Fabio Paolizzo

HC
5papers
27citations
Novelty26%
AI Score16

5 Papers

SPJul 26, 2019
Towards the Enhancement of Body Standing Balance Recovery by Means of a Wireless Audio-Biofeedback System

Giovanni Costantini, Daniele Casali, Fabio Paolizzo et al.

Human maintain their body balance by sensorimotor controls mainly based on information gathered from vision, proprioception and vestibular systems. When there is a lack of information, caused by pathologies, diseases or aging, the subject may fall. In this context, we developed a system to augment information gathering, providing the subject with warning audio-feedback signals related to his/her equilibrium. The system comprises an inertial measurement unit (IMU), a data processing unit, a headphone audio device and a software application. The IMU is a low-weight, small-size wireless instrument that, body-back located between the L2 and L5 lumbar vertebrae, measures the subject's trunk kinematics. The application drives the data processing unit to feeding the headphone with electric signals related to the kinematic measures. Consequently, the user is audio-alerted, via headphone, of his/her own equilibrium, hearing a pleasant sound when in a stable equilibrium, or an increasing bothering sound when in an increasing unstable condition. Tests were conducted on a group of six older subjects (59y-61y, SD = 2.09y) and a group of four young subjects (21y-26y, SD = 2.88y) to underline difference in effectiveness of the system, if any, related to the age of the users. For each subject, standing balance tests were performed in normal or altered conditions, such as, open or closed eyes, and on a solid or foam surface The system was evaluated in terms of usability, reliability, and effectiveness in improving the subject's balance in all conditions. As a result, the system successfully helped the subjects in reducing the body swaying within 10.65%-65.90%, differences depending on subjects' age and test conditions.

CLMay 30, 2019
M-GWAP: An Online and Multimodal Game With A Purpose in WordPress for Mental States Annotation

Fabio Paolizzo

M-GWAP is a multimodal game with a purpose of that leverages on the wisdom of crowds phenomenon for the annotation of multimedia data in terms of mental states. This game with a purpose is developed in WordPress to allow users implementing the game without programming skills. The game adopts motivational strategies for the player to remain engaged, such as a score system, text motivators while playing, a ranking system to foster competition and mechanics for identify building. The current version of the game was deployed after alpha and beta testing helped refining the game accordingly.

SDMay 29, 2019
A New Multilabel System for Automatic Music Emotion Recognition

Fabio Paolizzo, Natalia Pichierri, Daniele Casali et al.

Achieving advancements in automatic recognition of emotions that music can induce require considering multiplicity and simultaneity of emotions. Comparison of different machine learning algorithms performing multilabel and multiclass classification is the core of our work. The study analyzes the implementation of the Geneva Emotional Music Scale 9 in the Emotify music dataset and investigates its adoption from a machine-learning perspective. We approach the scenario of emotions expression/induction through music as a multilabel and multiclass problem, where multiple emotion labels can be adopted for the same music track by each annotator (multilabel), and each emotion can be identified or not in the music (multiclass). The aim is the automatic recognition of induced emotions through music.

HCNov 30, 2017
Creative Autonomy Through Salience and Multidominance in Interactive Music Systems: Evaluating an Implementation

Fabio Paolizzo, Colin G. Johnson

Interactive music systems always exhibit some autonomy in the creative process. The capacity to generate novel material while retaining mutuality to the interaction is proposed here as the bare minimum for creative autonomy in such systems. Video Interactive VST Orchestra is a system incorporating an adaptive technique based both on the concept of salience as a means for retaining mutuality to the interplay and on multidominance in the adaptive generation process as a means for introducing novelty. We call this property reflexive multidominance. A case study providing evidence of such creative autonomy in VIVO is presented.

HCNov 30, 2017
Enabling Embodied Analogies in Intelligent Music Systems

Fabio Paolizzo

The present methodology is aimed at cross-modal machine learning and uses multidisciplinary tools and methods drawn from a broad range of areas and disciplines, including music, systematic musicology, dance, motion capture, human-computer interaction, computational linguistics and audio signal processing. Main tasks include: (1) adapting wisdom-of-the-crowd approaches to embodiment in music and dance performance to create a dataset of music and music lyrics that covers a variety of emotions, (2) applying audio/language-informed machine learning techniques to that dataset to identify automatically the emotional content of the music and the lyrics, and (3) integrating motion capture data from a Vicon system and dancers performing on that music.