Course Objective:
Affective
Computing is computing that relates to, arises from, or influences
emotions. This course overviews the theory of human emotion (how it
arises from and influences cognition, the body and the social environment),
computational techniques for modeling human emotion processes as well as for
recognizing and synthesizing emotional behavior. We will discuss how these can
be applied to application design. The graduate student will gain a strong
background in the theory and practice of affective computing as it relates to
numerous applications, including human-machine interaction, games, immersive
environments, health interventions and pedagogical applications.
A
special goal in this course is to bring together students from different
disciplines to work together and learn from each other to apply affective
computing knowledge and techniques to their specific areas of interest.
Please
note this syllabus will evolve as the course unfolds.
Course Structure
Instructor: Stacy Marsella, email: s.marsella@northeastern.edu
(Put CS6130 in Subject Line)
Office Hours: Friday 1pm over ZoomLinks to an external site.
TA:
Betül DIncer
Office Hours:
Meeting time: Monday and Thursday 11:45 am - 1:25 pm
Room: Snell
Library 125
Grades: Grades determined by
·
Class participation 10%,
·
Project proposal
presentation 15%
·
Homework and in-class
assignments 30%
·
Final project
presentation 15%,
·
Final project write-up
30%
Class Participation is expected and part of the grade. Students are
expected to attend class and participate in in-class activities, which may
include participatory demonstrations and exercises.
Projects: Projects are a key focus of the course. Students
are expected to work in 2-3 person teams, to develop, execute and present their
research projects, with a preference for transdisciplinary teams if possible. A
list of prior projects is available to students to help spur their thinking.
Because of the transdisciplinary nature of the class content, the instructor
will be quite open to a wide range of project ideas and can help students
formulate project ideas and access appropriate tools and software.
Project Report: The
final project paper should be of a form suitable for submission to a conference
such as Affective Computing and Intelligent Interaction, HAI (Human-AI
Interaction), Ro-MAN, HRI, Autonomous Agents and Multiagent Systems,
Intelligent Virtual Agents, CHI. Although submission to a conference is not
required and will not impact the grade, it is supported. Details on what the
Project Report should include will be provided
Lecture Structure:
·
Lectures with occasional
guest lectures
·
Project Presentations
·
Paper presentations
·
Occasional In-Class
Experiment or Exercise exploring the use or impact of affect.
Source
book: Oxford Handbook of Affective Computing (useful not required).
Other
Sources: ACM Handbook on Socially Interactive Agents, Oxford Handbook on
Affective Sciences,
Software: Students will gain knowledge of, and as part of their
projects hands-on experience with, software tools related to affective
computing including:
·
Emotion Recognition
Techniques
·
Emotion Synthesis
Techniques
·
Cognitive and Emotional
Modeling
·
Software Agents and
Virtual Humans
A list
of pre-existing software tools is made available to students
Late Assignments: Homework/reports are expected to be turned in on time.
I remove 10% if an assignment is late and an additional 10% for every two
days it is still not turned in. If you enroll in the class late (after an
assignment is due), there is no penalty but coordinate w/ me on new due dates.
I will waive penalties if you have a verified emergency or inform me in advance
of a complication (e.g., job interview).
The following list and order of lectures is tentative – it will evolve as the course
progresses.
Also the dates are wrong. They are from a prior course where
there was one long 200-minute lecture per week. Fall 2025 will be 2-100 minute lectures per week.
Sept 5 1.
Course Overview. Introduction to Affective Computing
·
What is affective
computing?
·
What are the functions
and why should computer science care
·
Applications
·
Homework: Emotion Test
·
Readings
o
Picard
retrospective on field of affective computing
Sept
12 2.
