Hugo Mitre-Hernandez

2papers

2 Papers

CVMay 15, 2020
Convolutional Neural Network for emotion recognition to assist psychiatrists and psychologists during the COVID-19 pandemic: experts opinion

Hugo Mitre-Hernandez, Rodolfo Ferro-Perez, Francisco Gonzalez-Hernandez

A web application with real-time emotion recognition for psychologists and psychiatrists is presented. Mental health effects during COVID-19 quarantine need to be handled because society is being emotionally impacted. The human micro-expressions can describe genuine emotions that can be captured by Convolutional Neural Networks (CNN) models. But the challenge is to implement it under the poor performance of a part of society computers and the low speed of internet connection, i.e., improve the computational efficiency and reduce the data transfer. To validate the computational efficiency premise, we compare CNN architectures results, collecting the floating-point operations per second (FLOPS), the Number of Parameters (NP) and accuracy from the MobileNet, PeleeNet, Extended Deep Neural Network (EDNN), Inception- Based Deep Neural Network (IDNN) and our proposed Residual mobile-based Network model (ResmoNet). Also, we compare the trained models results in terms of Main Memory Utilization (MMU) and Response Time to complete the Emotion (RTE) recognition. Besides, we design a data transfer that includes the raw data of emotions and the basic patient information. The web application was evaluated with the System Usability Scale (SUS) and a utility questionnaire by psychologists and psychiatrists. ResmoNet model generated the most reduced NP, FLOPS, and MMU results, only EDNN overcomes ResmoNet in 0.01sec in RTE. The optimizations to our model impacted the accuracy, therefore IDNN and EDNN are 0.02 and 0.05 more accurate than our model respectively. Finally, according to psychologists and psychiatrists, the web application has good usability (73.8 of 100) and utility (3.94 of 5).

HCSep 4, 2017
A Fuzzy Control System for Inductive Video Games

Carlos Lara-Alvarez, Hugo Mitre-Hernandez, Juan Flores et al.

It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational games. Unlike conventional approaches that only modify the game level, the proposed technique also induces emotions in the player for supporting the learning process. This paper explores a fuzzy system that analyzes the players' performance and their emotional state for controlling the level and aesthetic content of an educational video game. The emotional state of the player is recognized through voice analysis. A total of 20 subjects played a video game designed to practice basic math skills; for each trial, a student plays two times in a row the same game but each time the game was controlled by one of the two approaches ---Dynamic Difficulty Adjustment (DDA) and IC, the playing order was assigned randomly. Results show that when the proposed approach is used the participants changed faster from Unpleasant--low to pleasant or high emotions, and reached softly and kept in the flow zone. These experiments demonstrate that the inductive control technique improves the learning effectiveness through detection and stimulation of positive emotions.