physical challenge of the exergame. As a proof-of-concept, we implement an initial prototype in which the player must traverse a maze that includes several exercise rooms, whereby the generation of the maze is realized by a neural network. Passing those exercise rooms requires the player to perform physical activities. To match the player's capabilities, we use Deep Reinforcement Learning to adjust the structure of the maze and to decide which exercise rooms to include in the maze. We evaluate our prototype in an exploratory user study utilizing both biodata and subjective questionnaires.

cs.HC↗

GANterfactual - Counterfactual Explanations for Medical Non-Experts using Generative Adversarial Learning

With the ongoing rise of machine learning, the need for methods for explaining decisions made by artificial intelligence systems is becoming a more and more important topic. Especially for image classification tasks, many state-of-the-art tools to explain such classifiers rely on visual highlighting of important areas of the input data. Contrary, counterfactual explanation systems try to enable a counterfactual reasoning by modifying the input image in a way such that the classifier would have made a different prediction. By doing so, the users of counterfactual explanation systems are equipped with a completely different kind of explanatory information. However, methods for generating realistic counterfactual explanations for image classifiers are still rare. Especially in medical contexts, where relevant information often consists of textural and structural information, high-quality counterfactual images have the potential to give meaningful insights into decision processes. In this work, we present GANterfactual, an approach to generate such counterfactual image explanations based on adversarial image-to-image translation techniques. Additionally, we conduct a user study to evaluate our approach in an exemplary medical use case. Our results show that, in the chosen medical use-case, counterfactual explanations lead to significantly better results regarding mental models, explanation satisfaction, trust, emotions, and self-efficacy than two state-of-the-art systems that work with saliency maps, namely LIME and LRP.

cs.LG↗

Exploring emotional prototypes in a high dimensional TTS latent space

Recent TTS systems are able to generate prosodically varied and realistic speech. However, it is unclear how this prosodic variation contributes to the perception of speakers' emotional states. Here we use the recent psychological paradigm 'Gibbs Sampling with People' to search the prosodic latent space in a trained GST Tacotron model to explore prototypes of emotional prosody. Participants are recruited online and collectively manipulate the latent space of the generative speech model in a sequentially adaptive way so that the stimulus presented to one group of participants is determined by the response of the previous groups. We demonstrate that (1) particular regions of the model's latent space are reliably associated with particular emotions, (2) the resulting emotional prototypes are well-recognized by a separate group of human raters, and (3) these emotional prototypes can be effectively transferred to new sentences. Collectively, these experiments demonstrate a novel approach to the understanding of emotional speech by providing a tool to explore the relation between the latent space of generative models and human semantics.

cs.HC↗

Embedded Emotions -- A Data Driven Approach to Learn Transferable Feature Representations from Raw Speech Input for Emotion Recognition

Traditional approaches to automatic emotion recognition are relying on the application of handcrafted features. More recently however the advent of deep learning enabled algorithms to learn meaningful representations of input data automatically. In this paper, we investigate the applicability of transferring knowledge learned from large text and audio corpora to the task of automatic emotion recognition. To evaluate the practicability of our approach, we are taking part in this year's Interspeech ComParE Elderly Emotion Sub-Challenge, where the goal is to classify spoken narratives of elderly people with respect to the emotion of the speaker. Our results show that the learned feature representations can be effectively applied for classifying emotions from spoken language. We found the performance of the features extracted from the audio signal to be not as consistent as those that have been extracted from the transcripts. While the acoustic features achieved best in class results on the development set, when compared to the baseline systems, their performance dropped considerably on the test set of the challenge. The features extracted from the text form, however, are showing promising results on both sets and are outperforming the official baseline by 5.7 percentage points unweighted average recall.

eess.AS↗