The ability to coordinate turn taking during spoken dialogue is crucial for an embodied spoken dialogue system (SDS), e.g., in a humanoid robot. The SDS needs to model transitions in the conversational floor, which describes each party’s stance (either speaking or listening). Further, the SDS needs to signal its perception of the floor to the human, so that they can coordinate floor transitions and resolve conflicts. Conventional SDS employ standalone modules to control floor transitions but do not produce timely and appropriate responses. Recent end-to-end audio LLMs generate responses quickly, but do not coordinate floor transitions as accurately. In this work, we propose an SDS architecture that dynamically adjusts its prompts to an end-to-end audio LLM based upon its perception of the conversational floor state. The LLM output determines not only the audio output, but also the perceived floor state. This enables the system to signal its stance to the human, both when listening and when speaking. We conducted an experiment where a humanoid robot administered a semi-structured interview with human subjects. Results show that, compared with baseline systems using static prompts, dynamic prompting enables the LLM to model floor transitions more accurately, to generate more appropriate signalling, and to interrupt less, leading to smoother turn-taking in dialogue.
Robotic systems to assist with movement rehabil-itation are transitioning from providing fixed pre-programmed assistance towards adaptive challenge-oriented strategies that present patients with tasks that are demanding yet achiev-able. This promotes active engagement, which is crucial for stimulating neural plasticity and promoting recovery. While it has been well established that varying the challenge level can affect user engagement, measuring engagement during task performance has received less attention. To investigate this issue, we developed a virtual reality (VR) robotic system for upper limb rehabilitation using a line-tracing task that measures physiological and behavioral signals. Challenge level can be modulated by introducing force noise disturbance. We con-ducted a preliminary study on 12 participants, measuring user engagement and physiological/behavioral signals at different noise (challenge) levels. Our findings align with the predictions of flow channel theory. Engagement peaks at an intermediate challenge level. While past work considered only physiological measures, our results reveal that behavioral measures are better correlated with user engagement. Physiological measures correlate better with arousal. This work takes a step toward systems that dynamically adapt task parameters to optimize user engagement.
Binocular saccades in the three-dimensional world entail changes in the direction and depth of gaze. Newborns must autonomously learn to control these two types of eye movements concurrently. Here, we put forward a computational model of the joint development of conjugate saccades and vergence, resulting in the self-calibration of disjunctive saccades. This work builds on principles of information theory and efficient coding. We propose that conjugate saccades and vergence are learned together with the shared motivation of maximizing the mutual information between binocular visual inputs and their neural representations. We train and evaluate our model using an infant embodiment in a simulated playroom. Our results are compatible with experimental evidence and show that vergence predicts the binocular disparity at the target of a saccade.
Multiple datasets have been created for training and testing appearance-based gaze estimators. Intuitively, more data should lead to better performance. However, combining datasets to train a single esti-mator rarely improves gaze estimation performance. One reason may be differences in the experimental protocols used to obtain the gaze sam-ples, resulting in differences in the distributions of head poses, gaze an-gles, illumination, etc. Another reason may be the inconsistency between methods used to define gaze angles (label mismatch). We propose two innovations to improve the performance of gaze estimation by leveraging multiple datasets, a change in the estimator architecture and the intro-duction of a gaze adaptation module. Most state-of-the-art estimators merge information extracted from images of the two eyes and the entire face either in parallel or combine information from the eyes first then with the face. Our proposed Two-stage Transformer-based Gaze-feature Fusion (TTGF) method uses transformers to merge information from each eye and the face separately and then merge across the two eyes. We argue that this improves head pose invariance since changes in head pose affect left and right eye images in different ways. Our proposed Gaze Adaptation Module (GAM) method handles annotation inconsis-tency by applying a Gaze Adaption Module for each dataset to correct gaze estimates from a single shared estimator. This enables us to combine information across datasets despite differences in labeling. Our experi-ments show that these innovations improve gaze estimation performance over the SOTA both individually and collectively (by 10 https://github.com/HKUST-NISL/GazeSetMerge.
Humanoid robots are promising approach to automating patient interviews routinely conducted by medical staff. Their human-like appearance enables them to use the full gamut of verbal and behavioral cues that are critical to a successful interview. On the other hand, anthropomorphism can induce expectations of human-level performance by the robot. Not meeting such expectations degrades the quality of interaction. Specifically, humans expect rich real-time interactions during speech exchange, such as backchanneling and bargeins. The nature of the patient interview task differs from most other scenarios where task oriented dialogue systems have been used, as there is increased potential of engagement breakdown during interaction. We describe a dialogue system architecture that improves the performance of humanoid robots on the patient interview task. Our architecture adds a nested inner real-time control loop to improve the timeliness of the robot's responses based on the notion of "stance", an elaboration of the concept of a "turn", common in most existing dialogue systems. It also expands the dialogue state to monitor not only task progress, but also human engagement. Experiments using a humanoid robot running our proposed architecture reveal improved performance on interview tasks in terms of the perceived timeliness of responses and users' impressions of the system.
