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The goal of this paper is to utilize available big and open data sets to create content for a board and a digital game and implement an educational environment to improve students’ familiarity with concepts and relations in the data and, in the process, academic performance and engagement. To this end, we used Wikipedia data to generate content for a Monopoly clone called Geopoly and designed a game-based learning experiment. Our research examines whether this game had any impact on the students’ performance, which is related to identifying implied ranking and grouping mechanisms in the game, whether performance is correlated with interest and whether performance differs across genders. Student performance and knowledge about the relationships contained in the data improved significantly after playing the game, while the positive correlation between student interest and performance illustrated the relationship between them. This was also verified by a digital version of the game, evaluated by the students during the COVID-19 pandemic; initial results revealed that students found the game more attractive and rewarding than a traditional geography lesson.
Irene Vargianniti; Kostas Karpouzis. Using Big and Open Data to Generate Content for an Educational Game to Increase Student Performance and Interest. Big Data and Cognitive Computing 2020, 4, 30 .
AMA StyleIrene Vargianniti, Kostas Karpouzis. Using Big and Open Data to Generate Content for an Educational Game to Increase Student Performance and Interest. Big Data and Cognitive Computing. 2020; 4 (4):30.
Chicago/Turabian StyleIrene Vargianniti; Kostas Karpouzis. 2020. "Using Big and Open Data to Generate Content for an Educational Game to Increase Student Performance and Interest." Big Data and Cognitive Computing 4, no. 4: 30.
The goal of this paper is to study whether Game-Based Learning (GBL) can be used to improve academic performance and engagement. We present an experiment based on the design and deployment of a Monopoly-like board game, in the context of a primary school Geography curriculum, and look for improvements in students’ academic performance and will to learn, interest, and positive motivation. The paper examines if this game had a statistically significant influence on students’ performance, as well as how performance and interest are related and how performance differs between boys and girls. Results from the quantitative analysis of the data were positive to all the research queries: students’ performance improved substantially after the game, while, the strong correlation between the two variables that resulted made evident the relation between the students’ interest and performance.
Irene Vargianniti; Kostas Karpouzis. Effects of Game-Based Learning on Academic Performance and Student Interest. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 332 -341.
AMA StyleIrene Vargianniti, Kostas Karpouzis. Effects of Game-Based Learning on Academic Performance and Student Interest. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():332-341.
Chicago/Turabian StyleIrene Vargianniti; Kostas Karpouzis. 2019. "Effects of Game-Based Learning on Academic Performance and Student Interest." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 332-341.
Manolis Mavrikis; Asimina Vasalou; Laura Benton; Chrysanthi Raftopoulou; Antonios Symvonis; Kostas Karpouzis; Drew Wilkins. Towards Evidence-informed Design Principles for Adaptive Reading Games. Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems 2019, INT010 .
AMA StyleManolis Mavrikis, Asimina Vasalou, Laura Benton, Chrysanthi Raftopoulou, Antonios Symvonis, Kostas Karpouzis, Drew Wilkins. Towards Evidence-informed Design Principles for Adaptive Reading Games. Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. 2019; ():INT010.
Chicago/Turabian StyleManolis Mavrikis; Asimina Vasalou; Laura Benton; Chrysanthi Raftopoulou; Antonios Symvonis; Kostas Karpouzis; Drew Wilkins. 2019. "Towards Evidence-informed Design Principles for Adaptive Reading Games." Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems , no. : INT010.
Human action recognition and analysis has given life to a wide variety of real-world applications, ranging from surveillance and human-computer interaction to patient monitoring and rehabilitation. Most action recognition systems, especially smart-home or assistive living applications, depend on network infrastructures for easy data fusion and integration of different sensing modalities. However, despite the fact that action recognition methods have extensively been evaluated for their accuracy and there is a consensus on the ways to provide quality of service in various network infrastructures, there is poor coverage of the inherent challenges of performing human action in real world network-based applications. In this work, we attempt to document these challenges based on representative, state of the art techniques and venture to report on the open issues that need to be resolved by new techniques aiming to provide viable real world applications.
Georgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. Applications of human action analysis and recognition on wireless network infrastructures: State of the art and real world challenges. 2018 Innovations in Intelligent Systems and Applications (INISTA) 2018, 1 -6.
