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1 (a) (b) (c) (d) (a) (b) (c) (d) J-C. Martin, L. Devillers, A. Zara – LIMSI-CNRS V. Maffiolo, G. Le Chenadec – France Télécom R&D France EmoTABOU Corpus
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(a)(b)(c)(d)(a)(b)(c)(d) 1 J-C. Martin, L. Devillers, A. Zara – LIMSI-CNRS V. Maffiolo, G. Le Chenadec – France Télécom R&D France EmoTABOU Corpus.

Jan 22, 2016

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Page 1: (a)(b)(c)(d)(a)(b)(c)(d) 1 J-C. Martin, L. Devillers, A. Zara – LIMSI-CNRS V. Maffiolo, G. Le Chenadec – France Télécom R&D France EmoTABOU Corpus.

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(a) (b) (c) (d)(a) (b) (c) (d)

J-C. Martin, L. Devillers, A. Zara – LIMSI-CNRSV. Maffiolo, G. Le Chenadec – France Télécom R&D

France

EmoTABOU Corpus

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(a) (b) (c) (d)(a) (b) (c) (d)

Research Context and Goals

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(b) (c) (d)(b) (c) (d)

Research context Long-term goal: model of human computer

emotional interaction Requires knowledge on emotional multimodal

behaviors during human-human interaction (e.g. synchronization between modalities)

Corpus-based approach Experimental data and studies

Monomodal Acting single emotion Emotion but interaction not videotaped (EmoTV) Or interaction videotaped but not emotion

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(b) (c) (d)(b) (c) (d)

Related workDiscriminative features of mvt quality (Wallbott 98)

Emotion Movement quality

Hot anger High mvt activity, expansive mvts, high mvt dynamics

Elated Joy High mvt activity, expansive mvt, high mvt dynamics

Happiness Low movement dynamics

Disgust Inexpansive movements

Contempt Low movement activity, low movement dynamics

Sadness Low movement activity, low movement dynamics

Despair Expansive movements

Terror High movement activity

Boredom Low movement activity, inexpansive mvts, low mvt dynamics

Shame, Interest, Pride

How does that applies to not (instructed in-lab acting of single emotions) ?

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(b) (c) (d)(b) (c) (d)

Research context

Cognitive - motivational - emotive systems such as EMA (Gratch and Marsella) are mainly based on theoretical psycho-cognitive models behavioral models based on acted emotions

Our aim is to observe and analyze corpora of spontaneous

human-human interaction with emotional multimodal behavior

to build more realistic and “natural” behavioral models

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(b) (c) (d)(b) (c) (d)

Research questions Questions

how do emotion and interaction combine? what is the impact of both on the synchrony between

modalities? Gesture stroke phase and lexical affiliate (McNeill 05), max

F0 Gaze during mental states (Baron-Cohen 97) and turn-taking

(Allwood 06) How to collect behavior that

are spontaneous are multimodal are emotional occur during interaction

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(a) (b) (c) (d)(a) (b) (c) (d)

Experimental Protocole

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(b) (c) (d)(b) (c) (d)

Experimental protocolAdaptation of the Taboo game Taboo game

1 card with one secret word and 5 forbiden words

Multimodal elicitation Iconic Deictics

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(b) (c) (d)(b) (c) (d)

Experimental protocolAdaptation of the Taboo game

Emotion elicitation uncommon word to elicit surprise

or embarrassment 1 player was a naive subject other player instructed to elicit

emotion using strategies (might not find the word on purpose)

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(b) (c) (d)(b) (c) (d)

Collected data 10 pairs of players 8 hours of video Upper body + face close-up

table

tableTable

table

table

table

C S

E

C : comparseS : sujetE : expérimentateur

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(b) (c) (d)(b) (c) (d)

Samplepalimpsest

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(a) (b) (c) (d)(a) (b) (c) (d)

Levels of annotation

• multimodal behavior (acoustic/gestures/face) • linguistic behavior (dialog/com. acts) • emotional/mental state behavior • strategic behavior

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(a) (b) (c) (d)(a) (b) (c) (d)

Annotation of emotion & context

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(b) (c) (d)(b) (c) (d)

Previous scheme Multi-level scheme for emotion and context

representation Emotion labels (broad sense including attitude,

emotion, mood) Dimensions (valence and intensity) Contextual information (quality, speaker, etc.)

