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Antonio Camurri

dblp:21/5656 · DBLP profile ↗
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57ranked-venue papers
16as first author
8since 2021 · last 2025
0000-0003-3378-8685ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 26 · 6 first-author · 2 since 2021Artificial intelligence and machine learning · 20 · 6 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 15 · 5 first-authorSystems, architecture and hardware · 4 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 4 · 3 first-authorComputer networks · 2Databases, data management, data science and information retrieval · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
5 papers
Multimedia analysis and retrieval · 50% Multimedia systems and quality of experience · 32% Audio and music processing · 19%
Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 51% Haptics and multimodal interaction · 49%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › conversational interaction
virtual agent interaction
0.212015
LOL - Laugh Out Loud · AAAI 2015
Multimedia systems and quality of experience › interactive multimedia
interactive media art
0.212013
The ACM multimedia 2013 art exhibition · ACM Multimedia 2013
Multimedia analysis and retrieval
affective computing
0.222010
A System for Real-Time Multimodal Analysis of Nonverbal Affective Social Interaction in User-Centric Media · IEEE Trans. Multim. 2010
Recognizing emotion from dance movement: comparison of spectator recognition and automated techniques · Int. J. Hum. Comput. Stud. 2003
Multimedia analysis and retrieval › multimodal communication
social signal processing
0.112010
A System for Real-Time Multimodal Analysis of Nonverbal Affective Social Interaction in User-Centric Media · IEEE Trans. Multim. 2010
Human-AI interaction › affective computing
affective state recognition
0.012003
Recognizing emotion from dance movement: comparison of spectator recognition and automated techniques · Int. J. Hum. Comput. Stud. 2003
Knowledge, reasoning and agents › Knowledge representation and reasoning › representation language
knowledge representation formalisms
0.011990
An approach to the design and implementation of the hierarchical control system of FMS, combining structured knowledge representation formalisms and high-level Petri nets · ICRA 1990
Embedded and real-time systems › industrial control systems › manufacturing system control
flexible manufacturing system control
0.011990
An approach to the design and implementation of the hierarchical control system of FMS, combining structured knowledge representation formalisms and high-level Petri nets · ICRA 1990
Embedded and real-time systems
real-time scheduling
0.011990
An approach to the design and implementation of the hierarchical control system of FMS, combining structured knowledge representation formalisms and high-level Petri nets · ICRA 1990
Automata and formal languages
petri nets
0.011990
An approach to the design and implementation of the hierarchical control system of FMS, combining structured knowledge representation formalisms and high-level Petri nets · ICRA 1990

Methods — techniques the papers use, named apart from their topics

multi-scale entropy · 0.2multimodal analysis · 0.1spectator recognition comparison · 0.1automated recognition techniques · 0.1high-level petri nets · 0.0heuristic multicriterion scheduling · 0.0
YearPublicationVenuePosition
2025 Nonverbal Leadership in Joint Full-Body Improvisation
abstract
In this work, we investigate nonverbal leadership and address two research questions: 1) is it possible to perceive leadership from nonverbal cues in an unstructured joint full-body activity with no designated leader? 2) what are its nonverbal indicators? To address these questions, we propose eight cues of nonverbal leadership and conduct a two-step validation study on a novel dataset (video, MoCap) of dance improvisation. To explore various leadership strategies, we introduce constraints on how dancers communicate by manipulating their shared sensory channels. In the first stage, 27 persons carried out continuous annotation of leadership in the recorded videos; in the second stage, 92 persons watched 25 short segments indicating who the leader was and reported perceived leadership cues. The results indicate 1) a high consensus among observers regarding nonverbal leadership, but only for certain video segments, and 2) that five leadership cues were frequently observed in our dataset. In the final part, we explore the feasibility of automatically detecting nonverbal leadership using hand-crafted cues and standard machine learning techniques.
Radoslaw Niewiadomski, Lea Chauvigne, Maurizio Mancini, Gualtiero Volpe, Antonio Camurri
IEEE Trans. Affect. Comput.5
2024 Let's Play: Early Explorations of Child-Caregiver Embodied Interactions
abstract
We report on the initial design steps of an audio-visual installation to be set up in a hospital guest house for children and their caregivers. The goal of the project is twofold: on one hand we aim to design a playful experience which can support children physical activity and their communication skills. On the other, we intend to develop an automated tool to assess a few basic qualities of child-caregiver interaction by interpreting users’ upper-body motion. We focus on the early stages of the project, situating it in the context of a collaboration between two institutions: an HCI lab and a paediatric hospital. We describe our efforts for the identification of a suitable dyadic activity to be first analysed using motion capture techniques and later augmented with audio-visual feedback. We also outline the strategies identified for the evaluation of the automated measurements of embodied child-caregiver interactions. Finally, we present two basic prototypes developed to stimulate a hands-on debate within our research team on the project’s design challenges and outcomes.
Giacomo Lepri, Nicola Corbellini, Silvia Ferrando, Gualtiero Volpe, Antonio Camurri
IDC5
2024 Iterative Design of Two Art-Inspired Experimental Scenarios for Collecting Expressive Movement Data of Individuals and Groups
abstract
This poster presents an art-inspired iterative design approach applied to the definition of two experimental scenarios for movement data collection. Scenarios are inspired by warm-up exercises dancers perform to broaden group consciousness. Research focuses on the influence an expert dancer exerts on novice dancers by propagating her own movement patterns (individual motor signatures), for stimulating the emergence of a group movement pattern (group motor signature).
