834 resultados para Recognizing emotional facial expressions
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From birth, infants preferentially attend to human motion, which allows them to learn to interpret other peoples’ facial expressions and mental states. Evidence from adults shows that selectivity of the amygdala and the posterior superior temporal sulcus (pSTS) to biological motion correlates with social network size. Social motivation—one’s desire to orient to the social world, to seek and find reward in social interaction, and to maintain social relationships—may also contribute to neural specialization for biological motion and to social network characteristics. The current study aimed to determine whether neural selectivity for biological motion relates to social network characteristics, and to gain preliminary evidence as to whether social motivation plays a role in this relation. Findings suggest that neural selectivity for biological motion in the pSTS is positively related to social network size in middle childhood and that this relation is moderated by social motivation.
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Dissertação de Mestrado, Neurociências Cognitivas e Neuropsicologia, Faculdade de Ciências Humanas e Sociais, Universidade do Algarve, 2016
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Nous avons développé un jeu sérieux afin d’enseigner aux utilisateurs à dessiner des diagrammes de Lewis. Nous l’avons augmenté d’un environnement pouvant enregistrer des signaux électroencéphalographiques, les expressions faciales, et la pupille d’un utilisateur. Le but de ce travail est de vérifier si l’environnement peut permettre au jeu de s’adapter en temps réel à l’utilisateur grâce à une détection automatique du besoin d’aide de l’utilisateur ainsi que si l’utilisateur est davantage satisfait de son expérience avec l’adaptation. Les résultats démontrent que le système d’adaptation peut détecter le besoin d’aide grâce à deux modèles d’apprentissage machine entraînés différemment, l’un généralisé et l’autre personalisé, avec des performances respectives de 53.4% et 67.5% par rapport à un niveau de chance de 33.3%.
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There is a growing societal need to address the increasing prevalence of behavioral health issues, such as obesity, alcohol or drug use, and general lack of treatment adherence for a variety of health problems. The statistics, worldwide and in the USA, are daunting. Excessive alcohol use is the third leading preventable cause of death in the United States (with 79,000 deaths annually), and is responsible for a wide range of health and social problems. On the positive side though, these behavioral health issues (and associated possible diseases) can often be prevented with relatively simple lifestyle changes, such as losing weight with a diet and/or physical exercise, or learning how to reduce alcohol consumption. Medicine has therefore started to move toward finding ways of preventively promoting wellness, rather than solely treating already established illness.^ Evidence-based patient-centered Brief Motivational Interviewing (BMI) interventions have been found particularly effective in helping people find intrinsic motivation to change problem behaviors after short counseling sessions, and to maintain healthy lifestyles over the long-term. Lack of locally available personnel well-trained in BMI, however, often limits access to successful interventions for people in need. To fill this accessibility gap, Computer-Based Interventions (CBIs) have started to emerge. Success of the CBIs, however, critically relies on insuring engagement and retention of CBI users so that they remain motivated to use these systems and come back to use them over the long term as necessary.^ Because of their text-only interfaces, current CBIs can therefore only express limited empathy and rapport, which are the most important factors of health interventions. Fortunately, in the last decade, computer science research has progressed in the design of simulated human characters with anthropomorphic communicative abilities. Virtual characters interact using humans’ innate communication modalities, such as facial expressions, body language, speech, and natural language understanding. By advancing research in Artificial Intelligence (AI), we can improve the ability of artificial agents to help us solve CBI problems.^ To facilitate successful communication and social interaction between artificial agents and human partners, it is essential that aspects of human social behavior, especially empathy and rapport, be considered when designing human-computer interfaces. Hence, the goal of the present dissertation is to provide a computational model of rapport to enhance an artificial agent’s social behavior, and to provide an experimental tool for the psychological theories shaping the model. Parts of this thesis were already published in [LYL+12, AYL12, AL13, ALYR13, LAYR13, YALR13, ALY14].^
Operant and Respondent Procedures to Establish Social Stimuli as Reinforcers in Children with Autism