AMA StyleGeorgios Tsatiris, Kostas Karpouzis, Stefanos Kollias. Applications of human action analysis and recognition on wireless network infrastructures: State of the art and real world challenges. 2018 Innovations in Intelligent Systems and Applications (INISTA). 2018; ():1-6.
Chicago/Turabian StyleGeorgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. 2018. "Applications of human action analysis and recognition on wireless network infrastructures: State of the art and real world challenges." 2018 Innovations in Intelligent Systems and Applications (INISTA) , no. : 1-6.
Exertion games form a vastly expanding field, crossing over to machine learning and user studies, with studies of qualitative traits of actions, such as the player's level of expertise. In this work, we show how simple shape descriptors based on variance features fare on such a demanding task. We formulate two variance-based features and experiment on a demanding sports related dataset, captured with a Kinect sensor, in an action-specific k-NN classification scheme. Results show that simple shape features can produce meaningful results on determining a player's experience level, further encouraging their incorporation in more intricate schemes and real-world applications.
Georgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. Variance-based shape descriptors for determining the level of expertise of tennis players. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2017, 169 -172.
AMA StyleGeorgios Tsatiris, Kostas Karpouzis, Stefanos Kollias. Variance-based shape descriptors for determining the level of expertise of tennis players. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). 2017; ():169-172.
Chicago/Turabian StyleGeorgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. 2017. "Variance-based shape descriptors for determining the level of expertise of tennis players." 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) , no. : 169-172.
Identification of unintentional falls is a critical application in smart assistive environments, especially in the context of elderly care. However, visually discriminating between falls and fall-like, intentional activities is a challenging task. In this paper, we propose the utilization of a novel feature extraction scheme based on the newly formulated 3D Cylindrical Trace Transform, on spatio-temporal interest points, for the task of fall detection. Using this pipeline, we are able to produce features invariant to occlusion, viewpoint, camera placement and other distortions. Experimentation on two publicly available datasets, on a number of different conditions, proved the efficiency of the proposed methodology for the task at hand.
Georgios Goudelis; Georgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. Identifying unintentional falls in action videos using the 3D Cylindrical Trace Transform. 2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA) 2017, 1 -6.
AMA StyleGeorgios Goudelis, Georgios Tsatiris, Kostas Karpouzis, Stefanos Kollias. Identifying unintentional falls in action videos using the 3D Cylindrical Trace Transform. 2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA). 2017; ():1-6.
Chicago/Turabian StyleGeorgios Goudelis; Georgios Tsatiris; Kostas Karpouzis; Stefanos Kollias. 2017. "Identifying unintentional falls in action videos using the 3D Cylindrical Trace Transform." 2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA) , no. : 1-6.
A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystick, a mouse, a keyboard or a proprietary game controller. Recent technological advances have enabled the introduction of more elaborated approaches in which the player is able to interact with the game using body pose, facial expressions, actions, even physiological signals. The future lies in ‘affective gaming’, that is games that will be ‘intelligent’ enough not only to extract the player’s commands provided by speech and gestures, but also to extract behavioural cues, as well as emotional states and adjust the game narrative accordingly, in order to ensure more realistic and satisfactory player experience. In this chapter, we review the area of affective gaming by describing existing approaches and discussing recent technological advances. More precisely, we first elaborate on different sources of affect information in games and proceed with issues such as the affective evaluation of players and affective interaction in games. We summarize the existing commercial affective gaming applications and introduce new gaming scenarios. We outline some of the most important problems that have to be tackled in order to create more realistic and efficient interactions between players and games and conclude by highlighting the challenges such systems must overcome.
Irene Kotsia; Stefanos Zafeiriou; George Goudelis; Ioannis Patras; Kostas Karpouzis. Multimodal Sensing in Affective Gaming. A Practical Guide to Sentiment Analysis 2016, 59 -84.
AMA StyleIrene Kotsia, Stefanos Zafeiriou, George Goudelis, Ioannis Patras, Kostas Karpouzis. Multimodal Sensing in Affective Gaming. A Practical Guide to Sentiment Analysis. 2016; ():59-84.