Antonio Camurri, Cora Gasparotti, Eleonora Ceccaldi, Andrea Cera, Benoît G. Bardy, Marta Bienkiewicz, Stefan Janaqi, Gualtiero Volpe, Giorgio Gnecco, Nicola Ferrari
AVI1
2023 Modeling Multiple Temporal Scales of Full-Body Movements for Emotion Classification
abstract
This work investigates classification of emotions from full-body movements by using a novel Convolutional Neural Network-based architecture. The model is composed of two shallow networks processing in parallel where the 8-bit RGB images obtained from time intervals of 3D-positional data are the inputs. One network performs a coarse-grained modelling in the time domain while the other one applies a fine-grained modelling. We show that combining different temporal scales into one architecture improves the classification results of a dataset composed of short excerpts of the performances of professional dancers who interpreted four affective states: anger, happiness, sadness, and insecurity. Additionally, we investigate the effect of data chunk duration, overlapping, the size of the input images and the contribution of several data augmentation strategies for our proposed method. Better recognition results were obtained when the duration of a data chunk was longer, and this was further improved by applying balanced data augmentation. Moreover, we test our method on other existing motion capture datasets and compare the results with prior art. In all of the experiments, our results surpassed the state-of-the-art approaches, showing that this method generalizes across diverse settings and contexts.
Cigdem Beyan, Sukumar Karumuri, Gualtiero Volpe, Antonio Camurri, Radoslaw Niewiadomski
IEEE Trans. Affect. Comput.4
2022 The Importance of Multiple Temporal Scales in Motion Recognition: when Shallow Model can Support Deep Multi Scale Models
abstract
The execution of a human movement involves different muscles that are activated and coordinated by the brain at different temporal scales in a complex cognitive process. For this reason, studying human motion requires to properly model multiple temporal scales that fully describe its complexity. Current approaches are not able to address this requirement properly or are based on oversimplified models with obvious limitations. Data-driven models represent research frontiers able to provide new insights. In this work we will investigate different data-driven approaches. The first one is based on shallow models that, while achieving reasonably good recognition performance, require to handcraft features according to the domain knowledge The second one is based on deep models that can be extended to manage multiple temporal scales but they are hard to exploit as too many architecture configurations exist. For this reason, we will propose a new deep multiple temporal scale data-driven model, based on Temporal Convolutional Network, capable of learning features from the data at different temporal scales, of outperforming state of the art deep and shallow models, and of exploiting shallow models to tune the architecture configuration. We designed, collected data and tested our proposal in a specially devised experiment, to prove the validity of our approach. In particular, we collected motion capture data about dyad actions where two people exchange a ball. As the weight of the ball and the throwing intentions change, we will show how it is possible to automatically detect either the weight of the ball or the intention behind the throw just based on motion data. Data regarding our experiment and code of the methods proposed in this work are also made freely available to the research community. Results support both the proposal and the need for the use of deep multi scale models as a tool to better understand human movement and its multiple time scale nature.
Vincenzo Stefano D'Amato, Luca Oneto, Antonio Camurri, Davide Anguita
IJCNN3
2022 The Importance of Multiple Temporal Scales in Motion Recognition: from Shallow to Deep Multi Scale Models
abstract
Studying human motion requires modelling its multiple temporal scale nature to fully describe its complexity since different muscles are activated and coordinated by the brain at different temporal scales in a complex cognitive process. Nevertheless, current approaches are not able to address this requirement properly, and are based on oversimplified models with obvious limitations. Data-driven methods represent a viable tool to address these limitations. Nevertheless, shallow data-driven models, while achieving reasonably good recognition performance, require to handcraft features based on domain-specific knowledge which, in this cases, is limited and does no allow to properly model motion- and subject-specific temporal scales. In this work, we propose a new deep multiple temporal scale data-driven model, based on Temporal Convolutional Networks, able to automatically learn features from the data at different temporal scales. Our proposal focuses first on over-performing state-of-the-art shallows and deep models in terms of recognition performance. Then, thanks to the use of feature ranking for shallow models and an attention map for deep models, we will give insights on what the different architectures actually learned from the data. We designed, collected data, and tested our proposal in custom experiment of motion recognition: detecting the person who draw a particular shape (i.e., an ellipse) on a graphics tablet, collecting data about his/her movement (e.g., pressure and speed) in different extrapolating scenarios (e.g., training with data collected from one hand and testing the model on the other one). Collected data regarding our experiment and code of the methods are also made freely available to the research community. Results, both in terms of accuracy and insight on the cognitive problem, support the proposal and support the use of the proposed technique as a support tool for better understanding the human movements and its multiple temporal scale nature.
Vincenzo Stefano D'Amato, Luca Oneto, Antonio Camurri, Davide Anguita, Zinat Zarandi, Luciano Fadiga, Alessandro D'Ausilio, Thierry Pozzo
IJCNN3
2022 The Change Matters! Measuring the Effect of Changing the Leader in Joint Music Performances
abstract
In a joint action, a group of individuals coordinate their movements to reach a shared goal. When a change–i.e., an event that affects group functioning–occurs, the group adopts strategies to face it. This article investigates how a change involving a strategic core role in a group affects interpersonal coordination, and ultimately group effectiveness in performing a joint action. Following the entrainment theory, interpersonal coordination is addressed in terms of the rhythmic cycles of the individuals and of the group and their adjustment. Music is used as an ideal ecological scenario for investigation. More specifically, this article focuses on orchestra playing. By adopting a computational approach, research is devoted to measure how a change of conductor (i.e., the leader) influences entrainment between players and its variation over time as well as the relationship between entrainment and external ratings of the orchestra performance. Results show that, whereas the change of conductor had a limited significant effect on entrainment, a significant effect was found when entrainment is used as a predictor of the external ratings. Both the obtained results and the techniques developed for measuring entrainment may open novel research directions in the area of automated analysis of group behavior, and particularly of emotion in groups.
Giovanna Varni, Maurizio Mancini, Luciano Fadiga, Antonio Camurri, Gualtiero Volpe
IEEE Trans. Affect. Comput.4
2021 Effects of Computerized Emotional Training on Children with High Functioning Autism
abstract
An evaluation study of a serious game and a system for the automatic emotion recognition designed for helping autistic children to learn to recognize and express emotions by means of their full-body movement is presented. Three-dimensional motion data of full-body movements are obtained from RGB-D sensors and used to recognize emotions by means of linear SVMs. Ten children diagnosed with High Functioning Autism or Asperger Syndrome were involved in the evaluation phase, consisting of repeated sessions to play a specifically designed serious game. Results from the evaluation study show an increase of tasks accuracy from the beginning to the end of training sessions in the trained group. In particular, while the increase of recognition accuracy was concentrated in the first sessions of the game, the increase for expression accuracy is more gradual throughout all sessions. Moreover, the training seems to produce a transfer effect on facial expression recognition.