Theories of Emotion & Emotion Elicitation
·
Scherer’s
characterization of the types of affective phenomena (emotion, mood,
attitude/sentiment, personality)
·
Alternative theoretical
and functional perspectives on emotion
·
Emotion Elicitation
Theories
o
Appraisal Theories, dual
process theories, constructivist theories
·
Homework: Scenario
Analysis
·
Readings
o
Optional
§
Scherer
(2010), Outlines alternative theories of emotion
§
Viewing: Barrett video interviewLinks to an external site.(first 15min): Outlines alternative theories of emotion
Part
I: Emotion Elicitation
Sept 19 3. Stacy
makes a Video on Emotion and Aesthetics to cover missed class
Sept 26 4. Models
of Emotion Elicitation
·
Discuss ways to make
machines “have” emotions
·
Introduce Computational
Appraisal Theory
·
Also Speed Dating on
projects
·
Suggested Reading
o
Stacy Marsella and
Jonathan Gratch, "Computationally modeling human emotionLinks to an external site.", Communications
of the ACM, vol. 57, Dec. 2014, pp. 56-67. PDFLinks to an external site.
o
Marsella, Gratch and Petta (2010):Links to an external site. reviews
modeling research.
o
Moerland et al. (2018): Survey of Emotion in
Reinforcement Learning
Oct 3 4. Models of
Emotion Elicitation (cont)
·
Discuss ways to make
machines “have” emotions
·
Introduce Computational
Appraisal Theory
·
Also
presentation of IVA papers
·
Suggested Reading
o
Stacy Marsella and
Jonathan Gratch, "Computationally modeling human emotionLinks to an external site.", Communications
of the ACM, vol. 57, Dec. 2014, pp. 56-67. PDFLinks to an external site.
o
Marsella, Gratch and Petta (2010):Links to an external site. reviews
modeling research.
o
Moerland et al. (2018): Survey of Emotion in
Reinforcement Learning
Part II: Consequences of Emotion
Oct
10 4.
Cognitive Consequences of emotion
·
Rational Choice
·
Contrast between
Rational Models and human decision-makining
·
Suggested Reading:
o
Lowenstein and Lerner 2003, p620-633. Figure 1 critical
·
Strongly encouraged:
o
Watch NOVA’s
“Mind over Money”Links to an external site.
·
Other Reading:
o
Lerner video interview:
Outlines alternative theories of emotion
o
Mellers
et al 1999: A model of how emotions shape decisions
Oct 17 8.
Project Proposal Presentations (check)
Oct 24 6.
Physical Consequences of Emotion
·
Overview of
physiological and brain Computing
·
Focus on some affective
computing approaches to brain measurement
·
Guest Lecture
·
Suggested Reading:
o
Fairclough
2009 – Fundamentals of physiological computing
·
Optional Reading:
o
????
Oct 24 7.
Experiment Design (may skip depending on class projects)
·
Reading:
o
SparkNotes
on Research Methods in Psychology
·
Homework
5 (part 2): Experimental design (Due Feb 28, 11:59p)
·
Recommended
Reading
o
AHSIA, Chapter 2: Introduction to empirical methods for
social agents
Oct
31 9.
Emotion Coping and Regulation
·
Overview
psychophysiological impacts of emotion
o
Review biopsychosocial
model of challenge / threat
o
Review physiological
manifestation of coping responses
o
Discuss cardiovascular
measures of emotion and coping
·
Reading:
o
Blascovich & Mendes 2010: Reviews psychophysiological findings.
Only required to read following sections:
o
Neurophysiological
systems, advantages & Indices (p199-203)
o
Uses [affect, attitudes,
emotion] (p 210-215)
·
Optional Reading:
o
OHAC, Chap 14: Reviews
physiological sensing of emotion
The Emotional Machine
Nov
7 10.
Expression of Emotion by Machines
·
How (and why) machines
can convey that they experiencing emotion
·
Segue to social
emotions: Distinguish realistic vs. communicative approaches
·
Expression synthesis
techniques
·
Homework 6: Facial
expression analysis (Due Mar 9th, 11:59pm)
·
Suggested Reading:
o
The social function of
machine emotional expressions
o
OHAC, Chapter 18,
Section 2 only; Digital expression synthesis
o
OR
§
AHSIA, Chapter 7;
Gesture
§
OHAC, Chapter 19;
Gesture & postures synthesis
Nov
14 11.