Chicago/Turabian StyleIrene Kotsia; Stefanos Zafeiriou; George Goudelis; Ioannis Patras; Kostas Karpouzis. 2016. "Multimodal Sensing in Affective Gaming." A Practical Guide to Sentiment Analysis , no. : 59-84.
Affective computing researchers adopt a variety of methods in analysing or synthesizing aspects of human behaviour. The choice of method depends on which behavioural cues are considered salient or straightforward to capture and comprehend, as well as the overall context of the interaction. Thus, each approach focuses on modelling certain information and results to dedicated representations. However, analysis or synthesis is usually done by following label-based representations, which usually have a direct mapping to a feature vector. The goal of the presented work is to introduce an interim representational mechanism that associates low-level gesture expressivity parameters with a high-level dimensional representation of affect. More specifically, it introduces a novel methodology for associating easily extracted, low-level gesture data to the affective dimensions of activation and evaluation. For this purpose, a user perception test was carried out in order to properly annotate a dataset, by asking participants to assess each gesture in terms of the perceived activation (active/passive) and evaluation (positive/negative) levels. In affective behaviour modelling, the contribution of the proposed association methodology is twofold: On one hand, when analysing affective behaviour, it can enable the fusion of expressivity parameters alongside with any other modalities coded in higher-level affective representations, leading, in this way, to scalable multimodal analysis. On the other hand, it can enforce the process of synthesizing composite human behaviour (e.g. facial expression, gestures and body posture) since it allows for the translation of dimensional values of affect into synthesized expressive gestures.
Lori Malatesta; Stylianos Asteriadis; George Caridakis; Asimina Vasalou; Kostas Karpouzis. Associating gesture expressivity with affective representations. Engineering Applications of Artificial Intelligence 2016, 51, 124 -135.
AMA StyleLori Malatesta, Stylianos Asteriadis, George Caridakis, Asimina Vasalou, Kostas Karpouzis. Associating gesture expressivity with affective representations. Engineering Applications of Artificial Intelligence. 2016; 51 ():124-135.
Chicago/Turabian StyleLori Malatesta; Stylianos Asteriadis; George Caridakis; Asimina Vasalou; Kostas Karpouzis. 2016. "Associating gesture expressivity with affective representations." Engineering Applications of Artificial Intelligence 51, no. : 124-135.
Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.
Kostas Karpouzis; Georgios N. Yannakakis; Noor Shaker; Stylianos Asteriadis. The platformer experience dataset. 2015 International Conference on Affective Computing and Intelligent Interaction (ACII) 2015, 712 -718.
AMA StyleKostas Karpouzis, Georgios N. Yannakakis, Noor Shaker, Stylianos Asteriadis. The platformer experience dataset. 2015 International Conference on Affective Computing and Intelligent Interaction (ACII). 2015; ():712-718.
Chicago/Turabian StyleKostas Karpouzis; Georgios N. Yannakakis; Noor Shaker; Stylianos Asteriadis. 2015. "The platformer experience dataset." 2015 International Conference on Affective Computing and Intelligent Interaction (ACII) , no. : 712-718.
Charline Hondrou; Eleni Tsalapati; Amaryllis Raouzaiou; Kostas Karpouzis; Stefanos Kollias. Player-Specific Conflict Handling Ontology. Transactions on Petri Nets and Other Models of Concurrency XV 2014, 304 -315.
AMA StyleCharline Hondrou, Eleni Tsalapati, Amaryllis Raouzaiou, Kostas Karpouzis, Stefanos Kollias. Player-Specific Conflict Handling Ontology. Transactions on Petri Nets and Other Models of Concurrency XV. 2014; ():304-315.
Chicago/Turabian StyleCharline Hondrou; Eleni Tsalapati; Amaryllis Raouzaiou; Kostas Karpouzis; Stefanos Kollias. 2014. "Player-Specific Conflict Handling Ontology." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 304-315.
This paper presents an ontology that leads the player of a serious game - regarding conflict handling - to the educative experience from which they will benefit the most. It provides a clearly defined tree of axioms that maps the player’s visually manifested affective cues and emotional stimuli from the serious game to conflict handling styles and proposes interventions. The importance of this ontology lies in the fact that it promotes natural interaction (non-invasive methods) and at the same time makes the game as player-specific as it can be for its educational goal. It is an ontology that can be adapted to different educational theories and serve various educational purposes.
