HCJun 8, 2022
"GAN I hire you?" -- A System for Personalized Virtual Job Interview TrainingAlexander Heimerl, Silvan Mertes, Tanja Schneeberger et al.
Job interviews are usually high-stakes social situations where professional and behavioral skills are required for a satisfactory outcome. Professional job interview trainers give educative feedback about the shown behavior according to common standards. This feedback can be helpful concerning the improvement of behavioral skills needed for job interviews. A technological approach for generating such feedback might be a playful and low-key starting point for job interview training. Therefore, we extended an interactive virtual job interview training system with a Generative Adversarial Network (GAN)-based approach that first detects behavioral weaknesses and subsequently generates personalized feedback. To evaluate the usefulness of the generated feedback, we conducted a mixed-methods pilot study using mock-ups from the job interview training system. The overall study results indicate that the GAN-based generated behavioral feedback is helpful. Moreover, participants assessed that the feedback would improve their job interview performance.
HCJun 3, 2022
Employing Socially Interactive Agents for Robotic Neurorehabilitation TrainingRhythm Arora, Matteo Lavit Nicora, Pooja Prajod et al.
In today's world, many patients with cognitive impairments and motor dysfunction seek the attention of experts to perform specific conventional therapies to improve their situation. However, due to a lack of neurorehabilitation professionals, patients suffer from severe effects that worsen their condition. In this paper, we present a technological approach for a novel robotic neurorehabilitation training system. It relies on a combination of a rehabilitation device, signal classification methods, supervised machine learning models for training adaptation, training exercises, and socially interactive agents as a user interface. Together with a professional, the system can be trained towards the patient's specific needs. Furthermore, after a training phase, patients are enabled to train independently at home without the assistance of a physical therapist with a socially interactive agent in the role of a coaching assistant.
HCSep 2, 2024
MITHOS: Interactive Mixed Reality Training to Support Professional Socio-Emotional Interactions at SchoolsLara Chehayeb, Chirag Bhuvaneshwara, Manuel Anglet et al.
Teachers in challenging conflict situations often experience shame and self-blame, which relate to the feeling of incompetence but may externalise as anger. Sensing mixed signals fails the contingency rule for developing affect regulation and may result in confusion for students about their own emotions and hinder their emotion regulation. Therefore, being able to constructively regulate emotions not only benefits individual experience of emotions but also fosters effective interpersonal emotion regulation and influences how a situation is managed. MITHOS is a system aimed at training teachers' conflict resolution skills through realistic situative learning opportunities during classroom conflicts. In four stages, MITHOS supports teachers' socio-emotional self-awareness, perspective-taking and positive regard. It provides: a) a safe virtual environment to train free social interaction and receive natural social feedback from reciprocal student-agent reactions, b) spatial situational perspective taking through an avatar, c) individual virtual reflection guidance on emotional experiences through co-regulation processes, and d) expert feedback on professional behavioural strategies. This chapter presents the four stages and their implementation in a semi-automatic Wizard-of-Oz (WoZ) System. The WoZ system affords collecting data that are used for developing the fully automated hybrid (machine learning and model-based) system, and to validate the underlying psychological and conflict resolution models. We present results validating the approach in terms of scenario realism, as well as a systematic testing of the effects of external avatar similarity on antecedents of self-awareness with behavior similarity. The chapter contributes to a common methodology of conducting interdisciplinary research for human-centered and generalisable XR and presents a system designed to support it.
CLAug 8, 2024
Recognizing Emotion Regulation Strategies from Human Behavior with Large Language ModelsPhilipp Müller, Alexander Heimerl, Sayed Muddashir Hossain et al.
Human emotions are often not expressed directly, but regulated according to internal processes and social display rules. For affective computing systems, an understanding of how users regulate their emotions can be highly useful, for example to provide feedback in job interview training, or in psychotherapeutic scenarios. However, at present no method to automatically classify different emotion regulation strategies in a cross-user scenario exists. At the same time, recent studies showed that instruction-tuned Large Language Models (LLMs) can reach impressive performance across a variety of affect recognition tasks such as categorical emotion recognition or sentiment analysis. While these results are promising, it remains unclear to what extent the representational power of LLMs can be utilized in the more subtle task of classifying users' internal emotion regulation strategy. To close this gap, we make use of the recently introduced \textsc{Deep} corpus for modeling the social display of the emotion shame, where each point in time is annotated with one of seven different emotion regulation classes. We fine-tune Llama2-7B as well as the recently introduced Gemma model using Low-rank Optimization on prompts generated from different sources of information on the \textsc{Deep} corpus. These include verbal and nonverbal behavior, person factors, as well as the results of an in-depth interview after the interaction. Our results show, that a fine-tuned Llama2-7B LLM is able to classify the utilized emotion regulation strategy with high accuracy (0.84) without needing access to data from post-interaction interviews. This represents a significant improvement over previous approaches based on Bayesian Networks and highlights the importance of modeling verbal behavior in emotion regulation.