Stefano Piana, Chiara Malagoli, Maria Carmen Usai, Antonio Camurri
IEEE Trans. Affect. Comput.4
2020 The First International Workshop on Multi-Scale Movement Technologies
abstract
Multimodal interfaces pose the challenge of dealing with the multi-ple interactive time-scales characterizing human behavior. To dothis, innovative models and time-adaptive technologies are needed,operating at multiple time-scales and adopting a multi-layered ap-proach. The first International Workshop on Multi-Scale MovementTechnologies, hosted virtually during the 22nd ACM InternationalConference on Multimodal Interaction, is aimed at providing re-searchers from different areas with the opportunity to discuss thistopic. This paper summarizes the activities of the workshop andthe accepted papers
Eleonora Ceccaldi, Benoît G. Bardy, Nadia Bianchi-Berthouze, Luciano Fadiga, Gualtiero Volpe, Antonio Camurri
ICMI6
2020 Automated Analysis of the Origin of Movement: An Approach Based on Cooperative Games on Graphs
abstract
In this work, a computational method is proposed to automatically investigate the perception of the origin of full-body human movement and its propagation. The method is based on a mathematical game built over a suitably defined graph structure representing the human body. The players of this game are the graph vertices, which form a subset of body joints. Since each vertex contributes to a shared goal (i.e., to the way in which a specific movement-related feature is transferred among the joints), a cooperative game-theoretical model (specifically a transferable-utility game) is adopted, which is able (via the Shapley value) to measure the relevance of the various joints in human movement when performing full-body movement analysis. The method is theoretically investigated and applied to a motion capture dataset obtained from subjects who performed expressive movements. Finally, the method is validated through an online survey, in which several dancers/nondancers participated. The results show the capability of the proposed approach to represent the evolution of the most important joint responsible for originating each dancer's movement.
Ksenia Kolykhalova, Giorgio Gnecco, Marcello Sanguineti, Gualtiero Volpe, Antonio Camurri
IEEE Trans. Hum. Mach. Syst.5
2019 The ASC-Inclusion Perceptual Serious Gaming Platform for Autistic Children
abstract
“Serious games” are becoming extremely relevant to individuals who have specific needs, such as children with an autism spectrum condition (ASC). Often, individuals with an ASC have difficulties in interpreting verbal and nonverbal communication cues during social interactions. The ASC-Inclusion EU-FP7 funded project aims to provide children who have an ASC with a platform to learn emotion expression and recognition, through play in the virtual world. In particular, the ASC-Inclusion platform focuses on the expression of emotion via facial, vocal, and bodily gestures. The platform combines multiple analysis tools, using onboard microphone and webcam capabilities. The platform utilizes these capabilities via training games, text-based communication, animations, video, and audio clips. This paper introduces current findings and evaluations of the ASC-Inclusion platform and provides detailed description for the different modalities.
Erik Marchi, Tadas Baltrusaitis, Andra Adams, Marwa Mahmoud, Ofer Golan, Shimrit Fridenson-Hayo, Shahar Tal, Shai Newman, Noga Meir-Goren, Antonio Camurri, Stefano Piana, Björn W. Schuller, Sven Bölte, Tevfik Metin Sezgin, Nese Alyüz, Agnieszka Rynkiewicz, Aurelie Baranger, Alice Baird, Simon Baron-Cohen, Amandine Lassalle, Helen O'Reilly, Delia Pigat, Peter Robinson 0001, Ian Davies
IEEE Trans. Games10
2019 Evaluating Movement Quality Through Intrapersonal Synchronization
abstract
We present a method to measure intrapersonal synchronization of movement from motion capture data, and we show that our method is effective in classifying the level of skills of athletes performing karate kata. Our method is based on detecting relevant peaks of acceleration of limbs (arms and legs) and measuring their synchronization. We run a multiscale analysis, based on topological persistence, to rank the importance of peaks of acceleration. The resulting impulse signals are processed next with a multievent class synchronization algorithm, in order to define an overall synchronization index that scores the level of intrapersonal synchronization with a single scalar value. We build a basic multiclass classifier, which uses just the means of indexes computed on the different classes in the training set. We make a statistical analysis and a cross validation of the classifier on real data. Performances by athletes from three levels of skill have been recorded, classified by experts, and used to test our method. Cross validation of the classifier is performed by leave-one-out and bootstrap resampling. Results show that our method can classify correctly with very high probability (beyond 99%), while it succeeds on 100% of the data used in cross validation.
Nikolas De Giorgis, Enrico Puppo, Paolo Alborno, Antonio Camurri
IEEE Trans. Hum. Mach. Syst.4
2019 Analysis of Movement Quality in Full-Body Physical Activities
abstract
Full-body human movement is characterized by fine-grain expressive qualities that humans are easily capable of exhibiting and recognizing in others’ movement. In sports (e.g., martial arts) and performing arts (e.g., dance), the same sequence of movements can be performed in a wide range of ways characterized by different qualities, often in terms of subtle (spatial and temporal) perturbations of the movement. Even a non-expert observer can distinguish between a top-level and average performance by a dancer or martial artist. The difference is not in the performed movements--the same in both cases--but in the “quality” of their performance. In this article, we present a computational framework aimed at an automated approximate measure of movement quality in full-body physical activities. Starting from motion capture data, the framework computes low-level (e.g., a limb velocity) and high-level (e.g., synchronization between different limbs) movement features. Then, this vector of features is integrated to compute a value aimed at providing a quantitative assessment of movement quality approximating the evaluation that an external expert observer would give of the same sequence of movements. Next, a system representing a concrete implementation of the framework is proposed. Karate is adopted as a testbed. We selected two different katas (i.e., detailed choreographies of movements in karate) characterized by different overall attitudes and expressions (aggressiveness, meditation), and we asked seven athletes, having various levels of experience and age, to perform them. Motion capture data were collected from the performances and were analyzed with the system. The results of the automated analysis were compared with the scores given by 14 karate experts who rated the same performances. Results show that the movement-quality scores computed by the system and the ratings given by the human observers are highly correlated (Pearson’s correlations r = 0.84, p = 0.001 and r = 0.75, p = 0.005).
