DYNAMIC MULTIMEDIA CONTENT DELIVERY BASED ON
REAL-TIME USER EMOTIONS
Multichannel Online Biosignals Towards Adaptative GUI and Content Delivery
Vasco Vinhas, Luís Paulo Reis and Eugénio Oliveira
FEUP - Faculdade de Engenharia da Universidade do Porto, Rua Dr. Roberto Frias s/n, Porto, Portugal
DEI - Departamento de Engenharia Informática, Rua Dr. Roberto Frias s/n, Porto, Portugal
LIACC - Laboratório de Inteligência Artificial e Ciência de Computadores, Rua do Campo Alegre 823, Porto, Portugal
Keywords: Affective Computing, Emotion Assessment, Biosignals, Multimedia, Interfaces.
Abstract: Recently topics such as affective computing and multichannel multimedia distribution have gained the
attention and investment of both industry and academics. The proposed system joins these domains so that
ubiquitous system can be potentiated by means of online user emotion assessment based on real-time user’s
biosignals. It was used IAPS as a emotional library for controlled visual stimuli and biosignals were
collected in real-time - heartbeat rate and skin conductance - in order to online assess the user's emotional
state through Russell’s Circumplex Model of Affect. To improve usability and session setup, a distributed
architecture was used so that software models might be physically detached. The conducted experimental
sessions and the validation interviews supported the system's efficiency not only in real-time discrete
emotional state assessment but also considering the emotion inducing process. The future work consists in
replicating the success in multi-format multimedia contents without pre-defined emotional metadata.
1 INTRODUCTION
Emotional state assessment constitutes a transversal
research topic that has captured the attention of
several knowledge domains. In parallel with this
reality, both the multimedia industry and ubiquitous
applications have gained a crescent academic and
industrial significance and impact. Having this in
consideration, one shall refer the integration of the
enunciated domains as an opportunity to potentiate
each of the areas and explore mutual synergies. The
present project intends to perform automatic real-
time discrete user emotional state assessment and
with this information, and by following a flexible
emotional policy, deliver the next multimedia
content appropriately. The authors believe that the
success of such system would enable the intention of
developing a fully automatic affective system that
would be able to provide the user the exact
multimedia content that he or she would like best to
be presented with, in terms of emotional content.
This is considered to be a major breakthrough with
immediate practical applications not only to
multimedia content providers but also to videogame
industry, marketing and advertisement and even
medical and psychiatric procedures. The outcome of
such project would also be useful, mainly
considering the emotion assessment engine, to
greatly enhance ubiquitous computing through user
interfaces immediate adaptation to the user's
emotional profile.
This document is structured as follows: In the
next section, the current state of the art, considering
emotion induction and classification is presented; in
section 3, the project's global architecture and
functionalities are depicted; and its experimental
results are illustrated through section 4; finally in the
last section, conclusions are withdrawn and the most
significant future work areas are identified.
2 STATE OF THE ART
This section is reserved to refer and detail state of
the art regarding emotion representation, assessment
and induction in a cross-cultural way.
299
Vinhas V., Reis L. and Oliveira E. (2009).
DYNAMIC MULTIMEDIA CONTENT DELIVERY BASED ON REAL-TIME USER EMOTIONS - Multichannel Online Biosignals Towards Adaptative GUI
and Content Delivery .
In Proceedings of the International Conference on Bio-inspired Systems and Signal Processing, pages 299-304
DOI: 10.5220/0001543302990304
Copyright
c
SciTePress
2.1 Emotion Representation and
Induction Methods
Until a recent past, researchers in the domains
related to emotion assessment had very few solid
ground standards both for specifying the emotional
charge of stimuli and also a reasonable acceptable
emotional state representation model. This issue
constituted a serious hurdle for research comparison
and conclusion validation. The extreme need of such
metrics led several attempts to systematize this
knowledge domain.
Considering first the definition problem,
Damásio states that an emotional state can be
defined as a collection of responses triggered by
different parts of the body or the brain through both
neural and hormonal networks (Damásio, 1998).
Experiments conducted with patients with brain
lesions in specific areas led to the conclusion that
their social behaviour was highly affective, together
with the emotional responses. It is unequivocal to
state that emotions are essential for humans, as they
play a vital role in their everyday life: in perception,
judgment and action processes (Damásio, 1994).