Charline Hondrou; Eleni Tsalapati; Amaryllis Raouzaiou; George Marandianos; Kostas Karpouzis; Stefanos Kollias. Player-Specific Conflict Handling Ontology. International Journal of Serious Games 2014, 1, 1 .
AMA StyleCharline Hondrou, Eleni Tsalapati, Amaryllis Raouzaiou, George Marandianos, Kostas Karpouzis, Stefanos Kollias. Player-Specific Conflict Handling Ontology. International Journal of Serious Games. 2014; 1 (3):1.
Chicago/Turabian StyleCharline Hondrou; Eleni Tsalapati; Amaryllis Raouzaiou; George Marandianos; Kostas Karpouzis; Stefanos Kollias. 2014. "Player-Specific Conflict Handling Ontology." International Journal of Serious Games 1, no. 3: 1.
The articles in this special section focus on the use of emotion technology and applications in computer games.
Georgios N. Yannakakis; Katherine Isbister; Ana Paiva; Kostas Karpouzis. Guest Editorial: Emotion in Games. IEEE Transactions on Affective Computing 2014, 5, 1 -2.
AMA StyleGeorgios N. Yannakakis, Katherine Isbister, Ana Paiva, Kostas Karpouzis. Guest Editorial: Emotion in Games. IEEE Transactions on Affective Computing. 2014; 5 (1):1-2.
Chicago/Turabian StyleGeorgios N. Yannakakis; Katherine Isbister; Ana Paiva; Kostas Karpouzis. 2014. "Guest Editorial: Emotion in Games." IEEE Transactions on Affective Computing 5, no. 1: 1-2.
Estimating the focus of attention of a person highly depends on her/his gaze directionality. Here, we propose a new method for estimating visual focus of attention using head rotation, as well as fuzzy fusion of head rotation and eye gaze estimates, in a fully automatic manner, without the need for any special hardware or a priori knowledge regarding the user, the environment or the setup. Instead, we propose a system aimed at functioning under unpretending conditions, only with the usage of simple hardware, like a normal web-camera. Our system is aimed at functioning in a human-computer interaction environment, considering a person is facing a monitor with a camera adjusted on top. To this aim, we propose in this paper two novel techniques, based on local and appearance information, estimating head rotation, and we adaptively fuse them in a common framework. The system is able to recognize head rotational movement, under translational movements of the user towards any direction, without any knowledge or a-priori estimate of the user’s distance from the camera or camera intrinsic parameters.
Stylianos Asteriadis; Kostas Karpouzis; Stefanos Kollias. Visual Focus of Attention in Non-calibrated Environments using Gaze Estimation. International Journal of Computer Vision 2013, 107, 293 -316.
AMA StyleStylianos Asteriadis, Kostas Karpouzis, Stefanos Kollias. Visual Focus of Attention in Non-calibrated Environments using Gaze Estimation. International Journal of Computer Vision. 2013; 107 (3):293-316.
Chicago/Turabian StyleStylianos Asteriadis; Kostas Karpouzis; Stefanos Kollias. 2013. "Visual Focus of Attention in Non-calibrated Environments using Gaze Estimation." International Journal of Computer Vision 107, no. 3: 293-316.
Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.
Noor Shaker; Stylianos Asteriadis; Georgios N. Yannakakis; Kostas Karpouzis. Fusing Visual and Behavioral Cues for Modeling User Experience in Games. IEEE Transactions on Cybernetics 2013, 43, 1519 -1531.
AMA StyleNoor Shaker, Stylianos Asteriadis, Georgios N. Yannakakis, Kostas Karpouzis. Fusing Visual and Behavioral Cues for Modeling User Experience in Games. IEEE Transactions on Cybernetics. 2013; 43 (6):1519-1531.
Chicago/Turabian StyleNoor Shaker; Stylianos Asteriadis; Georgios N. Yannakakis; Kostas Karpouzis. 2013. "Fusing Visual and Behavioral Cues for Modeling User Experience in Games." IEEE Transactions on Cybernetics 43, no. 6: 1519-1531.