Radoslaw Niewiadomski, Ksenia Kolykhalova, Stefano Piana, Paolo Alborno, Gualtiero Volpe, Antonio Camurri
ACM Trans. Interact. Intell. Syst.6
2018 A system to support non-IT researchers in the automated analysis of human movement
abstract
Analysis of human movement data is a core topic of many research studies in human-human and human-computer interaction. Whereas, on the one side, automated movement analysis is often based on the application of sophisticated computer science techniques (e.g., motion tracking from video recordings), on the other side the interdisciplinary nature of research in this area requires the availability of tools that can be used by researchers who may not have an advanced computer science expertise. This paper presents a system enabling users, who are not necessarily computer scientists, to perform motion tracking from a dataset of video recordings. The system - consisting of a set of (freely downloadable) tools accessible by means of user friendly graphical interfaces - was designed, developed, and tested in the context of a project for automated analysis of entrainment in ensemble music performance, following the needs and requirements of musicologists and psychologists.
Paolo Alborno, Kelly Jakubowski, Antonio Camurri, Gualtiero Volpe
AVI3
2017 Low-intrusive recognition of expressive movement qualities
abstract
In this paper we present a low-intrusive approach to the detection of expressive full-body movement qualities. We focus on two qualities: Lightness and Fragility and we detect them using the data captured by four wearable devices, two Inertial Movement Units (IMU) and two electromyographs (EMG), placed on the forearms. The work we present in the paper stems from a strict collaboration with expressive movement experts (e.g., contemporary dance choreographers) for defining a vocabulary of basic movement qualities. We recorded 13 dancers performing movements expressing the qualities under investigation. The recordings were next segmented and the perceived level of each quality for each segment was ranked by 5 experts using a 5-points Likert scale. We obtained a dataset of 150 segments of movement expressing Fragility and/or Lightness. In the second part of the paper, we define a set of features on IMU and EMG data and we extract them on the recorded corpus. We finally applied a set of supervised machine learning techniques to classify the segments. The best results for the whole dataset were obtained with a Naive Bayes classifier for Lightness (F-score 0.77), and with a Support Vector Machine classifier for Fragility (F-score 0.77). Our approach can be used in ecological contexts e.g., during artistic performances.
Radoslaw Niewiadomski, Maurizio Mancini, Stefano Piana, Paolo Alborno, Gualtiero Volpe, Antonio Camurri
ICMI6
2017 Implementing and Evaluating a Laughing Virtual Character
abstract
Laughter is a social signal capable of facilitating interaction in groups of people: it communicates interest, helps to improve creativity, and facilitates sociability. This article focuses on: endowing virtual characters with computational models of laughter synthesis, based on an expressivity-copying paradigm; evaluating how the physically co-presence of the laughing character impacts on the user’s perception of an audio stimulus and mood. We adopt music as a means to stimulate laughter. Results show that the character presence influences the user’s perception of music and mood. Expressivity-copying has an influence on the user’s perception of music, but does not have any significant impact on mood.
Maurizio Mancini, Béatrice Biancardi, Florian Pecune, Giovanna Varni, Yu Ding 0001, Catherine Pelachaud, Gualtiero Volpe, Antonio Camurri
ACM Trans. Internet Techn.8
2016 Analysis of Intrapersonal Synchronization in Full-Body Movements Displaying Different Expressive Qualities
abstract
Intrapersonal synchronization of limb movements is a relevant feature for assessing coordination of motoric behavior. In this paper, we show that it can also distinguish between full-body movements performed with different expressive qualities, namely rigidity, fluidity, and impulsivity. For this purpose, we collected a dataset of movements performed by professional dancers, and annotated the perceived movement qualities with the help of a group of experts in expressive movement analysis. We computed intra personal synchronization by applying the Event Synchronization algorithm to the time-series of the speed of arms and hands. Results show that movements performed with different qualities display a significantly different amount of intra personal synchronization: impulsive movements are the most synchronized, the fluid ones show the lowest values of synchronization, and the rigid ones lay in between.
Paolo Alborno, Stefano Piana, Maurizio Mancini, Radoslaw Niewiadomski, Gualtiero Volpe, Antonio Camurri
AVI6
2016 Go-with-the-Flow: Tracking, Analysis and Sonification of Movement and Breathing to Build Confidence in Activity Despite Chronic Pain
abstract
Chronic (persistent) pain (CP) affects 1 in 10 adults; clinical resources are insufficient, and anxiety about activity restricts lives. Technological aids monitor activity but lack necessary psychological support. This article proposes a new sonification framework, Go-with-the-Flow, informed by physiotherapists and people with CP. The framework proposes articulation of user-defined sonified exercise spaces (SESs) tailored to psychological needs and physical capabilities that enhance body and movement awareness to rebuild confidence in physical activity. A smartphone-based wearable device and a Kinect-based device were designed based on the framework to track movement and breathing and sonify them during physical activity. In control studies conducted to evaluate the sonification strategies, people with CP reported increased performance, motivation, awareness of movement, and relaxation with sound feedback. Home studies, a focus group, and a survey of CP patients conducted at the end of a hospital pain management session provided an in-depth understanding of how different aspects of the SESs and their calibration can facilitate self-directed rehabilitation and how the wearable version of the device can facilitate transfer of gains from exercise to feared or demanding activities in real life. We conclude by discussing the implications of our findings on the design of technology for physical rehabilitation.
