The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker’s emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.
8 April 2025 in IEEE Transactions on Affective Computing
The EMPATHIC project aimed to design an emotionally expressive virtual coach capable of engaging healthy seniors to improve well-being and promote independent aging. In particular, the system's human sensing capabilities allow for the perception of emotional states to provide a personalized experience. This paper outlines the development of the emotion expression recognition module of the virtual coach, encompassing data collection, annotation design, and a first methodological approach, all tailored to the project requirements. With the latter, we investigate the role of various modalities, individually and combined, for discrete emotion expression recognition in this context: speech from audio, and facial expressions, gaze, and head dynamics from video. The collected corpus includes users from Spain, France, and Norway, and was annotated separately for the audio and video channels with distinct emotional labels, allowing for a performance comparison across cultures and label types. Results confirm the informative power of the modalities studied for the emotional categories considered, with multimodal methods generally outperforming others (around 68% accuracy with audio labels and 72-74% with video labels). The findings are expected to contribute to the limited literature on emotion recognition applied to older adults in conversational human-machine interaction, and guide the development of future systems.
Automatic emotion detection is a very attractive field of research that can help build more natural human–machine interaction systems. However, several issues arise when real scenarios are considered, such as the tendency toward neutrality, which makes it difficult to obtain balanced datasets, or the lack of standards for the annotation of emotional categories. Moreover, the intrinsic subjectivity of emotional information increases the difficulty of obtaining valuable data to train machine learning-based algorithms. In this work, two different real scenarios were tackled: human–human interactions in TV debates and human–machine interactions with a virtual agent. For comparison purposes, an analysis of the emotional information was conducted in both. Thus, a profiling of the speakers associated with each task was carried out. Furthermore, different classification experiments show that deep learning approaches can be useful for detecting speakers’ emotional information, mainly for arousal, valence, and dominance levels, reaching a -score.
In this work, we present an approach to understand the computational methods and decision-making involved in the identification of emotions in spontaneous speech. The selected task consists of Spanish TV debates, which entail a high level of complexity as well as additional subjectivity in the human perception-based annotation procedure. A simple convolutional neural model is proposed, and its behaviour is analysed to explain its decision-making. The proposed model slightly outperforms commonly used CNN architectures such as VGG16, while being much lighter. Internal layer-by-layer transformations of the input spectrogram are visualised and analysed. Finally, a class model visualisation is proposed as a simple interpretation approach whose usefulness is assessed in the work.