Recognition of Emotion by Machines
·
Reading:
o
OHAC, Chapter 13;
Recognizing affect from text
o
OHAC, Chapter 10; Face
expressions
o
Baltrušaitis et al 2018: Survey of Multimodal ML approaches
·
Optional Reading:
Barrett, Adolphs, Marsella, Martinez, Pollack
Nov 21 12.
Social Interaction
·
Contagion
·
Social Goals
·
Reverse Engineered
Appraisal
Dec
5 13.
Final Presentations
??? Personality
??? Aesthetics
??? Bias
and Ethics
List of Old Class projects (Northeastern, USC and Glasgow)
·
Augmenting Live
Performance for Audience Emotional Synchronicity: A Pilot Study
·
AWE: investigating awe’s effects on creativity and anxiety using virtual reality (VR) to elicit awe-inducing experiences
·
AffectiveDebugger: Augmenting Intelligent Tutoring System Technology with
Affect Tracking and Large Language Models
·
Interactive Emotional
Gait Modelling for Personalized Robotic Characters
·
Advertising Color
Optimization System Based on consumer Emotion Analysis
·
Hope: An AI Solution for
Improving Communication and Alleviating Stress in Parent-Child Interactions
·
SimPatient: Emotionally Realistic Simulated Patients for Counselor
Empathy Training
·
Social Contagion in a
Twitch Stream Chat
·
Toxic PAL: Can strategically designed
judgmental AI effectively encourage increased physical activity,
·
Combining EEG and facial
expression signal processing to improve emotion recognition
·
Using machine learning
to derive models of human negotiation behavior
·
Video Game Behavior as a
Tool for Personality Assessment
o
Deriving a computational
model of personality from game data that predicts behavior
·
Quantitative Assessment
of Socio-affective Dynamics in Autism Using Interpersonal Physiology
·
Accuracy in detecting
emotion expressions from older faces
o
Analysis of automated
facial expression recognition software accuracy on young versus old faces
·
Acquiring data to learn
a model of facial expression dynamics for more realistic expression synthesis
·
Evaluate Facial feedback
hypothesis using EEG signal
·
Game to improve emotion
regulation skills
·
Building a Virtual
Environment to Study Oppression
o
Study nonverbal
influences on feelings of oppression
·
SpeakWatch: Collecting Real World Affective Information via Long
Duration Voice Recording
o
Tracking and analyzing
user prosody over the course of the day
·
Embodied cognition and
the design of game mechanics
·
Modeling Coping within a
Decision-Making Theoretic Framework
·
Application of Sentiment
Analysis to detect sarcasm in Tweets
·
Emotional Dynamics
Through Facial Expression Recognition
·
Inferencing Human
Emotions Through Physiological Data Analysis.
·
Using Virtual Humans to
Understand Real Ones
·
Analysis of Eye Gazes
based on Emotions
Affect Related Class projects from 2024 2025
·
Emotion-Driven
Audio-Visual Experience: Enhancing Human-Computer Interaction through Real-Time
Multimodal Feedback
·
Thera.py: An Empathetic
AI Assistant for Mental Health Support
·
QuoteSeek: A Retrieval Augmented Generation System for Bridging
Ancient Stoic Wisdom and Modern Queries
·
Healthcare Agent for
Senior Patient Assistance
·
Enhancing Sentiment
Analysis through Layer-wise Relevance
Propagation
·
StoryGen: Advancing Narrative Generation through Small
Language Models and Reinforcement Learning
·
Beyond Guardrails:
Assessing GPT-4’s Resilience to Offensive
Prompts with a Conversational AI Framework
·
Facial Emotion
Recognition
·
Turn The Beat Around:
Modulating Music Through Dance
The
following software tools may be available for use by students as part of their
project. Some are publically available for download.
Others are more restricted.