One of the major models of emotion
representation is the Circumplex Model of Affect
proposed by Russell. This is a spatial model based
on dimensions of affect that are interrelated in a very
methodical fashion (Russel, 1980). Affective
concepts fall in a circle in the following order:
pleasure, excitement, arousal, distress, displeasure,
depression, sleepiness, and relaxation - see
Figure
4B
. According to this model, there are two
components of affect that exist: the first is pleasure-
displeasure, the horizontal dimension of the model,
and the second is arousal-sleep, the vertical
dimension of the model. Therefore, it seems that
any affect stimuli can be defined in terms of its
valence and arousal components. The remaining
variables mentioned above do not act as dimensions,
but rather help to define the quadrants of the
affective space. Although the existence of criticism
concerning the impact of different cultures in
emotion expression and induction (Altarriba, 2003),
Russell’s model is relative immune to this issue if
the stimuli are correctly defined in a rather universal
form. Having this in mind, the circumplex model of
affect was the emotion representation abstraction
used in the proposed project.
Regarding induction methods, in order to analyse
biometric data that contains a discrete set of
emotional states, it is essential to create and define
an experimental environment that is able to induce a
subject in a specific and controlled emotional state.
It is a common practice to use an actor as one
possible approach to human beings emotions’
simulation (Chanel, 2005). As the actor predicts
specific emotions, outside aspects as facial
expression or voice change accordingly. However,
the physiological responses will not suffer any
variations, which lead to one of the biggest
disadvantages of this approach, as the gathered
biometric information does not represent the real
emotional state of the actor. An alternative method,
adopted in this study, is the use of multimedia
stimuli (Chanel, 2005). These stimuli contain a
variety of contents such as music, videos, text and
images. The main advantage of this method resides
in the strong correlation between the induced
emotional states and the physiological responses, as
the emotions are no longer simulated.
2.2 International Picture Affective
System
To assess the three dimensions of pleasure, arousal,
and dominance, the Self-Assessment Manikin
(SAM) (Lang, 1980) was used. A graphic figure
depicting values along each of the three dimensions
on a continuously varying scale is used to indicate
emotional reactions as depicted in
Figure 1. Each
picture in the IAPS (Lang, 2005) is rated by a large
group of people, both men and women, for the
feelings of pleasure and arousal that the picture
evokes during viewing.
Figure 1: The self-assessment manikin (SAM)(Lang,
1980).
The IAPS library was developed to provide ratings
of affect for a large set of emotionally-evocative,
internationally accessible, color photos that include
contents across a wide range of semantic categories
(Bradley, Lang) so that cultural and intrinsic
variables could be, as much as possible, discarded
from the evaluation.
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2.3 Equipment Solutions
Emotions assessment needs reliable and accurate
communications with the subject so that the results
are conclusive and the emotions correctly classified.
This communication can occur through several
channels and is supported by specific equipment.
The invasive methods are clearly more precise,
however more dangerous and will not be considered
for this study. On the other hand, non invasive
methods such as EEG, fMRI, GSR, oximeter and
others have pointed the way towards gathering
together the advantages of inexpensive equipment
and non-medical environments with interesting
accuracy levels.
Due to the medical community scepticism, EEG, in
clinical use, it is considered a gross correlate of
brain activity (Ebersole, 2002). In spite of this
reality, medical research studies (Aftanas, 1997)
have been trying to revert this scenario by
suggesting that increased cortical dynamics, up to a
certain level, are probably necessary for emotion
functioning and by relating EEG activity and heart
rate during recall of emotional events. Similar
efforts, but using invasive technology like
Electrocorticography, have enabled complex BCI
like playing a videogame or operating a robot
(Leuthardt, 2004). Some more recent studies have
successfully used just EEG information for emotion
assessment (Ishino, 2003). These approaches have
the great advantage of being based on non-invasive
solutions, enabling its usage in general population in
a non-medical environment. Encouraged by these
results, the current research direction seems to be the
addition of other inexpensive, non-invasive
hardware to the equation. Practical examples of this
are the introduction of GSR and oximeters by
Takahashi (Takahaski, 2004), Kim (Kim, 2008) and
Chanel (Chanel, 2005). For this study, the Oxicard
oximeter and the ToughtStream GSR equipments
shall be used.
3 PROJECT DESCRIPTION
3.1 Architecture
The main principle of the proposed system resides in
the fact of its distribution capability as each of its
main modules can be allocated and run in different
machines - in spite of being possible to concentrate
all functional units in one computer. As illustrated in
Figure 2, the three key modules are the biosignals
equipment data collector, the emotional picture
database and the interpretation and visualization
control module.
Multimedia Content
Oximeter
Client
Real-time Monitorization
.dat
EEG Client
GSR Client
P
C
M
C
I
A
I
R
R
S
-
2
3
2
EEG
Oximeter
GSR
TCP / IP
Processing and Analysis
Data Storage
Emotion Assessment
Multimedia Catalogue
Figure 2: System’s Global Architecture.
