Abdallah El Ali

Dr. Abdallah El Ali

Centrum Wiskunde & Informatica
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 May 2024
Verified
Conference Paper
Open access
JLJie Li
Jie Li
HCHancheng Cao
Hancheng Cao
LLLaura Lin
Laura Lin
YHYouyang Hou
Youyang Hou
RZRuihao Zhu
Ruihao Zhu
Abdallah El AliAbdallah El Ali
Abdallah El Ali
Among creative professionals, Generative Artificial Intelligence (GenAI) has sparked excitement over its capabilities and fear over unanticipated consequences. How does GenAI impact User Experience Design (UXD) practice, and are fears warranted? We interviewed 20 UX Designers, with diverse experience and across companies (startups to large enterprises). We probed them to characterize their practices, and sample their attitudes, concerns, and expectations. We found that experienced designers are confident in their originality, creativity, and empathic skills, and find GenAI’s role as assistive. They emphasized the unique human factors of “enjoyment” and “agency”, where humans remain the arbiters of “AI alignment’’. However, skill degradation, job replacement, and creativity exhaustion can adversely impact junior designers. We discuss implications for human-GenAI collaboration, specifically copyright and ownership, human creativity and agency, and AI literacy and access. Through the lens of responsible and participatory AI, we contribute a deeper understanding of GenAI fears and opportunities for UXD.

2 November 2021 in IEEE Transactions on Multimedia
Verified
Journal Article
Closed access
TXTong Xue
Tong Xue
Abdallah El AliAbdallah El Ali
Abdallah El Ali
TZTianyi Zhang
Tianyi Zhang
GDGangyi Ding
Gangyi Ding
PCPablo Cesar
Pablo Cesar
Watching 360 videos using Virtual Reality (VR) head-mounted displays (HMDs) provides interactive and immersive experiences, where videos can evoke different emotions. Existing emotion self-report techniques within VR however are either retrospective or interrupt the immersive experience. To address this, we introduce the Continuous Physiological and Behavioral Emotion Annotation Dataset for 360 Videos (CEAP-360VR). We conducted a controlled study (N=32) where participants used a Vive Pro Eye HMD to watch eight validated affective 360 video clips, and annotated their valence and arousal (V-A) continuously. We collected (a) behavioral (head and eye movements; pupillometry) signals (b) physiological (heart rate, skin temperature, electrodermal activity) responses (c) momentary emotion self-reports (d) within-VR discrete emotion ratings (e) motion sickness, presence, and workload. We show the consistency of continuous annotation trajectories and verify their mean V-A annotations. We find high consistency between viewed 360 video regions across subjects, with higher consistency for eye than head movements. We furthermore run baseline classification experiments, where Random Forest classifiers with 2s segments show good accuracies for subject-independent models: 66.80% (V) and 64.26% (A) for binary classification; 49.92% (V) and 52.20% (A) for 3-class classification. Our open dataset allows further experiments with continuous emotion self-reports collected in 360 VR environments, which can enable automatic assessment of immersive Quality of Experience (QoE) and momentary affective states.

24 December 2020 in Sensors
Verified
Journal Article
Open access
PDF file
TZTianyi Zhang
Tianyi Zhang
Abdallah El AliAbdallah El Ali
Abdallah El Ali
CWChen Wang
Chen Wang
AHAlan Hanjalic
Alan Hanjalic
PCPablo Cesar
Pablo Cesar
Recognizing user emotions while they watch short-form videos anytime and anywhere is essential for facilitating video content customization and personalization. However, most works either classify a single emotion per video stimuli, or are restricted to static, desktop environments. To address this, we propose a correlation-based emotion recognition algorithm (CorrNet) to recognize the valence and arousal (V-A) of each instance (fine-grained segment of signals) using only wearable, physiological signals (e.g., electrodermal activity, heart rate). CorrNet takes advantage of features both inside each instance (intra-modality features) and between different instances for the same video stimuli (correlation-based features). We first test our approach on an indoor-desktop affect dataset (CASE), and thereafter on an outdoor-mobile affect dataset (MERCA) which we collected using a smart wristband and wearable eyetracker. Results show that for subject-independent binary classification (high-low), CorrNet yields promising recognition accuracies: 76.37% and 74.03% for V-A on CASE, and 70.29% and 68.15% for V-A on MERCA. Our findings show: (1) instance segment lengths between 1–4 s result in highest recognition accuracies (2) accuracies between laboratory-grade and wearable sensors are comparable, even under low sampling rates (≤64 Hz) (3) large amounts of neutral V-A labels, an artifact of continuous affect annotation, result in varied recognition performance.

2 May 2024
Verified
Conference Paper
Open access
Abdallah El AliAbdallah El Ali
Abdallah El Ali
KVKarthikeya Puttur Venkatraj
Karthikeya Puttur Venkatraj
SMSophie Morosoli
Sophie Morosoli
LNLaurens Naudts
Laurens Naudts
NHNatali Helberger
Natali Helberger
PCPablo Cesar
Pablo Cesar

8 May 2022 in Virtual Reality
Verified
Journal Article
Closed access
PDF file
MMMario Montagud
Mario Montagud
JLJie Li
Jie Li
GCGianluca Cernigliaro
Gianluca Cernigliaro
Abdallah El AliAbdallah El Ali
Abdallah El Ali
SFSergi Fernández
Sergi Fernández
PCPablo Cesar
Pablo Cesar

7 April 2023 in IEEE Transactions on Affective Computing
Verified
Journal Article
Closed access
PBPatrícia Bota
Patrícia Bota
TZTianyi Zhang
Tianyi Zhang
Abdallah El AliAbdallah El Ali
Abdallah El Ali
AFAna L. N. Fred
Ana L. N. Fred
Hugo Plácido da SilvaHugo Plácido da Silva
Hugo Plácido da Silva
PCPablo Cesar
Pablo Cesar
During group interactions, we react and modulate our emotions and behaviour to the group through phenomena including emotion contagion and physiological synchrony. Previous work on emotion recognition through video/image has shown that group context information improves the classification performance. However, when using physiological data, literature mostly focuses on intrapersonal models that leave-out group information, while interpersonal models are unexplored. This paper introduces a new interpersonal Weighted Group Synchrony approach, which relies on Electrodermal Activity (EDA) and Heart-Rate Variability (HRV). We perform an analysis of synchrony metrics applied across diverse data representations (EDA and HRV morphology and features, recurrence plot, spectrogram), to identify which metrics and modalities better characterise physiological synchrony for emotion recognition. We explored two datasets (AMIGOS and K-EmoCon), covering different group sizes (4 vs dyad) and group-based activities (video-watching vs conversation). The experimental results show that integrating group information improves arousal and valence classification, across all datasets, with the exception of K-EmoCon on valence. The proposed method was able to attain mean M-F1 of $\approx$ 72.15% arousal and 81.16% valence for AMIGOS, and M-F1 of $\approx$ 52.63% arousal, 65.09% valence for K-EmoCon, surpassing previous work results for K-EmoCon on arousal, and providing a new baseline on AMIGOS for long-videos.