General TooLS
·
LLMs
·
RIDE and Virtual Human
Toolkit: contains a number of sensing, language and
synthesis tools along with Virtual Humans (https://vhtoolkit.ict.usc.edu/)
General Behavior Generation Systems
·
SmartBodyLinks to an external site. –
character animation system (talk to Stacy)
·
Cerebella – behavior
generation system (talk to Stacy)
·
Cerebella + SmartBody + Unreal MetahumansLinks to an external site. (ask
Stacy)
·
SoulMachines
(very easy to set up)Links to an external site.
·
NVBG – Nonverbal
Behavior Generation System (available as part of VH toolkit – also talk to
Stacy)
General audio annotation
·
MIR toolbox for matlab - extracts several audio features – designed for
music analysis but more generally applicable
·
Link:
https://www.jyu.fi/hum/laitokset/musiikki/en/research/coe/materials/mirtoolbox
Affective Sensing
·
OpenSenseLinks to an external site. (recommended
- I know the researcher)
·
Older work:
o
MultiSense – multimodal sensing framework available as part of VH
toolkit
o
(http://mplab.ucsd.edu/~marni/Projects/CERT.htm)
o
OKAO – smile detector
o
GAVAM – head pose
estimation from webcam available as part of VH tookit
o
Open Ear – acoustic
signal processing (http://sourceforge.net/projects/openart/)
o
The AAM-FPT (Active
Appearance Model-based Facial-point Tracker) can be used to track 40 characteristic
facial
points (http://sspnet.eu/2011/03/aam-fpt-facial-point-tracker/)
·
BoRMaN – detects 20 facial points
(http://ibug.doc.ic.ac.uk/resources/facial-point-detector-2010/)
Cognitive modeling
·
PsychSim multi-agent system with Theory of Mind reasoning (ask
Stacy)
·
microEMA – a prolog implementation of a subset of the EMA
computational model of emotion
·
FAtiMA – an architecture for construction appraisal-based agents
·
Adapt an LLM
(http://sourceforge.net/projects/fatima-modular/files/)
·
NPC-Editor-Query-answering
system that can generate appropriate natural language utterances in
response
to questions. (part of Virtual Human Toolkit)
Affective speech generation
·
Check out https://arxiv.org/pdf/2210.03538Links to an external site.
·
There are many cloud services t consider
·
Older work:
o
Emofilt is an open source program to
simulate emotional arousal in speech written in Java It is largely customizable
with an interface to develop own rules and even own modification algorithms.
(http://emofilt.syntheticspeech.de/)
o
MARY TTS is an
open-source, Text-to-Speech Synthesis platform in Java. A special focus is on
exploring the range of options available to control the expressivity of the
synthetic voice (http://mary.dfki.de/)
Affect analysis
·
OpenSenseLinks to an external site. (recommended)
·
Older Work
o
The Social Signal
Interpretation (SSI) framework offers tools to record, analyze and recognize
human behavior in real-time, such as gestures, mimics, head nods, and emotional
speech. It supports streaming from multiple sensors and includes mechanisms for
their synchronization.
Data bases
There
are numerous databases - Ask and we will try to track down swhat
you need
Annotation Tools
·
ELAN – another video
annotation tool (http://tla.mpi.nl/tools/tla-tools/elan/)
·
GTrace (General Trace program) allows users to play a video of a
person and create 'traces' which show how the person's emotions appear to be
changing over time. https://sites.google.com/site/roddycowie/work-resources
·
CowLog – a video annotation tool (http://cowlog.org/download/)
·
Try an LMM
Scales: various psychological instruments have been developed to
measure self-reported affect. I can point you to where to find these
·
PANAS: measures
positive/negative affect
·
PCL-C: measures
depression
·
Ways of Coping: measures
coping styles
·
Emotion regulation scale
·
SAM: dimensional
self-reported emotion measure
·
Social Value
Orientation: measure of cooperative/competitive tendencies
Other resources
HUMAINE
Association (http://emotion-research.net/): see Toolbox and Databases Social
Signal Processing Network (http://sspnet.eu/): see especial RESOURCES tab