This architecture independence enables physical
distribution through several machines, although this
feature can be overridden by placing all software
units in a single entity, and simultaneously allows
the system's usage in several environments as it is
easy to setup a new experimental session with this
degree of freedom as long as there is a TCP/IP
network connecting all modules.
The database unit consists in the relational
module depicted in subsection 3.2 and intends to
constitute a replica of the IAPS library but in a
relational database environment. The current model
is stored in the campus's Oracle 10g server but the
system is considered to be database agnostic. This
unit's intention is not only IAPS emulation but also
to constitute both a biosignals record repository - by
gathering all data provided during experimental
sessions - and a refined base station for emotion
classification. The system's second unit consists in
the biosignals collection module that by itself
constitutes a distributed system. Its main
characteristics are based on the hardware set
composition flexibility as the aggregation unit
supports several equipments. The instantiated
module is an adaptation of the Multichannel
Emotion Assessment Framework (Teixeira, 2008) as,
for this particular project, it is used the oximeter data
and the GSR equipment.
Each of this hardware equipments are physically
attached to the user by means of minimal invasive
techniques: the oximeter sensor just plugs around
any user's hand finger and the GSR dry electrodes
make contact with the user's left or right hand palm
DYNAMIC MULTIMEDIA CONTENT DELIVERY BASED ON REAL-TIME USER EMOTIONS - Multichannel
Online Biosignals Towards Adaptative GUI and Content Delivery
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through a wrist-band lookalike. The used oximeter,
Oxicard, connects to a personal computer through a
PCMCIA and the GSR, ThoughtStream, uses a
standard RS-232 connection. For each of the
equipments, there were designed and developed
distinct drivers both with TCP/IP communication
capabilities in order to efficiently collect and further
distribute the data to one or multiple client
applications. This driver network capability was
properly exploited in this project in order to enable
data collection in one computer and data processing
in another. Finally, one shall mention the
interpretation and visualization unit. This module is
responsible for accessing the available data provided
by the collector unit and from this determine the
most likely user's emotional state and from the
previously defined emotional policy, the user's given
baseline and the historical data determine and
extract, from the database, the next picture to
present.
3.2 Database Model
The key function of the developed database resides
in the replication of the IAPS offline file system
based picture collection. As described in section 2,
this library consists in thousands of pictures with
emotional metadata, namely valence, arousal and
dominance values. The first undertaken action was
to design a database relational model to
accommodate such collection and further load it
with the data - emotional metadata and picture
representations as BLOBs. In spite of the importance
of this, it is possible to understand, through
Figure 3,
that the database model was designed to store other
information rather than IPAS emulation.
Having this in mind, the first extra enhancement
resides in user information record as it is important
to know who is performing the session as each user
as different emotional state triggers, value
definitions, and biosignals baselines. Using this user
identification, It was designed session models in
order to accommodate all biosignals data provided
by each of the used equipments, both for offline
analysis and also online relative real-time emotional
state assessment. Another issue that needs to be
addressed is the session emotional policy. In other
words, what shall the system do in what concerns
next picture retrieval: corroborate current emotional
state by choosing a similar content; contradict
current emotional state by picking an antagonist
picture or simple lock a desired state such as joy,
sadness, excitement, neutral, amongst others.
Figure 3: Database Model.
3.3 Calibration & Assessment
The multimedia content visualization tool, Figure 4A,
its graphical user interface is designed to be as
simplest as possible in order not to maximize the
user's immersion sensation. Following this principle,
for default, the application runs in full screen mode
stretching the selected picture from the database to
whole screen resolution. The picture is displayed for
six seconds, interval that when ended triggers the
emotion assessment procedure so that the next
picture is selected and downloaded.
Figure 4A: Application Running Screenshot.
Mainly for debugging/analysis purposes,
therefore it is not intended for user's interaction and
even perception, there were added two additional
interface controls. The first is the textual information
regarding both the heartbeat rate collected by the
oximeter and the skin conductance value provided
by the GSR equipment. Also in this textual form,
located in the top-left corner of the screen it is
possible to acknowledge the actual number of
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pictures that match the current emotional state. The
second added control is the emotional bi-
dimensional space considering valence and arousal
values, commonly named as the circumplex model
of affect. As more visible in
Figure 4B, in this model
it is possible to directly map arousal in the Y axis
and valence In the X axis, the heartbeat rate was
used as arousal indicator where high rates mean high
arousal levels and for valence control the skin
conductance was used as high conductance values
generally mean higher levels of transpiration and
therefore tension and displeasure, on the other hand,
low levels of transpiration tend to point no stress
indicators, thus act as pleasure indicators.
Figure 4B: Circumplex Model of Affect.