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According to the DSM-IV- TR (American Psychiatric Association, 2000), one of the core deficits in autism is in the impairment of social interaction. Some have suggested that underlying these deficits is the reality that individuals with autism do not find social stimuli to be as reinforcing as other types of stimuli (Dawson, 2008). An interesting and growing body of literature supports the notion that symptoms in autism may be caused by a general reduction in social motivation (Chevallier et al., 2012). A review of the literature suggests that social orienting and social motivation are low in individuals with autism, and including social motivation as a target for therapeutic intervention should be pursued (Helt et al., 2008). Through our understanding of learning processes, researchers in behavior analysis and related fields have been able to use conditioning procedures to change the function of neutral or ineffective stimuli, including tokens (Ayllon & Azrin, 1968), facial expressions (Gewirtz & Pelaez-Nogueras, 1992) and praise (Dozier et al., 2012). The current study aimed to use operant and respondent procedures to condition social stimuli that were empirically shown to not be reinforcing prior to conditioning. Further, this study aimed to compare the two procedures in their effectiveness to condition social stimuli to function as reinforcers, and in their maintenance of effects over time. Using a multiple-baseline, multi-element design, one social stimulus was conditioned under each procedure to compare the different response rates following conditioning. Finally, the study sought to determine if conditioning social stimuli to function as reinforcers had any effect on the social functioning of young children with autism. Six children diagnosed with autism between the ages of 18 months and 3 years participated. Results show that the respondent procedure (pairing) resulted in more robust and enduring effects than the operant procedure (Sd procedure). Results of a social communication assessment (ESCS, Mundy et al., 2003) before and after conditioning demonstrate gains in all areas of social communication, particularly in the areas of initiating and responding to joint attention.
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Nous avons développé un jeu sérieux afin d’enseigner aux utilisateurs à dessiner des diagrammes de Lewis. Nous l’avons augmenté d’un environnement pouvant enregistrer des signaux électroencéphalographiques, les expressions faciales, et la pupille d’un utilisateur. Le but de ce travail est de vérifier si l’environnement peut permettre au jeu de s’adapter en temps réel à l’utilisateur grâce à une détection automatique du besoin d’aide de l’utilisateur ainsi que si l’utilisateur est davantage satisfait de son expérience avec l’adaptation. Les résultats démontrent que le système d’adaptation peut détecter le besoin d’aide grâce à deux modèles d’apprentissage machine entraînés différemment, l’un généralisé et l’autre personalisé, avec des performances respectives de 53.4% et 67.5% par rapport à un niveau de chance de 33.3%.
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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.
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L’estimation de la douleur chez autrui peut être influencée par différents facteurs liés à la personne en douleur, à l’observateur ou bien à l’interaction entre ces derniers. Parmi ces facteurs, l’exposition répétée à la douleur d’autrui, dans les milieux de soins ou dans une relation dans laquelle un des deux conjoints souffre de douleur chronique, a souvent été liée à une sous-estimation de la douleur d’autrui. L’objectif de cette thèse visait à mesurer les impacts de l’exposition répétée à la douleur d’autrui sur l’estimation subséquente de la douleur des autres, mais aussi sur l’activité cérébrale lors de l’observation de la douleur d’autrui et finalement, sur l’estimation de la douleur chez les conjoints de patients atteints de douleur chronique. La première étude expérimentale a permis d’isoler le facteur d’exposition répétée à la douleur d’autrui des autres facteurs confondants pouvant moduler l’estimation de la douleur d’autrui. Ainsi, il a été démontré que l’exposition répétée à la douleur d’autrui diminuait l’évaluation subséquente de la douleur des autres. Dans la seconde étude, il a été démontré en imagerie par résonance magnétique fonctionnelle que l’exposition répétée à la douleur d’autrui entrainait des changements dans l’activité cérébrale de certaines régions associées au traitement affectif (l’insula bilatérale), mais aussi cognitif de la douleur (sulcus temporal supérieur ; précunéus), lors de l’observation de la douleur d’autrui. Finalement, la troisième étude expérimentale, celle-ci proposant une visée plus clinique, a permis de démontrer que les conjoints de patients atteints de douleur chronique ne surestiment pas la douleur de leur conjoint, mais qu’ils perçoivent de la douleur même dans des expressions faciales neutres. L’ensemble de ces résultats suggère que chez les sujets sains, l’exposition répétée à la douleur d’autrui entraine une sous-estimation de la douleur chez l’autre et des changements dans le réseau de la matrice de la douleur lors de l’observation de la douleur des autres. En définitive, ces résultats démontrent que l’exposition répétée à la douleur d’autrui, dans un contexte expérimental, a des impacts majeurs sur l’observateur et son jugement de l’intensité de la douleur.