EmoTV (Devillers, Abrilian, Martin, 2005) CEMO (Devillers et al., 2005)

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(b) (c) (d)(b) (c) (d)

EmoTabou scheme

Adaptation of our previous scheme for emotions annotation in interaction

We added More general set of mental states Dialog acts Communicative acts Contextual information scheme (sub-dialog

of the game, role of the subject, card, etc.) Meta information

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(b) (c) (d)(b) (c) (d)

Emotion

labels in EmoTabou

The protocol for obtaining thislist was to rate the emotion words of the Humaine list (55 terms) in terms of their relevance for the task (majority Voting procedure – 5 people).

In order to represent complex emotions,we allow the annotation of at most5 emotions per segment.

Then we computed the different annotations of several labelers in a soft vector representation.

Positive

Amusement,

Excitation POS,

Satisfaction,

Joy

Pride,

Contentment

Relief

Surprise POS

Emotion

Negative

Sadness,

Cold anger,

Boredom,

Worry,

Guilt,

Agitation,

Nervous,

Weariness,

Anxiety,

Frustration,

Disappointment,

Irritation,

Embarrassment,

Exasperation,

Stress

Surprise NEG

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(b) (c) (d)(b) (c) (d)

Other studies: list of emotional labels

extended with other “mental states” (Reidsma 06, Le Chenadec et al., 05)

We added to our list the mental states defined by Baron-Cohen (96) (ie. “Thinking”, “Unsure”)

Aims: Study the relation between emotions and mental

states between the two players Study how emotions and mental states are

expressed through multimodal behaviors in human interactions

Mental states and emotions

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(b) (c) (d)(b) (c) (d)

Mental states (Baron-Cohen, 1996)

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(b) (c) (d)(b) (c) (d) DAMSL scheme “Dialog Act Markup in Several Layers”:

annotation of interaction (4 levels: Information-Level, Communicative Status, and Forward- and Backward-Looking Functions)

more than 75 tags Experiments using multi-level annotations:

dialogic and emotion tags carried out with the FP5-AMITIES (Devillers 02) showed correlation between emotion/some dialog acts in speech

ex: anger with repetition. We use a reduced set of DAMSL tags adapted

to EmoTabou

Dialog acts (DAMSL)

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(b) (c) (d)(b) (c) (d) Give a cue Suggest a word Assert other Ask a question

Understand Answer Yes Answer No Don’t know Interjection

Inintelligible 

Dialog acts (DAMSL)

Forward-Looking Functions

Backward-Looking Functions

Communicative Status

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(b) (c) (d)(b) (c) (d) Previous works have already provided lists of communicative functions (Poggi, Pelachaud)

Here, we defined a list after analysing our corpus: Abandon, Disapprove, Criticize, Self-criticize,

Lack-of-confidence, Doubt about other, Rush, Unkind, Irony, Mocking, Joke, Sarcastic.

Admire, Approve, Congratulate, Encourage, Congratulate, propose strategy,

Communicative functions

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(b) (c) (d)(b) (c) (d) We defined a contextual information scheme: strategies: list of strategies given to the

associate or observed in the corpus. game phases: give a card, play, give the result card to guess Player role: “devin” (mind-reader) or mime

Meta-information: Post-game information subject personality (Eysenck personality

inventory) questionnaire (emotions felt and elicited)

Contextual information and Meta-information

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(b) (c) (d)(b) (c) (d) Associate Irritation : the associates have the instruction

to criticize the subject Card

Embarrassment : to embarrass the subject, unusual words have been chosen like «palimpseste »

Experimenter Stress: the subject has 2 minutes to guess a

word. After 1mn30, the experimenter announces 30 seconds left, then 15 seconds…

Examples of the different strategies

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(b) (c) (d)(b) (c) (d) The coding scheme is implemented in Anvil (Kipp 04)