By asking the users, at their first application
usage, to indirectly define their emotional baseline
by, after equipment data collection enabling, to point
what is their most accurate current emotional state it
was possible to define, for each individual a fully
adapted affect model and bidimensional space.
Although, in the first interaction, there is only one
defined point of affect baseline and the positioning
in the emotional state domain is effectuated by
default, there is the possibility, as partially depicted
in the previous subsection, to the user define
multiple baseline points do that space navigation
become more accurate as it is done with more user-
specific information. In what concerns the next
picture policy, this action is conducted based on the
session's defined policy and if this is not fixed to one
particular state, it is inferred the current user's
emotional state - that can be optionally visualized
through the red dot drawn over the circumplex
model - and the scaled to 1 to 9 valence and arousal
values are extracted. If the defined policy is to
corroborate the current state, it is defined a 10%
tolerance area around the emotional point and a
random picture is retrieved from the database that
matches. If the policy is to contradict the current
state, the search domain is reversed around the
neutral point and again a random content amongst
the eligible ones is selected to presentation. In the
remaining cases of fixed policy, a typical emotional
category baseline is gathered from the database and
a similar tolerance area is defined. In spite of the
remaining process being known, if the user's
emotional state does not converge to the desired one,
the tolerance area is continually shifted to more
extreme valence and/or arousal values.
4 RESULTS
In order to produce metrics to evaluate the
conducted process, two interviews were conducted
to users after the experimental session's end. The
experimental sessions were composed of six series
of ten pictures, and the analyzed sample was
composed by twenty-five undergraduate students
with no prior knowledge of the project's
characteristics.
Table 1: Emotion Assessment Confusion Table.
1st Quadrant 2nd Quadrant 3rd Quadrant 4th Quadrant
1st Quadrant
20%
3% 2% 4%
2nd Quadrant 6%
11%
2% 1%
3rd Quadrant 1% 2%
15%
5%
4th Quadrant 6% 4% 4%
14%
Automatic Assessment
Users
In the first interview, it was asked to the users to
point what was the most significant emotional state
for each of the ten pictures that they have just seen.
The results are shown in
Ta b l e 1 . Considering the
emotion induction process, a similar interview
process was performed and the extracted data is
condensed in
Ta b l e 2 .
Table 2: Emotion Induction Confusion Table.
1st Quadrant 2nd Quadrant 3rd Quadrant 4th Quadrant
1st Quadrant
20%
3% 2% 4%
2nd Quadrant 6%
11%
2% 1%
3rd Quadrant 1% 2%
15%
5%
4th Quadrant 6% 4% 4%
14%
Automatic Assessment
Users
It is clear that most of users tend to locate
themselves in the first quadrant. The system
achieves better classification results in assessing
emotional states located in the first and third
quadrants - 61% and 65%. In this case, the system
was used to put into practice a fixed emotion
induction policy with fixed emotional states. It was
performed, for each user, with an appropriate time
DYNAMIC MULTIMEDIA CONTENT DELIVERY BASED ON REAL-TIME USER EMOTIONS - Multichannel
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303
interval, four sessions, each one to each particular
quadrant. Through the data analysis it is possible to
state that induction towards the first and third
quadrant is more effective and induction towards the
second quadrant was not successful - this is
particularly due to distinct individual reactions to the
presented content.
5 CONCLUSION AND FUTURE
WORK
The distributed architectural paradigm proved to be
robust and effective, preserving modularity. It was
achieved an immersive interface that capably was
able to retrieve biosignals data and access the picture
database. Secondly, the automatic emotion
assessment following the enunciated state
distribution through Russell’s model, according to
the performed interviews, showed to achieve success
rates of 65% - in a four hypothesis situation. On the
other hand, the emotion induction, by means of
IAPS library usage and valence/arousal values, was
particularly successful with hit rates of 70-80% for
three of the four quadrants. Considering the above
mentioned results, the authors are interested in
further exploiting this approach by refining
emotional state assessment through adding
biosignals, such as respiratory movements and
electromyography to therefore perform information
fusion to axis movement. Another development
considering emotional assessment was the fully
comply with the third dimension represented by
dominance - that has not been subject of study in the
presented project.
Orthogonally, the authors have identified
project's extensions, in order to enhance the whole
system's applicability in several practical domains.
The first improvement should be the constitution of
a multimedia database composed not only by
pictures with a significant metadata layer so that it
would be possible to build, in real-time, a dynamic
storyline. This feature would enable flexible
storytelling based on audience emotion non-
intentional feedback. This type of systems would
have vast applicability in all entertainment industry,
marketing and advertisement as well as user
interfaces enhancement. Its appliance would also be
possible and even desirable in medical, especially
psychiatric, procedures namely in phobia treatment
emotional response assessment.
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