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Affective Computing. “ There can be no knowledge without emotion. We may be aware of a truth, yet until we have felt its force, it is not ours. To the cognition of the brain must be added the experience of the soul. ”
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Affective Computing “There can be no knowledge without emotion. We may be aware of a truth, yet until we have felt its force, it is not ours. To the cognition of the brain must be added the experience of the soul.” Arnold Bennett (British novelist, playwright, critic, and essayist, 1867-1931) A Seminar Presentation by Karthik Raman, 06005003 Adith Swaminathan, 06005005 Omkar Wagh, 06005006 Samhita Kasula, 06D05014
Abstract Affective Computing is a field of research in AI dealing with emotions and machines. We address • the impact of emotion on intellectual processes, • propose a basic theory for recognizing emotions, • survey a few existing techniques applied in affective computing, and • motivate the reason for controlled integration of these techniques in AI.
Motivation • AI (and Cognition) is very limited in scope if we limit it to rational thought. • Can you quantify Fear? Can you tell whether I am afraid? • If I had a computer that could read your facial expressions, the tone of your voice, and “barked” accordingly, will you accept it as having a puppy-like “intelligence”? • How often have you used Emoticons in chat messages? Did you feel hampered without them? • If we pursued this to the end, could we have an AI based NAZI propaganda?
Understanding Emotion:Hints from Psychology • Psychology focuses on three broad divisions : Affect, Behaviour and Cognition (ABC) • Affect is the ability to feel • Some contrasting theories of emotion – • James-Lange theory : We act therefore we feel. • Neurological Theory : Emotion is a mental state due to influence of certain neurochemicals (think hormones) on the limbic brain • The Limbic part of brain is theorised to control emotion, behaviour, long-term memory and smell. • Recent findings show that the limbic system is not central to emotion.
Theories of Emotion • Cognitive Theories : Emotions are a heuristic to process information in the cognitive domain. • Two Factor theory : Appraisal of the situation, and the physiological state of the body creates the emotional response. Emotion, hence, has two factors. What’s the take-away from all this? No one has a clear theory formulating Emotions!! • Emotion vs Emotion Display : Such widely differing theories for Emotion need not handicap our studies, since all of them are agreed on the various observable properties of Emotions – Emotion Display (or Affect Display). • Typical Human Affect Display occurs through – • Voice • Face • Gestures
Role of Emotion in Intellect Images courtesy Google Images Three major areas of Intelligent activity are influenced by emotions – • Learning • Long-term Memory • Reasoning Popular (exaggerated) examples of highly intelligent, but emotionally challenged characters have been shown here.
Modelling Learning • Learning by Example • Nearest analogy in AI is PAC learnability • Parrot repeating English words, Infant learning language • Learning by Guidance • Nearest analogy in AI would be A* search (the heuristic is a guide) • Our Educational System is based on this method • Learning by Feedback • Nearest analogy is Neural Network/Expectation Maximisation (where the output is used to tweak parameters of the system) • Dog learning new commands, typical carrot-and-stick scenarios
Emotion and Intelligence • Somatic Marker Hypothesis • Real-life decision making situations may have many complex and conflicting alternatives : the cognitive processes would be unable to provide an informed option • Emotion (by way of somatic markers) aid us (visualisable as a heuristic) • Reinforcing stimulus induces a physiological state, and this association gets stored (and later bias cognitive processing) • Iowa Gambling Experiment • Designed to demonstrate Emotion-based Learning • People with damaged Prefrontal Cortex (where the semantic markers are stored) did poorly.
Emotion in Reasoning • Minsky’s Ideas : An intelligent system should be able to describe the same situation in multiple ways (resourcefulness) – such a meta-description is “Panalogy” • We now need meta-knowledge to decide which description is “fruitful” for our current situation and reasoning • Emotion is the tool in people that switches these descriptions “without thinking”. • A machine equipped with such meta-knowledge will be more versatile when faced with a new situation.
Emotional Computers [xkcd] a webcomic www.xkcd.com
Use of emotional computers • Musical Tutor for piano lessons • Is it maintaining interest? • Is the student making mistakes? • Is the lesson tough or the piano key stuck? • Should it just make the user happy? • Human teachers use affective cues • Imagine an emotionless tutor.
So how do we go about it? • Answer=Affective Theory of Computation • What are emotions? We don’t really know! • Avenues • Express Emotions • Influence Emotions • Act on Emotions • Percieve Emotions
Express Emotions • Display Emotions • Computer voices with natural intonation • Computer Faces • “How” to show I'm happy. • Example:- Animation • Model Emotions • React to events • Internal Representation of Emotion • Example:-Kismet
KISMET • Recognise stimuli • Intelligently display emotion • Efficient model for emotions(more on this later) • Realistic(don't you get that puppy dog feeling?)