To annotate the corpus, we proceed in the following way:

1) Segmentation2) Annotation by four annotators Iterative definition of the coding scheme

Test with one video Measure agreement (intra, inter-coder agreement)

Annotation protocol for Emotion and context

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(a) (b) (c) (d)(a) (b) (c) (d)

Annotation of multimodal behaviors

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(b) (c) (d)(b) (c) (d)

Informal study of the collected behaviors

(a) (b) (c) (d)(a) (b) (c) (d)(a) iconic gesture describing the action "turning a split",

(b) deictic gesture indicating the scores listed on the black board,

(c) adaptator gesture done by the naive subject and imitation by the instructed subject (d)

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(b) (c) (d)(b) (c) (d)

Annotation of multimodal expressive behaviors Gaze direction Gesture

Phase Function (including manipulators) Expressivity (adapted from Pelachaud

05) Facial expressions (subset AU) Head mvt Posture

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(b) (c) (d)(b) (c) (d)

Annotation of multimodal expressive behaviors

Anvil (Kipp 04) 1 coder Agreement

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(a) (b) (c) (d)(a) (b) (c) (d)

Future DirectionsIllustrations of

possible measures

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(b) (c) (d)(b) (c) (d)

Descriptive analysis of one clip: Emotion repartition

Attribut % clip % clip

Speaker turn 60% Subject : 40% Associate :20%

Main Emotions Subject

77% Amusement : 36.6% Stress : 11.8% Exasperation : 9.7% Embarrassment :9.25%

Main Emotions Associate

Embarrassment:34.4% Amusement : 27.6% Stress : 11.4%

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(b) (c) (d)(b) (c) (d)

We observed some relations between our set of emotions and more general mental states Embarrassment -> unsure

Emotion vs Mental states

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(b) (c) (d)(b) (c) (d)

Ex: soft-vectors representation(Emotion label, weight, intensity, valence)(Mental state, weight)

Subject: “ok, I propose that we do not even try this oneand accept the penalty”

Subject.emotion ( amusement 2/6, 4, 4 ; embarrasment 1/6, 5, 2 ; disapointment 1/6, 4, 2 ; pride,1/6,4, 4 calme1/6, 1, 3)

Subject.Mentalstate (unsure 2/3; thinking1/3)

Associate.emotion( amusement 2/5,3,4 frustration 1/5,1,2 ; embarrasment 1/5,3,3 ; irritation 1/5,4,2)

Associate.Mentalstate()

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(b) (c) (d)(b) (c) (d)

SubjectAssociate

Abandon Criticize Lack-of-confidenc

e

Doubt about other

Amusement 33% 39% 31% 0%

Embarrassment

33% 61% 28% 100%

Emotions/Communicative acts

Associate

Subject

Criticize Disapprove

Lack-of-confiden

ce

Doubt about other

Irritation 2% 0 1% 34%

Embarrassment

18% 0 1% 0

Exasperation (annoyance)

26% 3% 21% 0

Stress 18% 3% 0 1%

Amusement 34% 29% 0 46%

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(b) (c) (d)(b) (c) (d)

Multimodal behaviorsIllustration of measures to be done

Naïve player gestures (RH + symetrical gestures) 83% of video / 7 gesture units High percentage of manipulators (48%) and hold

(60%) Gaze direction x gesture type

Adaptators: 59% Interlocutor, 31% elsewhere Deictics: 63% Interlocutor, 18% Panel, 19% Elsewhere

Expressivity and gesture type 59% deictic expanded, 94% adaptator contracted

Expressivity and phases 44% of smooth gestures occur during stroke

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(b) (c) (d)(b) (c) (d)

Future directionsSynchronization between modalities

Further annotations Lexical affiliate Facial expression close-up

Temporal analysis Between modalities Between modalities / mental states

Measures Gaze / mental state Individual behaviors

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(b) (c) (d)(b) (c) (d)

Future directionsSynchronization between modalities

Annotation and measures feedback, sequencing et turn management

(Allwood 06) Imitation

Relations between the different levels of annotation in the behavior of the two players

Comparison with pairs of naïve subjects