ERIT is a novel multimodal dataset designed to facilitate research in a lightweight multimodal fusion. It contains text and image data collected from videos of elderly individuals reacting to various situations, as well as seven emotion labels for each data sample. Because of the use of labeled images of elderly users reacting emotionally, it is also facilitating research on emotion recognition in an underrepresented age group in machine learning visual emotion recognition. The dataset is validated through comprehensive experiments indicating its importance in neural multimodal fusion research.
Visual search is important in our daily life. The efficient allocation of visual attention is critical to effectively complete visual search tasks. Prior research has predominantly modelled the spatial allocation of visual attention in images at the pixel level, e.g. using a saliency map. However, emerging evidence shows that visual attention is guided by objects rather than pixel intensities. This paper introduces the Object-level Attention Transformer (OAT), which predicts human scanpaths as they search for a target object within a cluttered scene of distractors. OAT uses an encoder-decoder architecture. The encoder captures information about the position and appearance of the objects within an image and about the target. The decoder predicts the gaze scanpath as a sequence of object fixations, by integrating output features from both the encoder and decoder. We also propose a new positional encoding that better reflects spatial relationships between objects. We evaluated OAT on the Amazon book cover dataset and a new dataset for visual search that we collected. OAT's predicted gaze scanpaths align more closely with human gaze patterns, compared to predictions by algorithms based on spatial attention on both established metrics and a novel behavioural-based metric. Our results demonstrate the generalization ability of OAT, as it accurately predicts human scanpaths for unseen layouts and target objects. The code is available at: https://github.com/HKUST-NISL/oat_eccv24.
Hallucinations are a type of output error produced by deep neural networks. While this has been studied in natural language processing, they have not been researched previously in automatic speech recognition. Here, we define hallucinations in ASR as transcriptions generated by a model that are semantically unrelated to the source utterance, yet still fluent and coherent. The similarity of hallucinations to probable natural language outputs of the model creates a danger of deception and impacts the credibility of the system. We show that commonly used metrics, such as word error rates, cannot differentiate between hallucinatory and non-hallucinatory models. To address this, we propose a perturbation-based method for assessing the susceptibility of an automatic speech recognition (ASR) model to hallucination at test time, which does not require access to the training dataset. We demonstrate that this method helps to distinguish between hallucinatory and non-hallucinatory models that have similar baseline word error rates. We further explore the relationship between the types of ASR errors and the types of dataset noise to determine what types of noise are most likely to create hallucinatory outputs. We devise a framework for identifying hallucinations by analysing their semantic connection with the ground truth and their fluency. Finally, we discover how to induce hallucinations with a random noise injection to the utterance.
Peg-in-hole manipulation has been a long-standing problem in robotics due to its broad application in both domestic and industrial domains. Due to advances in perception and modeling, deformable object manipulation is attracting increasing attention. This paper focuses on the intersection of these problems, where a hole must be deformed to allow peg entry. A common domestic application of this task is to pass a clothes hanger through a T-shirt's neckline to hang it. We demonstrate that the complexity of the problem can be reduced by using multimodal tactile feedback from a GelSight sensor. High-resolution contact detection helps to localize grasp to suitable locations on the T-shirt. Using tactile feedback to track a force trajectory, our algorithm can manipulate T-shirts of varying size and stiffness so that their neckline encloses the hanger. Our experimental results show consistency with the theoretical analysis. We anticipate that our proposed method will be more broadly applicable to other problems requiring simultaneous estimation and execution of force trajectory for elastic objects.
The demand for social robots in fields like healthcare, education, and entertainment increases due to their emotional adaptation features. These robots leverage multimodal communication, incorporating speech, facial expressions, and gestures to enhance user engagement and emotional support. The understanding of design paradigms of social robots is obstructed by the complexity of the system and the necessity to tune it to a specific task. This article provides a structured review of social robot design paradigms, categorizing them into cognitive architectures, role design models, linguistic models, communication flow, activity system models, and integrated design models. By breaking down the articles on social robot design and application based on these paradigms, we highlight the strengths and areas for improvement in current approaches. We further propose our original integrated design model that combines the most important aspects of the design of social robots. Our approach shows the importance of integrating operational, communicational, and emotional dimensions to create more adaptive and empathetic interactions between robots and humans.