Aneesha Singh, Stefano Piana, Davide Pollarolo, Gualtiero Volpe, Giovanna Varni, Ana Tajadura-Jiménez, Amanda C. de C. Williams, Antonio Camurri, Nadia Bianchi-Berthouze
Hum. Comput. Interact.8
2016 Automated Laughter Detection From Full-Body Movements
abstract
In this paper, we investigate the detection of laughter from the user's nonverbal full-body movement in social and ecological contexts. Eight hundred and one laughter and nonlaughter segments of full-body movement were examined from a corpus of motion capture data of subjects participating in social activities that stimulated laughter. A set of 13 full-body movement features was identified, and corresponding automated extraction algorithms were developed. These features were extracted from the laughter and nonlaughter segments, and the resulting dataset was provided as input to supervised machine learning techniques. Both discriminative (radial basis function-support vector machines, k-nearest neighbor, and random forest) and probabilistic (naive Bayes and logistic regression) classifiers were trained and evaluated. A comparison of automated classification with the ratings of human observers for the same laughter and nonlaughter segments showed that the performance of our approach for automated laughter detection is comparable with that of humans. The highest F-score (0.74) was obtained by the random forest classifier, whereas the F-score obtained by human observers was 0.70. Based on the analysis techniques introduced in the paper, a vision-based system prototype for automated laughter detection was designed and evaluated. Support vector machines (SVMs) and Kohonen's self-organizing maps were used for training, and the highest F-score was obtained with SVM (0.73).
Radoslaw Niewiadomski, Maurizio Mancini, Giovanna Varni, Gualtiero Volpe, Antonio Camurri
IEEE Trans. Hum. Mach. Syst.5
2016 Adaptive Body Gesture Representation for Automatic Emotion Recognition
abstract
We present a computational model and a system for the automated recognition of emotions starting from full-body movement. Three-dimensional motion data of full-body movements are obtained either from professional optical motion-capture systems (Qualisys) or from low-cost RGB-D sensors (Kinect and Kinect2). A number of features are then automatically extracted at different levels, from kinematics of a single joint to more global expressive features inspired by psychology and humanistic theories (e.g., contraction index, fluidity, and impulsiveness). An abstraction layer based on dictionary learning further processes these movement features to increase the model generality and to deal with intraclass variability, noise, and incomplete information characterizing emotion expression in human movement. The resulting feature vector is the input for a classifier performing real-time automatic emotion recognition based on linear support vector machines. The recognition performance of the proposed model is presented and discussed, including the tradeoff between precision of the tracking measures (we compare the Kinect RGB-D sensor and the Qualisys motion-capture system) versus dimension of the training dataset. The resulting model and system have been successfully applied in the development of serious games for helping autistic children learn to recognize and express emotions by means of their full-body movement.
Stefano Piana, Alessandra Staglianò, Francesca Odone, Antonio Camurri
ACM Trans. Interact. Intell. Syst.4
2015 LOL - Laugh Out Loud
abstract
In our demo, LoL, a user interacts with a virtual agentable to copy and to adapt its laughing and expressive behaviorson-the-fly. Our aim is to study copying capabilitiesparticipate in enhancing user’s experience in the interaction.User listens to funny audio stimuli in the presenceof a laughing agent: when funniness of audio increases, theagent laughs and the quality of its body movement (directionand amplitude of laughter movements) is modulated on-theflyby user’s body features.
Florian Pecune, Béatrice Biancardi, Yu Ding 0001, Catherine Pelachaud, Maurizio Mancini, Giovanna Varni, Antonio Camurri, Gualtiero Volpe
AAAI7
2015 Towards a minimal representation of affective gestures (Extended abstract)
abstract
How efficiently decoding affective information when computational resources and sensor systems are limited? This paper presents a framework for analysis of affective behavior starting with a reduced amount of visual information related to human upper-body movements. The main goal is to individuate a minimal representation of emotional displays based on non-verbal gesture features. The GEMEP (Geneva multimodal emotion portrayals) corpus was used to validate this framework. Twelve emotions expressed by ten actors form the selected data set of emotion portrayals. Visual tracking of trajectories of head and hands was performed from a frontal and a lateral view. Postural/shape and dynamic expressive gesture features were identified and analyzed. A feature reduction procedure was carried out, resulting in a four-dimensional model of emotion expression, that effectively classified/grouped emotions according to their valence (positive, negative) and arousal (high, low). These results show that emotionally relevant information can be detected/measured/obtained from the dynamic qualities of gesture. The framework was implemented as software modules (plug-ins) extending the EyesWeb XMI Expressive Gesture Processing Library and was tested as a component for a multimodal search engine in collaboration with Google within the EU-ICT I-SEARCH project.
Donald Glowinski, Marcello Mortillaro, Klaus R. Scherer, Nele Dael, Gualtiero Volpe, Antonio Camurri
ACII6
2015 Perception of intensity incongruence in synthesized multimodal expressions of laughter
abstract
In this paper, we study perception of intensity in-congruence between auditory and visual modalities of synthesized expressions of laughter. In particular, we investigate whether incongruent expressions are perceived as 1) regulated, and 2) unsuccessful in terms of animation synthesis. For this purpose, we conducted a perceptive study with the use of a virtual agent. Congruent and incongruent multimodal expressions of laughter were synthesized from natural audiovisual laughter episodes, using machine learning algorithms. Next, the intensity of facial expressions and body movements were systematically manipulated to check whether the resulting incongruent expressions are perceived differently compared to the corresponding congruent expressions. Results show that 1) intensity incongruence lowers the perception of believability and plausibility, and 2) the in-congruent laughter expressions displaying high intensity in the audio modality and low intensity in the body movement and facial expression are perceived as more fake than the corresponding congruent expressions. Such results have implications for both animation synthesis as well as expression regulation research.
Radoslaw Niewiadomski, Yu Ding 0001, Maurizio Mancini, Catherine Pelachaud, Gualtiero Volpe, Antonio Camurri
ACII6
2014 Emotional Charades
abstract
This is a short description of the Emotional Charades serious game demo. Our goal is to focus on emotion expression through body gestures, making the players aware of the amount of affective information their bodies convey. The whole framework aims at helping children with autism to understand and express emotions. We also want to compare the performances of our automatic recognition system and the ones achieved by humans.