HCAug 23, 2024
Avatar Visual Similarity for Social HCI: Increasing Self-AwarenessBernhard Hilpert, Claudio Alves da Silva, Leon Christidis et al.
Self-awareness is a critical factor in social human-human interaction and, hence, in social HCI interaction. Increasing self-awareness through mirrors or video recordings is common in face-to-face trainings, since it influences antecedents of self-awareness like explicit identification and implicit affective identification (affinity). However, increasing self-awareness has been scarcely examined in virtual trainings with virtual avatars, which allow for adjusting the similarity, e.g. to avoid negative effects of self-consciousness. Automatic visual similarity in avatars is an open issue related to high costs. It is important to understand which features need to be manipulated and which degree of similarity is necessary for self-awareness to leverage the added value of using avatars for self-awareness. This article examines the relationship between avatar visual similarity and increasing self-awareness in virtual training environments. We define visual similarity based on perceptually important facial features for human-human identification and develop a theory-based methodology to systematically manipulate visual similarity of virtual avatars and support self-awareness. Three personalized versions of virtual avatars with varying degrees of visual similarity to participants were created (weak, medium and strong facial features manipulation). In a within-subject study (N=33), we tested effects of degree of similarity on perceived similarity, explicit identification and implicit affective identification (affinity). Results show significant differences between the weak similarity manipulation, and both the strong manipulation and the random avatar for all three antecedents of self-awareness. An increasing degree of avatar visual similarity influences antecedents of self-awareness in virtual environments.
CLApr 17
Sentiment Analysis of German Sign Language Fairy TalesFabrizio Nunnari, Siddhant Jain, Patrick Gebhard
We present a dataset and a model for sentiment analysis of German sign language (DGS) fairy tales. First, we perform sentiment analysis for three levels of valence (negative, neutral, positive) on German fairy tales text segments using four large language models (LLMs) and majority voting, reaching an inter-annotator agreement of 0.781 Krippendorff's alpha. Second, we extract face and body motion features from each corresponding DGS video segment using MediaPipe. Finally, we train an explainable model (based on XGBoost) to predict negative, neutral or positive sentiment from video features. Results show an average balanced accuracy of 0.631. A thorough analysis of the most important features reveal that, in addition to eyebrows and mouth motion on the face, also the motion of hips, elbows, and shoulders considerably contribute in the discrimination of the conveyed sentiment, indicating an equal importance of face and body for sentiment communication in sign language.
GRJul 22, 2025Code
MMS Player: an open source software for parametric data-driven animation of Sign Language avatarsFabrizio Nunnari, Shailesh Mishra, Patrick Gebhard
This paper describes the MMS-Player, an open source software able to synthesise sign language animations from a novel sign language representation format called MMS (MultiModal Signstream). The MMS enhances gloss-based representations by adding information on parallel execution of signs, timing, and inflections. The implementation consists of Python scripts for the popular Blender 3D authoring tool and can be invoked via command line or HTTP API. Animations can be rendered as videos or exported in other popular 3D animation exchange formats. The software is freely available under GPL-3.0 license at https://github.com/DFKI-SignLanguage/MMS-Player.
HCApr 28
Making the Invisible Visible: Toward Micro-Expression Visualization for Empathy in Social InteractionFeiyang Yin, Isidro Butaslac, Patrick Gebhard et al.
Micro-expressions are brief and subtle facial movements that convey nuanced affective information but often remain imperceptible during natural social interaction. Although prior research has primarily focused on computational recognition and spotting of micro-expressions, their application in human-centered contexts remains limited. From the perspective of social augmentation, this work proposes a conceptual framework for micro-expression visualization that transforms otherwise imperceptible micro-expressions into perceptible affective cues, with the aim of exploring their potential influence on empathic experience. Furthermore, we outline a planned pilot study to preliminarily assess the feasibility of this framework under controlled conditions.