Cognitive screening in hospitalized older patients is a critical, yet time-consuming process. While conversational agents present a promising solution to aid clinicians, current models fall short in their ability to scaffold questions to accommodate patients with potential cognitive decline effectively. To bridge this gap, we conducted a study with 13 clinicians to identify effective scaffolding strategies empirically. Our findings revealed six key strategies that clinicians use to scaffold the Abbreviated Mental Test (AMT) in practice, together with the underlying rationale and potential challenges. We discuss the implications of these findings for the design of conversational agents to assist in cognitive screening and propose design considerations for future research.
Micro-expressions (MEs) are involuntary and subtle facial expressions that are thought to reveal feelings people are trying to hide. ME spotting detects the temporal intervals containing MEs in videos. Detecting such quick and subtle motions from long videos is difficult. Recent works leverage detailed facial motion representations, such as the optical flow, and deep learning models, leading to high computational complexity. To reduce computational complexity and achieve real-time operation, we propose RMES, a real-time ME spotting framework. We represent motion using phase computed by Riesz Pyramid, and feed this motion representation into a three-stream shallow CNN, which predicts the likelihood of each frame belonging to an ME. In comparison to optical flow, phase provides more localized motion estimates, which are essential for ME spotting, resulting in higher performance. Using phase also reduces the required computation of the ME spotting pipeline by 77.8%. Despite its relative simplicity and low computational complexity, our framework achieves state-of-the-art performance on two public datasets: CAS(ME)(2) and SAMM Long Videos.
During their first months of life, infants learn to coordinate their perceptions and actions across different modalities. For example, eye-hand coordination relies on combining visual and proprioceptive sensory inputs for controlling eye and hand movements. What drives the development and calibration of such coordination? Here, we put forward a multimodal hierarchical extension of the Active Efficient Coding framework to learn a simple form of eye-hand coordination. By learning to actively compress visual and proprioceptive inputs into a combined multimodal representation, our embodied infant model learns to make eye movements to track an object held in its hand. We find that the abstract multimodal representation improves the tracking accuracy, but only if it emerges after the establishment of the single-modality systems. This suggests the existence of a “less-is-more” effect for the development of coordinated multimodal sensorimotor behaviors.
Memristors have emerged as a promising technology for efficient neuromorphic architectures owing to their ability to act as programmable synapses, combining processing and memory into a single device. Although they are most commonly used for static encoding of synaptic weights, recent work has begun to investigate the use of their dynamical properties, such as Short Term Plasticity (STP), to integrate events over time in event-based architectures. However, we are still far from completely understanding the range of possible behaviors and how they might be exploited in neuromorphic computation. This work focuses on a newly developed LixWO3-based three-terminal memristor that exhibits tunable STP and a conductance response modeled by a double exponential decay. We derive a stochastic model of the device from experimental data and investigate how device stochasticity, STP, and the double exponential decay affect accuracy in a hierarchy of time-surfaces (HOTS) architecture. We found that the device’s stochasticity does not affect accuracy, that STP can reduce the effect of salt and pepper noise in signals from event-based sensors, and that the double exponential decay improves accuracy by integrating temporal information over multiple time scales. Our approach can be generalized to study other memristive devices to build a better understanding of how control over temporal dynamics can enable neuromorphic engineers to fine-tune devices and architectures to fit their problems at hand.
How natural and artificial vision systems learn and develop depends on how they sample information from their environment. Humans actively do so through saccadic eye movements. The statistics of saccade amplitudes have been well-characterized in tightly controlled contexts such as viewing images on a computer screen. However, the degree to which such findings generalize to real-world contexts involving moving agents and objects is currently unknown. Here, we first analyze saccade amplitude statistics of both infants and adults during naturalistic free play. We find that these differ significantly from those previously reported for head-fixed picture viewing, with a relatively smaller/greater abundance of medium/large saccades. Next, we present a computational model that explains saccade amplitude statistics based on the foveated nature of vision and the associated space-variant magnification of different portions of the visual field in primary visual cortex. Finally, we demonstrate computationally efficient approximations to this space-variant sampling using a small number of discrete resolution levels.