This workshop covers real-time computational techniques for the recognition and interpretation of human affective and social behaviour, and techniques for synthesis of believable social behaviour supporting real-time adaptive human-agent and human-robot interaction in real-world environments.
Ginevra Castellano; Kostas Karpouzis; Jean-Claude Martin; Louis-Philippe Morency; Christopher Peters; Laurel D. Riek. Fifth International Workshop on Affective Interaction in Natural Environments (AFFINE 2013): Interacting with Affective Artefacts in the Wild. 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction 2013, 727 -727.
AMA StyleGinevra Castellano, Kostas Karpouzis, Jean-Claude Martin, Louis-Philippe Morency, Christopher Peters, Laurel D. Riek. Fifth International Workshop on Affective Interaction in Natural Environments (AFFINE 2013): Interacting with Affective Artefacts in the Wild. 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction. 2013; ():727-727.
Chicago/Turabian StyleGinevra Castellano; Kostas Karpouzis; Jean-Claude Martin; Louis-Philippe Morency; Christopher Peters; Laurel D. Riek. 2013. "Fifth International Workshop on Affective Interaction in Natural Environments (AFFINE 2013): Interacting with Affective Artefacts in the Wild." 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction , no. : 727-727.
Modern school environments are usually populated with children from diverse ethnic, cultural and social backgrounds, bringing in different social norms and skills, diverse behaviours and often contradicting cooperation strategies. As a result, conflicts are inevitable and should be resolved as quickly and painlessly as possible, making sure that school life and the learning process continue as intended. The Siren serious game aims to educate 10-14 year old students on conflict management and resolution, presenting them with user- and culture-adaptive mini game scenarios, based on popular game genres and taking into account their affective expressivity and in-game behaviour to adjust the intensity of the conflict to better suit their needs and competencies.
Kostas Karpouzis; Georgios Yannakakis; Ana Paiva; Jeppe Herlev Nielsen; Asimina Vasalou; Arnav Jhala. User Modelling and Adaptive, Natural Interaction for Conflict Resolution. 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction 2013, 719 -721.
AMA StyleKostas Karpouzis, Georgios Yannakakis, Ana Paiva, Jeppe Herlev Nielsen, Asimina Vasalou, Arnav Jhala. User Modelling and Adaptive, Natural Interaction for Conflict Resolution. 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction. 2013; ():719-721.
Chicago/Turabian StyleKostas Karpouzis; Georgios Yannakakis; Ana Paiva; Jeppe Herlev Nielsen; Asimina Vasalou; Arnav Jhala. 2013. "User Modelling and Adaptive, Natural Interaction for Conflict Resolution." 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction , no. : 719-721.
Recording and annotating a multimodal database of natural expressivity is a task that requires careful planning and implementation, before even starting to apply feature extraction and recognition algorithms. Requirements and characteristics of such databases are inherently different than those of acted behaviour, both in terms of unconstrained expressivity of the human participants, and in terms of the expressed emotions. In this paper, we describe a method to induce, record and annotate natural emotions, which was used to provide multimodal data for dynamic emotion recognition from facial expressions and speech prosody; results from a dynamic recognition algorithm, based on recurrent neural networks, indicate that multimodal processing surpasses both speech and visual analysis by a wide margin. The SAL database was used in the framework of the Humaine Network of Excellence as a common ground for research in everyday, natural emotions.
Kostas Karpouzis; George Caridakis; Roddy Cowie; Ellen Douglas-Cowie. Induction, recording and recognition of natural emotions from facial expressions and speech prosody. Journal on Multimodal User Interfaces 2013, 7, 195 -206.
AMA StyleKostas Karpouzis, George Caridakis, Roddy Cowie, Ellen Douglas-Cowie. Induction, recording and recognition of natural emotions from facial expressions and speech prosody. Journal on Multimodal User Interfaces. 2013; 7 (3):195-206.
Chicago/Turabian StyleKostas Karpouzis; George Caridakis; Roddy Cowie; Ellen Douglas-Cowie. 2013. "Induction, recording and recognition of natural emotions from facial expressions and speech prosody." Journal on Multimodal User Interfaces 7, no. 3: 195-206.