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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.
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This research project is based on the Multimodal Corpus of Chinese Court Interpreting (MUCCCI [mutʃɪ]), a small-scale multimodal corpus on the basis of eight authentic court hearings with Chinese-English interpreting in Mainland China. The corpus has approximately 92,500 word tokens in total. Besides the transcription of linguistic and para-linguistic features, utilizing the facial expression classification rules suggested by Black and Yacoob (1995), MUCCCI also includes approximately 1,200 annotations of facial expressions linked to the six basic types of human emotions, namely, anger, disgust, happiness, surprise, sadness, and fear (Black & Yacoob, 1995). This thesis is an example of conducting qualitative analysis on interpreter-mediated courtroom interactions through a multimodal corpus. In particular, miscommunication events (MEs) and the reasons behind them were investigated in detail. During the analysis, although queries were conducted based on non-verbal annotations when searching for MEs, both verbal and non-verbal features were considered indispensable parts contributing to the entire context. This thesis also includes a detailed description of the compilation process of MUCCCI utilizing ELAN, from data collection to transcription, POS tagging and non-verbal annotation. The research aims at assessing the possibility and feasibility of conducting qualitative analysis through a multimodal corpus of court interpreting. The concept of integrating both verbal and non-verbal features to contribute to the entire context is emphasized. The qualitative analysis focusing on MEs can provide an inspiration for improving court interpreters’ performances. All the constraints and difficulties presented can be regarded as a reference for similar research in the future.
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Question : Cette thèse comporte deux articles portant sur l’étude d’expressions faciales émotionnelles. Le processus de développement d’une nouvelle banque de stimuli émotionnels fait l’objet du premier article, alors que le deuxième article utilise cette banque pour étudier l’effet de l’anxiété de trait sur la reconnaissance des expressions statiques. Méthodes : Un total de 1088 clips émotionnels (34 acteurs X 8 émotions X 4 exemplaire) ont été alignés spatialement et temporellement de sorte que les yeux et le nez de chaque acteur occupent le même endroit dans toutes les vidéos. Les vidéos sont toutes d’une durée de 500ms et contiennent l’Apex de l’expression. La banque d’expressions statiques fut créée à partir de la dernière image des clips. Les stimuli ont été soumis à un processus de validation rigoureux. Dans la deuxième étude, les expressions statiques sont utilisées conjointement avec la méthode Bubbles dans le but d’étudier la reconnaissance des émotions chez des participants anxieux. Résultats : Dans la première étude, les meilleurs stimuli ont été sélectionnés [2 (statique & dynamique) X 8 (expressions) X 10 (acteurs)] et forment la banque d’expressions STOIC. Dans la deuxième étude, il est démontré que les individus présentant de l'anxiété de trait utilisent préférentiellement les basses fréquences spatiales de la région buccale du visage et ont une meilleure reconnaissance des expressions de peur. Discussion : La banque d’expressions faciales STOIC comporte des caractéristiques uniques qui font qu’elle se démarque des autres. Elle peut être téléchargée gratuitement, elle contient des vidéos naturelles et tous les stimuli ont été alignés, ce qui fait d’elle un outil de choix pour la communauté scientifique et les cliniciens. Les stimuli statiques de STOIC furent utilisés pour franchir une première étape dans la recherche sur la perception des émotions chez des individus présentant de l’anxiété de trait. Nous croyons que l’utilisation des basses fréquences est à la base des meilleures performances de ces individus, et que l’utilisation de ce type d’information visuelle désambigüise les expressions de peur et de surprise. Nous pensons également que c’est la névrose (chevauchement entre l'anxiété et la dépression), et non l’anxiété même qui est associée à de meilleures performances en reconnaissance d’expressions faciales de la peur. L’utilisation d’instruments mesurant ce concept devrait être envisagée dans de futures études.