[A,V,S] Emotion Model • [Arousal , Valence , Stance] :- A 3-tuple models an “emotion”. • Arousal:- Surprise at high arousal, fatigue at low arousal • Valence:- Content at high valence, Unhappiness at low valence • Stance:- Stern at closed stance, accepting at open stance
Influence Emotions • Computers(in fact all media) already do this!! • E.g., a computer game makes one happy • Targeted marketing • Frequency and types of Ads • User profiling
Emotional Actions • Which action suits which emotion? • A decision must be made • Too many or too little parameters to evaluate rationally • Intimately related to human psyche(e.g., choosing a gift for a loved one) • Humans ability • Represent the same thing in many ways • Representation depends on current emotion
Percieve Emotions • Observe a human and infer his/her emotion • Approaches:- • Speech Tone Recognition • Facial Expression Recognition • Galvanic Skin Resistance(GSR), Electro-myograms(EMG) etc. • We'll talk about the first two (Speech and Facial Expression).
Facial Expression Recognition: Learning by Feedback • Classical Example of Learning By Feedback. • Young children look at their parents, and “learn” from their facial expressions what is right and what is not Image courtesy Google Images
Expressions & Emotions • Although human beings can volunarily adopt a facial expression, most of our expressions are involuntary in nature • Especially true for our immediate/reflex emotions. In such cases almost impossible to curtail our expression. • The close link, between the two sometimes leads to the reverse too, where assuming an expression leads to the emotion.
Significance of Facial Expressions • The expression on a faces, is the most basic form of non-verbal communication. • Our impression of other people, is highly dependant on their expression.
Courtesy : Google Images Classes of Expressions • Broadly classified into happy,sad, disgust, fear, anger, surpise and neutral. • Goal is to classify an unknown expression into one of these classes
AI and Facial Expression Recognition • A base of affective computing is recognition of human expression. • Purpose is to introduce natural ways of communication in person-to-machine interaction. • As in children, a robot, can learn better, when it looks for feedback from a “non-expert” , in the form of facial expressions. • More natural to us than “pushing buttons”.
General Machine Vision • First step in the process is “vision”. • After the image is acquired, some preprocessing is done such as to reduce noise, improve contrast. • Next features are extracted and areas of interest are “detected” • Finally some high-level processing occurs.
Optical Flow • Used to capture motion of objects due to relative motion between object and observer. • Also used to derive “structure” of objects. • Looks at intensity of “voxels” and tries to solve a set of differential equations. • Voxels = Volume Pixels = Think Pixels in 3d
Methods of Facial Reocognition • Early methods used optical flow to capture movement of features.(Such as facial muscles) • Broadly methods are Model-Based, Feature-Based or Holistic Spatial Based. • Model & Feature-Based Methods have a set of predefined features which are further used. • Though this is simple and reduces complexity, there is a loss of information.
Holistic Spatial Analysis • Whole image is taken not just specific features. • No pre-defined features. Rather try to discover intrinsic structural information. These are then used to recognise the class of expression. • Further divided into unsupervised (examples PCA, ICA) and supervised (example FDA). In supervised training is done on class-specified samples. • Math behind this is quite complex, based on feature subspaces.
Feature Selection • Selecting some features, assists in reducing complexity of process. • Would want to select features that can “identify” the class. • Hence the difference in the value of the feature between samples of the class should be small compared to those across classes. • Thus identify clasification ability of feature.
Weighted Saliency Maps • Simple example of such a method. Uses pixel intensities of grayscale images. • Calculates ratio of variance between classes and within a class. • σk = VarB/VarW , k = 1,..., n. • VarB=Sum of (ClassMean - OverallMean)2, for all classes and VarW=Sum of (f -MeanofClassof(f))2, for all f. Here n is number of sample points.
Courtesy [6] Weighted Saliency Maps(Contd.) • These ratios are then sorted in descending order . • Above is an example for the top 500 features of each class for a particular sample
Speech Tone Recognition • Why have humanoid robots ? • Enjoyable interaction • Doesn't require training on humans part • Easier to teach then bot new tasks • Acoustic patterns contain : • Who the speaker is? • What the speaker said • How it was said • The third piece of information is a strong indicator of the underlying intent.