Stefano Piana, Alessandra Staglianò, Francesca Odone, Antonio Camurri
ICMI4
2013 Expressive Non-verbal Interaction in String Quartet
abstract
The present study investigates expressive non-verbal interaction in musical context starting from behavioral features extracted at individual and group level. We define four features related to head movement and direction that may help gaining insight on the expressivity and cohesion of the performance. Our preliminary findings obtained from the analysis of a string quartet recorded in ecological settings show that these features may help in distinguishing between two types of performance: (a) a concert-like condition where all musicians aim at performing at best, (b) a perturbed one where the 1st violinist devises alternative interpretations of the music score without discussing them with the other musicians.
Donald Glowinski, Giorgio Gnecco, Stefano Piana, Antonio Camurri
ACII4
2013 How Action Adapts to Social Context: The Movements of Musicians in Solo and Ensemble Conditions
abstract
When people perform a task as part of a joint action, their behavior is not the same as it would be if they were performing the same task alone: it is adapted to facilitate shared understanding (or sometimes to prevent it). Joint performance of music offers a test bed for ecologically valid investigations of the way non-verbal behavior facilitates joint action. Here we compare the expressive of violinists when playing solo Vs. in the string quartet music ensemble. The first and second violinists of a famous concert string quartet were asked to play the same musical fragment in a solo condition and with the quartet. Synchronized multimodal recordings have been created from the performances, using a specially developed software platform. The differences are not obvious to untrained observers but they are discriminated by musicians, and appropriate measures show that they exist. In particular, using an appropriate measure of entropy shows that head movements are more predictable in the quartet scenario. The change does not, as might be assumed, entail markedly reduced expression. The data pose provocative questions about joint action in realistically complex scenarios.
Donald Glowinski, Maurizio Mancini, Roddie Cowie, Antonio Camurri
ACII4
2013 Towards Automated Full Body Detection of Laughter Driven by Human Expert Annotation
abstract
Within the EU ILHAIRE Project, researchers of several disciplines (e.g., computer sciences, psychology) collaborate to investigate the psychological foundations of laughter, and to bring this knowledge into shape for the use in new technologies (i.e., affective computing). Within this framework, in order to endow machines with laughter capabilities (encoding as well as decoding), one crucial task is an adequate description of laughter in terms of morphology. In this paper we present a work methodology towards automated full body laughter detection: starting from expert annotations of laughter videos we aim to identify the body features that characterize laughter.
Maurizio Mancini, Jennifer Hofmann, Tracey Platt, Gualtiero Volpe, Giovanna Varni, Donald Glowinski, Willibald Ruch, Antonio Camurri
ACII8
2013 Studying the Effect of Creative Joint Action on Musicians' Behavior
Donald Glowinski, Maurizio Mancini, Antonio Camurri
ArtsIT3
2013 Towards Automated Analysis of Joint Music Performance in the Orchestra
Giorgio Gnecco, Leonardo Badino, Antonio Camurri, Alessandro D'Ausilio, Luciano Fadiga, Donald Glowinski, Marcello Sanguineti, Giovanna Varni, Gualtiero Volpe
ArtsIT3
2013 The ACM multimedia 2013 art exhibition
abstract
The Art Exhibition of ACM Multimedia 2013 has attracted significant work from a variety of digital artists collaborating with research institutions. We have endeavored to select exhibits that achieved an interesting balance between technology and artistic intent. The techniques underpinning these artworks are relevant to several technical tracks of the conference, in particular those dealing with human-centered and interactive media. We briefly review how the various installations revisit current topics in Multimedia research, focusing more specifically on their approach to dynamic content generation, user experience, multimodality, and affective interfaces. Once again, the unique blend of technology and user experience does not limit itself to showcasing recent advances in interactive media, and should be of interest to all conference participants as well as the general public the exhibition space will be open to.
Marc Cavazza, Antonio Camurri
ACM Multimedia2
2012 The 3rd international workshop on social behaviour in music: SBM2012
abstract
Since its first edition in 2009, the International Workshop on Social Behaviour in Music (SBM) has been an occasion for researchers and practitioners for discussing recent advances in automated analysis of social behaviour, being music the selected test-bed and application scenario. The first edition of SBM was held in Vancouver, Canada, in the framework of the 2009 IEEE International Conference on Social Computing (SocialCom 2009). The second one was held in Genova, Italy, in the framework of the 4th International ICST Conference on Intelligent Technologies for Interactive Entertainment (Intetain 2011). SBM is now at its third edition, which takes place in the framework of the 14th International Conference on Multimodal Interaction (ICMI 2012), Santa Monica, California, USA. Again, SBM aims at providing a picture of current research breakthrough and issues, giving at the same time directions for future works and collaborations.
Antonio Camurri, Donald Glowinski, Maurizio Mancini, Giovanna Varni, Gualtiero Volpe
ICMI1
2012 One size does not fit all: multimodal search on mobile and desktop devices with the I-SEARCH search engine
abstract
In this paper, we report on work around the I-SEARCH EU (FP7 ICT STREP) project whose objective is the development of a multimodal search engine targeted at mobile and desktop devices. Each of these device classes has its specific hardware capabilities and set of supported features. In order to provide a common multimodal search experience across device classes, one size does not fit all. We highlight ways to achieve the same functionality agnostic of the device class being used for the search, and present concrete use cases.
Thomas Steiner, Marilena Lazzaro, Francesco Nucci, Vincenzo Croce, Lorenzo Sutton, Alberto Massari, Antonio Camurri, Sabine Spiller, Anne Verroust-Blondet, Laurent Joyeux
ICMR7
2011 A System for Mobile Active Music Listening Based on Social Interaction and Embodiment
Giovanna Varni, Maurizio Mancini, Gualtiero Volpe, Antonio Camurri
Mob. Networks Appl.4
2011 Toward a Minimal Representation of Affective Gestures
abstract
This paper presents a framework for analysis of affective behavior starting with a reduced amount of visual information related to human upper-body movements. The main goal is to individuate a minimal representation of emotional displays based on nonverbal gesture features. The GEMEP (Geneva multimodal emotion portrayals) corpus was used to validate this framework. Twelve emotions expressed by 10 actors form the selected data set of emotion portrayals. Visual tracking of trajectories of head and hands were performed from a frontal and a lateral view. Postural/shape and dynamic expressive gesture features were identified and analyzed. A feature reduction procedure was carried out, resulting in a 4D model of emotion expression that effectively classified/grouped emotions according to their valence (positive, negative) and arousal (high, low). These results show that emotionally relevant information can be detected/measured/obtained from the dynamic qualities of gesture. The framework was implemented as software modules (plug-ins) extending the EyesWeb XMI Expressive Gesture Processing Library and is going to be used in user centric, networked media applications, including future mobiles, characterized by low computational resources, and limited sensor systems.
