Currently, state of the art virtual agents lack the ability to display emotion as seen in actual humans, or even in hand-animated characters. One reason for the emotional inexpressiveness of virtual agents is the lack of emotionally expressive gaze manner. For virtual agents to express emotion that observers can empathize with, they need to generate gaze - including eye, head, and torso movement - to arbitrary targets, while displaying arbitrary emotional states. Our previous work [18] describes the Gaze Warping Transformation, a method of generating emotionally expressive head and torso movement during gaze shifts that is derived from human movement data. Through an evaluation, it was shown that applying different transformations to the same gaze shift could modify the affective state perceived when the transformed gaze shift was viewed by a human observer. In this paper we propose a model of realistic, emotionally expressive gaze that builds upon the Gaze Warping Transformation by improving the transformation implementation, and by adding a model of eye movement drawn from the visual neuroscience literature. We describe how to generate a gaze to an arbitrary target, while displaying an arbitrary emotional behavior. Finally, we propose an evaluation to determine what emotions human observers will attribute to the generated gaze shifts. Once this work is completed, virtual agents will have access to a new channel for emotionally expressive behavior.
As the technology for acquiring and storing images becomes more prevalent, we are faced with a growing need to sort and label these images. At this time, computer vision algorithms cannot parse abstract concepts from images like a human. As a result, there may be performance gains possible from the integration of human analysts with computer vision agents. We present an image triage system which facilitates the collaboration of heterogeneous agents through a novel unsupervised meta-learning technique. The system iteratively allocates images for binary classification among heterogeneous agents according to the Generalized Assignment Problem (GAP) and combines the classification results using the Spectral Meta-Learner (SML). In simulation, we demonstrate that the proposed system achieves significant speed-up over a naive parallel assignment strategy without sacrificing accuracy.
This chapter examines the potential impact of one specific area of neurotechnology on the future of soldier-system design: brain–computer interaction technologies (BCITs). It describes and distinguishes the term "BCIT" from the standard term "brain–computer interface" (BCI). The chapter discusses critical components of BCITs, which include brain signal detection, with an emphasis on those most relevant to BCIT design; and brain signal analysis and interpretation. It provides three examples of novel BCITs that target themes: increases in complexity induced by technology; soldier-system performance under battlefield conditions; and enhancement of the system design and evaluation process. The chapter focuses on electroencepthalogram (EEG)-based brain imaging technologies, which have undergone tremendous advances over the past ten years. It also discusses two methods that have been successful in BCI applications: Linear Discriminant Analysis (LDA) and Support Vector Machines (SVM). A BCIT is a system that adapts to or integrates dynamic changes in an individual's brain state, as determined from neural signals, into its function.
The application of Artificial Intelligence and Machine Learning (AI/ML) technologies to Aided Target Recognition (AiTR) systems will significantly improve target acquisition and engagement effectiveness. Although, the effectiveness of these AI/ML technologies is based on the quantity and quality of labeled training data, there is very limited labeled operational data available. Creating this data is both time-consuming and expensive, and AI/ML technologies can be brittle and unable to adapt to changing environmental conditions or adversary tactics that are not represented in the training data. As a result, continuous operational data collection and labeling are required to adapt and refine these algorithms, but collecting and labeling operational data carries potentially catastrophic risks if it requires Soldier interaction that degrades critical task performance. Addressing this problem to achieve robust, effective AI/ML for AiTR requires a multi-faceted approach integrating a variety of techniques such as generating synthetic data and using algorithms that learn on sparse and incomplete data. In particular, we argue that it is critical to leverage opportunistic sensing: obtaining operational data required to train and validate AI/ML algorithms from tasks the operator is already doing, without negatively affecting performance on those tasks or requiring any additional tasks to be performed. By leveraging the Soldier's substantial skills, capabilities, and adaptability, it will be possible to develop effective and adaptive AI/ML technologies for AiTR in the future Multi- Domain Operations (MDO) battlefield.
As we move through an environment, we are constantly making assessments, judgments and decisions about the things we encounter. Some are acted upon immediately, but many more become mental notes or fleeting impressions-our implicit 'labeling' of the world. In this paper, we use physiological correlates of this labeling to construct a hybrid brain-computer interface (hBCI) system for efficient navigation of a 3D environment.First, we record electroencephalographic (EEG), saccadic and pupillary data from subjects as they move through a small part of a 3D virtual city under free-viewing conditions. Using machine learning, we integrate the neural and ocular signals evoked by the objects they encounter to infer which ones are of subjective interest to them. These inferred labels are propagated through a large computer vision graph of objects in the city, using semi-supervised learning to identify other, unseen objects that are visually similar to the labeled ones. Finally, the system plots an efficient route to help the subjects visit the 'similar' objects it identifies.We show that by exploiting the subjects' implicit labeling to find objects of interest instead of exploring naively, the median search precision is increased from 25% to 97%, and the median subject need only travel 40% of the distance to see 84% of the objects of interest. We also find that the neural and ocular signals contribute in a complementary fashion to the classifiers' inference of subjects' implicit labeling.In summary, we show that neural and ocular signals reflecting subjective assessment of objects in a 3D environment can be used to inform a graph-based learning model of that environment, resulting in an hBCI system that improves navigation and information delivery specific to the user's interests.
A closed-loop system that offers real-time assessment and manipulation of a user's affective and cognitive states is very useful in developing adaptive environments which respond in a rational and strategic fashion to real-time changes in user affect, cognition, and motivation. The goal is to progress the user from suboptimal cognitive and affective states toward an optimal state that enhances user performance. In order to achieve this, there is need for assessment of both 1) the optimal affective/cognitive state and 2) the observed user state. This paper presents approaches for assessing these two states. Arousal, an important dimension of affect, is focused upon because of its close relation to a user's cognitive performance, as indicated by the Yerkes-Dodson Law. Herein, we make use of a Virtual Reality Stroop Task (VRST) from the Virtual Reality Cognitive Performance Assessment Test (VRCPAT) to identify the optimal arousal level that can serve as the affective/cognitive state goal. Three stimuli presentations (with distinct arousal levels) in the VRST are selected. We demonstrate that when reaction time is used as the performance measure, one of the three stimuli presentations can elicit the optimal level of arousal for most subjects. Further, results suggest that high classification rates can be achieved when a support vector machine is used to classify the psychophysiological responses (skin conductance level, respiration, ECG, and EEG) in these three stimuli presentations into three arousal levels. This research reflects progress toward the implementation of a closed-loop affective computing system.
The papers in this special section focus on brain computer interfaces. A brain computer interface (BCI) enables direct communication between the brain and a computer. It can be used to research, repair, or enhance human cognitive or sensorymotor functions. BCIs have attracted rapidly increasing research interest in the last decade, thanks to recent advances in neurosciences, wearable/mobile biosensors, and analytics. However, there are many challenges in the transition from laboratory settings to real-life applications, including the reliability and convenience of the sensing hardware, the availability of high performance and robust algorithms for signal analysis and interpretation, and fundamental advances in automated reasoning that enable the reasoning and generalization across individuals. Computational intelligence techniques, particularly fuzzy sets and systems, have demonstrated outstanding performance in handling uncertainties in many real-world applications.