Appearance-based gaze estimation from RGB images provides relatively unconstrained gaze tracking from commonly available hardware. The accuracy of subject-independent models is limited partly by small intra-subject and large inter-subject variations in appearance, and partly by a latent subject-dependent bias. To improve estimation accuracy, we have previously proposed a gaze decomposition method that decomposes the gaze angle into the sum of a subject-independent gaze estimate from the image and a subject-dependent bias. Estimating the bias from images outperforms previously proposed calibration algorithms, unless the amount of calibration data is prohibitively large. This paper extends that work with a more complete characterization of the interplay between the complexity of the calibration dataset and estimation accuracy. In particular, we analyze the effect of the number of gaze targets, the number of images used per gaze target and the number of head positions in calibration data using a new NISLGaze dataset, which is well suited for analyzing these effects as it includes more diversity in head positions and orientations for each subject than other datasets. A better understanding of these factors enables low complexity high performance calibration. Our results indicate that using only a single gaze target and single head position is sufficient to achieve high quality calibration. However, it is useful to include variability in head orientation as the subject is gazing at the target. Our proposed estimator based on these studies (GEDDNet) outperforms state-of-the-art methods by more than $6.3\%$6.3%. One of the surprising findings of our work is that the same estimator yields the best performance both with and without calibration. This is convenient, as the estimator works well ”straight out of the box,” but can be improved if needed by calibration. However, this seems to violate the conventional wisdom that train and test conditions must be matched. To better understand the reasons, we provide a new theoretical analysis that specifies the conditions under which this can be expected. The dataset is available at http://nislgaze.ust.hk. Source code is available at https://github.com/HKUST-NISL/GEDDnet.
Code-switching is a speech phenomenon occurring when a speaker switches language during a conversation. Despite the spontaneous nature of code-switching in conversational spoken language, most existing works collect code-switching data from read speech instead of spontaneous speech. ASCEND (A Spontaneous Chinese-English Dataset) is a high-quality Mandarin Chinese-English code-switching corpus built on spontaneous multi-turn conversational dialogue sources collected in Hong Kong. We report ASCEND’s design and procedure for collecting the speech data, including annotations. ASCEND consists of 10.62 hours of clean speech, collected from 23 bilingual speakers of Chinese and English. Furthermore, we conduct baseline experiments using pre-trained wav2vec 2.0 models, achieving a best performance of 22.69% character error rate and 27.05% mixed error rate.
Automatic speech recognition (ASR) on low resource languages improves the access of linguistic minorities to technological advantages provided by artificial intelligence (AI). In this paper, we address the problem of data scarcity for the Hong Kong Cantonese language by creating a new Cantonese dataset. Our dataset, Multi-Domain Cantonese Corpus (MDCC), consists of 73.6 hours of clean read speech paired with transcripts, collected from Cantonese audiobooks from Hong Kong. It comprises philosophy, politics, education, culture, lifestyle and family domains, covering a wide range of topics. We also review all existing Cantonese datasets and analyze them according to their speech type, data source, total size and availability. We further conduct experiments with Fairseq S2T Transformer, a state-of-the-art ASR model, on the biggest existing dataset, Common Voice zh-HK, and our proposed MDCC, and the results show the effectiveness of our dataset. In addition, we create a powerful and robust Cantonese ASR model by applying multi-dataset learning on MDCC and Common Voice zh-HK.
To provide effective guidance to a human agent performing hierarchical tasks, a 1 robot must determine the level at which to provide guidance. This relies on estimat- 2 ing the agent’s intention at each level of the hierarchy. Unfortunately, observations 3 of task-related movements provide direct information about intention only at the 4 lowest level. In addition, lower level tasks may be shared. The resulting ambiguity 5 impairs timely estimation of higher level intent. This can be resolved by incorpo- 6 rating observations of secondary behaviors like gaze. We propose a probabilistic 7 framework enabling robot guidance in hierarchical tasks via intention estimation 8 from observations of both task-related movements and eye gaze. Experiments 9 with a virtual humanoid robot demonstrate that gaze is a very powerful cue that 10 largely compensates for simplifying assumptions made in modelling task-related 11 movements, enabling a robot controlled by our framework to nearly match the 12 performance of a human wizard. We examine the effect of gaze in improving both 13 the precision and timeliness of guidance cue generation, finding that while both 14 improve with gaze, improvements in timeliness are more significant. Our results 15 suggest that gaze observations are critical in achieving natural and fluid human- 16 robot collaboration, which may enable human agents to undertake significantly 17 more complex tasks and perform them more safely and effectively, than possible 18 without guidance. 19
Meditation, or mindfulness, is widely used to improve mental health. With the emergence of Virtual Reality technology, many studies have provided evidence that meditation with VR can bring health benefits. However, to our knowledge, there are no guidelines and comprehensive reviews in the literature on how to conduct such research in virtual reality. In order to understand the role of VR technology in meditation and future research opportunities, we conducted a systematic literature review in the IEEE and ACM databases. Our process yielded 19 eligible papers and we conducted a structured analysis. We understand the state-of-art of meditation type, design consideration and VR and technology through these papers and conclude research opportunities and challenges for the future.