Title: JC. Martin, L. Devillers, A. Zara LIMSICNRS
1EmoTABOU Corpus
- J-C. Martin, L. Devillers, A. Zara LIMSI-CNRS
- V. Maffiolo, G. Le Chenadec France Télécom RD
- France
2Research Context and Goals
3Research 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
4Related workDiscriminative features of mvt
quality (Wallbott 98)
How does that applies to not (instructed in-lab
acting of single emotions) ?
5Research 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
6Research 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
7Experimental Protocole
8Experimental protocolAdaptation of the Taboo game
- Taboo game
- 1 card with one secret word and 5 forbiden
words -
- Multimodal elicitation
- Iconic
- Deictics
9Experimental 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)
10Collected data
- 10 pairs of players
- 8 hours of video
- Upper body face close-up
11Samplepalimpsest
12Levels of annotation
- multimodal behavior (acoustic/gestures/face)
- linguistic behavior (dialog/com. acts)
- emotional/mental state behavior
- strategic behavior
13Annotation of emotion context
14 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)
15EmoTabou 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
16 Emotion
labels in EmoTabou
The protocol for obtaining this list 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 most 5 emotions per segment.
Then we computed the different annotations of
several labelers in a soft vector
representation.
17 Mental states and emotions
- 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
18Mental states (Baron-Cohen, 1996)
19Dialog acts (DAMSL)
- 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
20Dialog acts (DAMSL)
- Give a cue
- Suggest a word
- Assert other
- Ask a question
- Understand
- Answer Yes
- Answer No
- Dont know
- Interjection
- Inintelligible
Forward-Looking Functions Backward-Looking
Functions Communicative Status
21Communicative functions
- 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,
22Contextual information and Meta-information
- 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)
23Examples of the different strategies
- 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
24Annotation protocol for Emotion and context
- The coding scheme is implemented in Anvil (Kipp
04) - To annotate the corpus, we proceed in the
following way - 1) Segmentation
- 2) Annotation by four annotators
- Iterative definition of the coding scheme
- Test with one video
- Measure agreement (intra, inter-coder agreement)
25Annotation of multimodal behaviors
26Informal study of the collected behaviors
- iconic gesture describing the action "turning a
split", - 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)
27Annotation of multimodal expressive behaviors
- Gaze direction
- Gesture
- Phase
- Function (including manipulators)
- Expressivity (adapted from Pelachaud 05)
- Facial expressions (subset AU)
- Head mvt
- Posture
28Annotation of multimodal expressive behaviors
- Anvil (Kipp 04)
- 1 coder
- Agreement
29Future Directions Illustrations of possible
measures
30Descriptive analysis of one clip Emotion
repartition
31Emotion vs Mental states
- We observed some relations between our set of
emotions and more general mental states - Embarrassment -gt
- unsure
32Ex soft-vectors representation (Emotion label,
weight, intensity, valence) (Mental state, weight)
Subject ok, I propose that we do not even try
this one and accept the penalty
33Emotions/Communicative acts
34Multimodal 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
35Future 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
36Future 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