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Theory of mind ability has been associated with performance in interpersonal interactions and has been found to influence aspects such as emotion recognition, social competence, and social anxiety. Being able to attribute mental states to others requires attention to subtle communication cues such as facial emotional expressions. Decoding and interpreting emotions expressed by the face, especially those with negative valence, are essential skills to successful social interaction. The current study explored the association between theory of mind skills and attentional bias to facial emotional expressions. According to the study hypothesis, individuals with poor theory of mind skills showed preferential attention to negative faces over both non-negative faces and neutral objects. Tentative explanations for the findings are offered emphasizing the potential adaptive role of vigilance for threat as a way of allocating a limited capacity to interpret others’ mental states to obtain as much information as possible about potential danger in the social environment.
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Significant facial emotion recognition (FER) deficits have been observed in participants exhibiting high levels of eating psychopathology. The current study aimed to determine if the pattern of FER deficits is influenced by intensity of facial emotion and to establish if eating psychopathology is associated with a specific pattern of emotion recognition errors that is independent of other psychopathological or personality factors. Eighty females, 40 high and 40 low scorers on the Eating Disorders Inventory (EDI) were presented with a series of faces, each featuring one of five emotional expressions at one of four intensities, and were asked to identify the emotion portrayed. Results revealed that, in comparison to Low EDI scorers, high scorers correctly recognised significantly fewer expressions, particularly of fear and anger. There was also a trend for this deficit to be more evident for subtle displays of emotion (50% intensity). Deficits in anger recognition were related specifically to scores on the body dissatisfaction subscale of the EDI. Error analyses revealed that, in comparison to Low EDI scorers, high scorers made significantly more and fear-as-anger errors. Also, a tendency to label anger expressions as sadness was related to body dissatisfaction. Current findings confirm FER deficits in subclinical eating psychopathology and extend these findings to subtle expressions of emotion. Furthermore, this is the first study to establish that these deficits are related to a specific pattern of recognition errors. Impaired FER could disrupt normal social functioning and might represent a risk factor for the development of more severe psychopathology.
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To examine abnormal patterns of frontal cortical-subcortical activity in response to emotional stimuli in euthymic individuals with bipolar disorder type I in order to identify trait-like, pathophysiologic mechanisms of the disorder. We examined potential confounding effects of total psychotropic medication load and illness variables upon neural abnormalities. We analyzed neural activity in 19 euthymic bipolar and 24 healthy individuals to mild and intense happy, fearful and neutral faces. Relative to healthy individuals, bipolar subjects had significantly increased left striatal activity in response to mild happy faces (p < 0.05, corrected), decreased right dorsolateral prefrontal cortical (DLPFC) activity in response to neutral, mild and intense happy faces, and decreased left DLPFC activity in response to neutral, mild and intense fearful faces (p < 0.05, corrected). Bipolar and healthy individuals did not differ in amygdala activity in response to either emotion. In bipolar individuals, there was no significant association between medication load and abnormal activity in these regions, but a negative relationship between age of illness onset and amygdala activity in response to mild fearful faces (p = 0.007). Relative to those without comorbidities, bipolar individuals with comorbidities showed a trend increase in left striatal activity in response to mild happy faces. Abnormally increased striatal activity in response to potentially rewarding stimuli and decreased DLPFC activity in response to other emotionally salient stimuli may underlie mood instabilities in euthymic bipolar individuals, and are more apparent in those with comorbid diagnoses. No relationship between medication load and abnormal neural activity in bipolar individuals suggests that our findings may reflect pathophysiologic mechanisms of the illness rather than medication confounds. Future studies should examine whether this pattern of abnormal neural activity could distinguish bipolar from unipolar depression.