CVJul 27, 2025
Color histogram equalization and fine-tuning to improve expression recognition of (partially occluded) faces on sign language datasetsFabrizio Nunnari, Alakshendra Jyotsnaditya Ramkrishna Singh, Patrick Gebhard
The goal of this investigation is to quantify to what extent computer vision methods can correctly classify facial expressions on a sign language dataset. We extend our experiments by recognizing expressions using only the upper or lower part of the face, which is needed to further investigate the difference in emotion manifestation between hearing and deaf subjects. To take into account the peculiar color profile of a dataset, our method introduces a color normalization stage based on histogram equalization and fine-tuning. The results show the ability to correctly recognize facial expressions with 83.8% mean sensitivity and very little variance (.042) among classes. Like for humans, recognition of expressions from the lower half of the face (79.6%) is higher than that from the upper half (77.9%). Noticeably, the classification accuracy from the upper half of the face is higher than human level.
CLMar 27, 2025
AutoPsyC: Automatic Recognition of Psychodynamic Conflicts from Semi-structured Interviews with Large Language ModelsSayed Muddashir Hossain, Simon Ostermann, Patrick Gebhard et al.
Psychodynamic conflicts are persistent, often unconscious themes that shape a person's behaviour and experiences. Accurate diagnosis of psychodynamic conflicts is crucial for effective patient treatment and is commonly done via long, manually scored semi-structured interviews. Existing automated solutions for psychiatric diagnosis tend to focus on the recognition of broad disorder categories such as depression, and it is unclear to what extent psychodynamic conflicts which even the patient themselves may not have conscious access to could be automatically recognised from conversation. In this paper, we propose AutoPsyC, the first method for recognising the presence and significance of psychodynamic conflicts from full-length Operationalized Psychodynamic Diagnostics (OPD) interviews using Large Language Models (LLMs). Our approach combines recent advances in parameter-efficient fine-tuning and Retrieval-Augmented Generation (RAG) with a summarisation strategy to effectively process entire 90 minute long conversations. In evaluations on a dataset of 141 diagnostic interviews we show that AutoPsyC consistently outperforms all baselines and ablation conditions on the recognition of four highly relevant psychodynamic conflicts.
HCJun 17, 2024
Socially Interactive Agents for Robotic Neurorehabilitation Training: Conceptualization and Proof-of-concept StudyRhythm Arora, Pooja Prajod, Matteo Lavit Nicora et al.
Individuals with diverse motor abilities often benefit from intensive and specialized rehabilitation therapies aimed at enhancing their functional recovery. Nevertheless, the challenge lies in the restricted availability of neurorehabilitation professionals, hindering the effective delivery of the necessary level of care. Robotic devices hold great potential in reducing the dependence on medical personnel during therapy but, at the same time, they generally lack the crucial human interaction and motivation that traditional in-person sessions provide. To bridge this gap, we introduce an AI-based system aimed at delivering personalized, out-of-hospital assistance during neurorehabilitation training. This system includes a rehabilitation training device, affective signal classification models, training exercises, and a socially interactive agent as the user interface. With the assistance of a professional, the envisioned system is designed to be tailored to accommodate the unique rehabilitation requirements of an individual patient. Conceptually, after a preliminary setup and instruction phase, the patient is equipped to continue their rehabilitation regimen autonomously in the comfort of their home, facilitated by a socially interactive agent functioning as a virtual coaching assistant. Our approach involves the integration of an interactive socially-aware virtual agent into a neurorehabilitation robotic framework, with the primary objective of recreating the social aspects inherent to in-person rehabilitation sessions. We also conducted a feasibility study to test the framework with healthy patients. The results of our preliminary investigation indicate that participants demonstrated a propensity to adapt to the system. Notably, the presence of the interactive agent during the proposed exercises did not act as a source of distraction; instead, it positively impacted users' engagement.
CLSep 4, 2023
Fine-grained Affective Processing Capabilities Emerging from Large Language ModelsJoost Broekens, Bernhard Hilpert, Suzan Verberne et al.
Large language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT's zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics.
HCDec 15, 2020
Designing a Mobile Social and Vocational Reintegration Assistant for Burn-out Outpatient TreatmentPatrick Gebhard, Tanja Schneeberger, Michael Dietz et al.
Using Social Agents as health-care assistants or trainers is one focus area of IVA research. While their use as physical health-care agents is well established, their employment in the field of psychotherapeutic care comes with daunting challenges. This paper presents our mobile Social Agent EmmA in the role of a vocational reintegration assistant for burn-out outpatient treatment. We follow a typical participatory design approach including experts and patients in order to address requirements from both sides. Since the success of such treatments is related to a patients emotion regulation capabilities, we employ a real-time social signal interpretation together with a computational simulation of emotion regulation that influences the agent's social behavior as well as the situational selection of verbal treatment strategies. Overall, our interdisciplinary approach enables a novel integrative concept for Social Agents as assistants for burn-out patients.