Donald Glowinski, Nele Dael, Antonio Camurri, Gualtiero Volpe, Marcello Mortillaro, Klaus R. Scherer
IEEE Trans. Affect. Comput.3
2010 Multi-scale entropy analysis of dominance in social creative activities
abstract
Our research focused on ensemble musical performance, an ideal test-bed for the development of models and techniques for measuring creative social interaction in an ecologically valid framework. Starting from expressive behavioral data of a string quartet, this paper addresses the application of Multi-Scale Entropy method to investigate dominance.
Donald Glowinski, Paolo Coletta, Gualtiero Volpe, Antonio Camurri, Carlo Chiorri, Andrea Schenone
ACM Multimedia4
2010 Ethnic music audio documents: From preservation to fruition
Sergio Canazza, Antonio Camurri, Ichiro Fujinaga
Signal Process.2
2010 A System for Real-Time Multimodal Analysis of Nonverbal Affective Social Interaction in User-Centric Media
abstract
This paper presents a multimodal system for real-time analysis of nonverbal affective social interaction in small groups of users. The focus is on two major aspects of affective social interaction: the synchronization of the affective behavior within a small group and the emergence of functional roles, such as leadership. A small group of users is modeled as a complex system consisting of single interacting components that can auto-organize and show global properties. Techniques are developed for computing quantitative measures of both synchronization and leadership. Music is selected as experimental test-bed since it is a clear example of interactive and social activity, where affective nonverbal communication plays a fundamental role. The system has been implemented as software modules for the EyesWeb XMI platform (http://www.eyesweb.org). It has been used in experimental frameworks (a violin duo and a string quartet) and in real-world applications (in user-centric applications for active music listening). Further application scenarios include entertainment, edutainment, therapy and rehabilitation, cultural heritage, and museum applications. Research has been carried out in the framework of the EU-ICT FP7 Project SAME (http://www.sameproject.eu).
Giovanna Varni, Gualtiero Volpe, Antonio Camurri
IEEE Trans. Multim.3
2008 Emotional entrainment in music performance
abstract
This work aims at defining a computational model of human emotional entrainment. Music, as a non-verbal language to express emotions, is chosen as an ideal test bed for these aims. We start from multimodal gesture and motion signals, recorded in a real world collaborative condition in an ecological setting. Four violin players were asked to play, alone or in duo, a music fragment in two different perceptual feedback modalities and in four different emotional states. We focused our attention on phase synchronisation of the head motions of the players. From observation by subjects (musicians and observers), an evidence of entrainment emerges between players. The preliminary results, based on a reduced data set, however do not grasp fully this phenomenon. A more extended analysis is current subject of investigation.
Giovanna Varni, Antonio Camurri, Paolo Coletta, Gualtiero Volpe
FG2
2007 User-Centered Control of Audio and Visual Expressive Feedback by Full-Body Movements
Ginevra Castellano, Roberto Bresin, Antonio Camurri, Gualtiero Volpe
ACII3
2007 Recognising Human Emotions from Body Movement and Gesture Dynamics
Ginevra Castellano, Santiago D. Villalba, Antonio Camurri
ACII3
2006 Multimodal and cross-modal analysis of expressive gesture in tangible acoustic interfaces
abstract
This paper focuses on multimodal and cross-modal analysis of expressive gesture with a particular focus on collaborative interactive systems exploiting tangible acoustic interfaces (TAIs). We developed TAIs aiming at processing expressive information from users and supporting creativity in concrete music theatre and museum projects. The paper presents (i) techniques for extraction and analysis of high-level features from expressive gesture of TAIs users in collaborative frameworks, (ii) concrete examples of multimodal and cross-modal processing of expressive gesture, (iii) examples of how such results have been exploited in public events and artistic productions. In such occasions the developed techniques have been applied and evaluated with experiments involving both experts and the general audience. Research is carried out in the framework of the EU-IST STREP Project TAI-CHI (Tangible Acoustic Interfaces for Computer-Human Interaction). High-level expressive gesture analysis and multimodal and cross-modal processing are achieved in the new EyesWeb 4 open platform (available at www.eyesweb.org)
Antonio Camurri, Gualtiero Volpe
RO-MAN1
2003 Recognizing emotion from dance movement: comparison of spectator recognition and automated techniques
Antonio Camurri, Ingrid Lagerlöf, Gualtiero Volpe
Int. J. Hum. Comput. Stud.1
2003 Application of multimedia techniques in the physical rehabilitation of Parkinson's patients
abstract
Abstract This paper presents and discusses some experiments having the purpose of planning, developing and validating aesthetically resonant environments for different types of sensorimotor impairments which affect Parkinson's patients. From a technical point of view the aim is to develop a computational open architecture in which it is possible to integrate modules for gesture analysis and recognition and for interactive construction of therapeutic exercises based on multimedia stimulation in real time. The clinical objective is to experiment with a device of sensorimotor stimulation that supports akinesia compensation by controlling movement rhythmic structures in subjects with Parkinson's disease. The EyesWeb open architecture has been used to analyse patients' motion and to produce visual feedback during therapy sessions in real time. A pilot study has been conducted on two Parkinson's disease patients in the framework of the EU IST project CARE‐HERE. Copyright © 2003 John Wiley & Sons, Ltd.
Antonio Camurri, Barbara Mazzarino, Gualtiero Volpe, Pietro G. Morasso, Federica Priano, Cristina Re
Comput. Animat. Virtual Worlds1
1999 Interactive Environments for Music and Multimedia
Antonio Camurri, Pasqualino Ferrentino
Multim. Syst.1
1998 The other way. A change of viewpoint in artificial emotions
abstract
We introduce the model of artificial emotions embedded in our architecture of emotional agents. An emotional agent also possesses rational knowledge and reactive capabilities, and is able to interact with the external world, including other agents. Emotional agents can give rise to more effective, natural, and stimulating interaction with humans. Our model and related agent architecture has been developed and applied in several multimedia-multimodal application environments.