Intelligent personalized systems often ignore the affective aspectof human behavior and focus more on tactile cues of the useractivity. A complete user modeling, though, should also incorporatecues such as facial expressions, speech prosody and gesture orbody posture expressivity features, in order to dynamically profile the user, fusing all available modalities since these qualitative affective cues contain significant information about the user's on verbal behavior and communication. Towards this direction, this work focuses on automatic extraction of gestural and headexpressivity features and related statistical processing. The perspective of adopting a common formalization of using expressivity features for a multitude of visual, emotional modalities is explored and grounded through an overview of experiments on appropriate corpora and the corresponding analysis.
Stylianos Asteriadis; George Caridakis; Lori Malatesta; Kostas Karpouzis. Natural Interaction Multimodal Analysis: Expressivity Analysis towards Adaptive and Personalized Interfaces. 2012 Seventh International Workshop on Semantic and Social Media Adaptation and Personalization 2012, 131 -136.
AMA StyleStylianos Asteriadis, George Caridakis, Lori Malatesta, Kostas Karpouzis. Natural Interaction Multimodal Analysis: Expressivity Analysis towards Adaptive and Personalized Interfaces. 2012 Seventh International Workshop on Semantic and Social Media Adaptation and Personalization. 2012; ():131-136.
Chicago/Turabian StyleStylianos Asteriadis; George Caridakis; Lori Malatesta; Kostas Karpouzis. 2012. "Natural Interaction Multimodal Analysis: Expressivity Analysis towards Adaptive and Personalized Interfaces." 2012 Seventh International Workshop on Semantic and Social Media Adaptation and Personalization , no. : 131-136.
Present work deals with the incorporation of non-manual cues in automatic sign language recognition. More specifically, eye gaze, head pose, and facial expressions are discussed in relation to their grammatical and syntactic function and means of including them in the recognition phase are investigated. Computer vision issues related to extracting facial features, eye gaze, and head pose cues are presented and classification approaches for incorporating these non-manual cues into the overall Sign Language recognition architecture are introduced.
George Caridakis; Stylianos Asteriadis; Kostas Karpouzis. Non-manual cues in automatic sign language recognition. Personal and Ubiquitous Computing 2012, 18, 37 -46.
AMA StyleGeorge Caridakis, Stylianos Asteriadis, Kostas Karpouzis. Non-manual cues in automatic sign language recognition. Personal and Ubiquitous Computing. 2012; 18 (1):37-46.
Chicago/Turabian StyleGeorge Caridakis; Stylianos Asteriadis; Kostas Karpouzis. 2012. "Non-manual cues in automatic sign language recognition." Personal and Ubiquitous Computing 18, no. 1: 37-46.
A multimodal, cross-cultural corpus of affective behavior is presented in this research work. The corpus construction process, including issues related to the design and implementation of an experiment, is discussed along with resulting acoustic prosody, facial expressions and gesture expressivity features. However, research work presented here focuses more on the cross-cultural aspect of gestural behavior defining a common corpus construction protocol aiming to identify cultural patterns within non-verbal behavior across cultures i.e. German, Greek and Italian. Culture specific findings regarding gesture expressivity are derived from the affective analysis performed. Additionally, the multimodal aspect, including prosody and facial expressions, is researched in terms of fusion techniques. Finally, a release plan of the corpus to the public domain is discussed aiming to establish the current corpus as a benchmark multimodal, cross-cultural standard and reference point.
G. Caridakis; J. Wagner; A. Raouzaiou; F. Lingenfelser; K. Karpouzis; E. Andre. A cross-cultural, multimodal, affective corpus for gesture expressivity analysis. Journal on Multimodal User Interfaces 2012, 7, 121 -134.
AMA StyleG. Caridakis, J. Wagner, A. Raouzaiou, F. Lingenfelser, K. Karpouzis, E. Andre. A cross-cultural, multimodal, affective corpus for gesture expressivity analysis. Journal on Multimodal User Interfaces. 2012; 7 (1):121-134.
Chicago/Turabian StyleG. Caridakis; J. Wagner; A. Raouzaiou; F. Lingenfelser; K. Karpouzis; E. Andre. 2012. "A cross-cultural, multimodal, affective corpus for gesture expressivity analysis." Journal on Multimodal User Interfaces 7, no. 1: 121-134.