Courtesy [7] Abstraction of the problem • Classify a given sentence to convey one of: • Approval : Good boy! • Prohibition : Don't do that. • Attention bidding : Hey Kismet, look here. • Soothing : It's okay, don't worry. • Neutral : This is a boo • Fernald's Prosodic Contours
Robot specifications: • Aesthetics : Appearance should affect nature of human communication with it. • Real Time Perfomance : Long delays are not acceptable. • Voice : Humans should be able to use their natural voice for training. It should be able to recognize a vocalization as having affective content when the intent of the sentence is to approve/prohibit, etc.
Specifications, Contd. • Unacceptable vs Acceptable misclassification: Shouldn't judge prohibition to be approval, but to judge it as neutral is an acceptable error. • Expressive Feedback : Respond to emotion to let the person know it has understood. • Speaker Dependence vs Independence: Former for personalized bots, latter for those that need to interact with many people.
Courtesy [7] Algorithm : Classify emotional content in speech • Processing : tag sample with pitch, energy, percentage periodicity. • Filter out noise : very high pitches (non-uniform), very low pitches. • Calculate features (mean,variance of pitch,energy, pitch range ) • Pass to classifier for result.
Courtesy [7] 5-way classification in KISMET • Stage 1 : Energy parameters are used to differentiate. (soothing, low-intensity neutral have low mean energy). • Stage 2: • Using Fernald's prosodic contours, soothing shows a smooth contour, frequency downsweep. Neutral is coarser and flatter.
Classification : Contd. • Approval &Attention shows high mean pitch, high pitch and energy variance; Prohibition has low mean pitch but high enery variation. Neutral shows low energy and pitch variation. • Stage 3 : Approval vs Attention. Both have high energy, and high pitch variation. But in approval, there is an exaggerated rise-fall pitch contour. Yet, this differentiation is difficult, and often the content is required to disambiguate.
KISMET's response to emotion • Has a synthetic nervous system (SNS) to help react to external stimulus. • The 'somatic marker' process to tag incoming information with affective content. • Arousal : Level of emotional response • Valence : Is the stimulus+ve or -ve • Stance : How approachable is the percept? • This information is passed to the 'emotion elicitor'. • Emotional Elicitor : Each [A,V,S] input contributes to some emotion process. Eg, A large -ve valence might contribute to sad, anger, fear, distress emotions.
Response Contd. | Arousal | Valence | Stance | Expression ------------------------------------------------------------------------------------------ Approval Med. high High +ve Approach Pleased Prohibition Low High -ve Withdraw Sad Comfort Low Medium +ve Neutral Content Attention High Neutral Approach Interest Neutral Neutral Neutral Neutral Calm • The winning emotion process affects the response if its value is above some threshold. • Two thresholds, one for behavioural response, the other for response through expression (the latter is lower). This indicates that expression leads behavioural response. • On praise, first comes interest, and then physical alignment.
Do we want ‘Emotional’ Machines? • Nazi Propoganda Machine? • A computer that knows how to influence emotions • The perfect politician • Computers with the ability to kill • Not a distant dream. Civilian aircraft is an example. • Choosing a sub-optimal (emotional) path. • Will an angry/insulted computer behave dangerously? • Popular Example:- M5 of Star Trek, HAL 9000 of “2001-A Space Odyssey” • The Example:- Marvin of “The Hitch-Hiker’s Guide”
Main Dilemna • Computers without emotions – not creative or intelligent. • Computers acting on emotions may someday wipe out their creators. • Possible solution : Give computers ability to perceive, express and heuristically act on emotions, but ensure that the emotions are always visible
Conclusion • Affective Computing is a young field of research • For interactive systems, something far better than the current crop of “intelligent” systems is needed. • Affective Computing has applications in improving the quality of life in impaired people (successfully demonstrated for Autism) • Ethical compromises need to be done to inculcate affective computers • This field can really benefit from research into the human brain/mind.
References • R.W. Picard (1995), "Affective Computing“,MIT Media Lab • R.W. Picard (1998) , “Towards Agents that recognize emotions”, Actes Proceedings, IMAGINA • http://www.ai.mit.edu/projects/humanoid-robotics-group/kismet/kismet.html • Descarte’s Error : Emotion, Reason and the Human Brain, Damasio (1994 Edition) • Automatic Facial Expression Recognition using L inear and Non-Linear Holistic Spatial Analysis, Ma and Wang (2005) Lecture Notes in CS • Emotion and Reinforcement : Affective Facial Expressions facilitate Robot Learning, Joost Brokens (2007) Lecture Notes in CS • Recognition of Affective Communicative Intent in Robot-Directed Speech, Breazal and Aryananda, MIT Media Lab • en.wikipedia.org : Emotion, Somatic Marker Hypothesis, Vision, Optic Flow.