Antonio Camurri, Pasqualino Ferrentino
SMC1
1998 A Petri net-object oriented architecture for plant simulation
abstract
We present a CASE tool based on high level Petri nets (PNs) for the design of real-time simulators of plants, it is derived from XpetreX whose peculiar characteristics have been improved towards a more effective object oriented approach. The CASE tool basically consists of two main software modules: a development system and a run-time system. The former supports the user in the design process of the simulator. The latter is the real-time platform able to run the model generated by the development system. The object oriented approach allows the user to design reusable modules for the automatic generation of PNs by subnet class derivation and instantiation. A main goal is to use PNs for industrial plants simulation even to those users that have no or little knowledge on PNs. A library of classes can be written in the same way as a library of object in an object oriented programming language. The ability of the run-time module to communicate with other processes is being implemented and allows the interaction with other applications.
Antonio Camurri, Marco Magagnini
SMC1
1998 Intelligent agent system for human-robot interaction through artificial emotion
abstract
The purpose of our work is to realize an agent for intelligent interaction between humans and robots, embedding a computational model of artificial emotions with learning and self-adaptation features. The gesture of a human can cause the robot to change its "emotional state", which is exhibited by means of integrated visual media, environmental lights, music, and changes in robot's style of movement and behavior. We adopt our emotional agent architecture for developing the agent. The system is a kind of "emotional activator", which plays the role of stimulating the human creativity. In our environment, humans do not need to wear any special on-body sensor. We use the small robot on wheels, equipped with on-board ultrasound sensors. Furthermore, We develop a camera-based sensor system to increase its input capabilities.
Kenji Suzuki 0004, Antonio Camurri, Pasqualino Ferrentino, Shuji Hashimoto
SMC2
1994 Multi-paradigm software environment for the real-time processing of sound, music and multimedia
Antonio Camurri, Carlo Innocenti, Claudio Massucco
Knowl. Based Syst.1
1993 A hybrid scheme for action representation
abstract
Strong deficiencies are present in symbolic models for action representation and planning, regarding mainly the difficulty of coping with real, complex environments. These deficiencies can be attributed to several problems, such as the inadequacy in coping with incompletely structured situations, the difficulty of interacting with visual and motorial aspects, the difficulty in representing low-level knowledge, the need to specify the problem at a high level of detail, and so on. Besides the purely symbolic approaches, several nonsymbolic models have been developed, such as the recent class of subsym-bolic techniques. A promising paradigm for the modeling of reasoning, which combines features of both symbolic and analogical approaches, is based on the construction of analogical models of the reference for the internal representations, as introduced by Johnson-Laird. In this work, we propose a similar approach to the problem of knowledge representation and reasoning about actions and plans. We propose a hybrid approach, symbolic and analogical, in which the inferences are partially devolved to measurements on analogical models generated starting from the symbolic representation. the interaction between the symbolic and the analogical level is due to the fact that procedures are connected to some symbols, allowing generating, updating, and verifying the mental model. the hybrid model utilizes, for the symbolic component, a representation system based on the distinction between terminological and assertional knowledge. the terminological component adopts a SI-Net formalism, extended by temporal primitives. the assertional component is a subset of first-order logics. the analogical representation is a set of concurrent procedures modeling parts of the world, action processes, simulations, and metaphors based on force fields concepts. A particular case study, regarding the problem of the assembly of a complex object from parts, is taken as an experimental paradigm. © 1993 John Wiley Sons, Inc.
Edoardo Ardizzone, Antonio Camurri, Marcello Frixione, Renato Zaccaria
Int. J. Intell. Syst.2
1992 A Model of Representation and Communication of Music and Multimedia Knowledge
Antonio Camurri, Carlo Innocenti, Marcello Frixione, Renato Zaccaria
ECAI1
1992 Real Time Knowledge Representation and Reasoning About Real Tasks
Antonio Camurri, Gianni Viardo Vercelli, Renato Zaccaria
ECAI1
1992 An object-oriented approach to High-Level Petri Nets
Antonio Camurri, Paolo Franchi, Maurizio Vitale
Microprocess. Microprogramming1
1992 A software architecture for sound and music processing
Antonio Camurri, Carlo Innocenti, Claudio Massucco, Renato Zaccaria
Microprocess. Microprogramming1
1990 Some Concepts on Analogic Planning in Assembly Tasks
Antonio Camurri, Marcello Frixione, Gianni Viardo Vercelli, Renato Zaccaria
ECAI1
1990 An approach to the design and implementation of the hierarchical control system of FMS, combining structured knowledge representation formalisms and high-level Petri nets
abstract
A presentation is made of the methodology adopted in the design of the coordination subsystem and the real-time scheduling subsystem for the simulation and the real-time control of flexible manufacturing systems (FMSs). This particular approach, combining structured, object-oriented paradigms and a particular extension of high-level Petri nets, is presented and discussed. The focus is on the following issues: (1) the modeling of the FMS control system in a structured knowledge base (frame-based multiple-inheritance semantic networks); (2) the automatic synthesis of Petri net models of the coordination subsystem, starting from such a knowledge base; (3) the dynamic behavior of the coordination subsystem; and (4) the structure of the real-time scheduling subsystem, based on particular heuristic suboptimal multicriterion algorithms. The interaction mechanisms between the coordination and scheduling subsystems are defined. A particular case study involving a class of problems on the concurrent scheduling of multiple projects is taken as an example.>
Antonio Camurri, Paolo Franchi
ICRA1
1989 Temporal logic issues in music knowledge representation
Antonio Camurri
Microprocessing and Microprogramming1
1988 Integrating Spatio-Temporal Knowledge: A Hybrid Approach
Giovanni Adorni, Antonio Camurri, Agostino Poggi, Renato Zaccaria
ECAI2