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William Curran

dblp:79/10471 · DBLP profile ↗
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11ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-authorArtificial intelligence and machine learning · 5 · 3 first-authorSystems, architecture and hardware · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

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.

Human-computer interaction and pervasive computing
3 papers
Accessibility and assistive technology · 31% Human-AI interaction · 24% Haptics and multimodal interaction · 24%
Software engineering, system software, and programming languages
1 paper
Software maintenance and evolution · 100%
Artificial intelligence
1 paper
Robot manipulation · 77% Motion planning and robot control · 23%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
learning from demonstration
0.212016
Robust Learning from Demonstration Techniques and Tools · AAAI 2016
Software maintenance and evolution › software ecosystems
software ecosystem analysis
0.212015
Evaluating impact in the ROS ecosystem · ICRA 2015
Human-AI interaction
affective computing
0.212014
An Event Driven Fusion Approach for Enjoyment Recognition in Real-time · ACM Multimedia 2014
Haptics and multimodal interaction
multimodal fusion
0.212014
An Event Driven Fusion Approach for Enjoyment Recognition in Real-time · ACM Multimedia 2014
Robotics › Motion planning and robot control
robot learning
0.112016
Robust Learning from Demonstration Techniques and Tools · AAAI 2016
Wearable and physiological sensing
emotion recognition
0.112014
An Event Driven Fusion Approach for Enjoyment Recognition in Real-time · ACM Multimedia 2014
Collaborative and social computing › social interaction › social interaction analysis
social signal processing
0.112014
An Event Driven Fusion Approach for Enjoyment Recognition in Real-time · ACM Multimedia 2014

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

reinforcement learning · 0.5dimensionality reduction · 0.5gamification · 0.4ecosystem metrics · 0.4data visualization · 0.4vector space representation · 0.2event-driven fusion · 0.2
YearPublicationVenuePosition
2017 Neural networks for incremental dimensionality reduced reinforcement learning
abstract
State-of-the-art personal robots must perform complex manipulation tasks to be viable in assistive scenarios. However, many of these robots, like the PR2, use manipulators with high degrees-of-freedom. The complexity of these robots lead to large dimensional state spaces, which are difficult to fully explore. Our previous work introduced the IDRRL algorithm, which compresses the learning space by transforming a high-dimensional learning space onto a lower-dimensional manifold while preserving expressivity. In this work we formally prove that IDRRL maintains PAC-MDP guarantees. We then improve upon our previous formulation of IDRRL by introducing cascading autoencoders (CAE) for dimensionality reduction, producing the new algorithm IDRRL-CAE. We demonstrate the improvement of this extension over our previous formulation, IDRRL-PCA, in the Mountain Car and Swimmers domains.
William Curran, Rey Pocius, William D. Smart
IROS1
2016 Robust Learning from Demonstration Techniques and Tools
abstract
Large state spaces and the curse of dimensionality contribute to the complexity of a task. Learning from demonstration techniques can be combined with reinforcement learning to narrow the exploration space of an agent, but require consistent and accurate demonstrations, as well as the state-action pairs for an entire demonstration. Individuals with severe motor disabilities are often slow and prone to human errors in demonstrations while teaching. My dissertation develops tools to allow persons with severe motor disabilities, and individuals in general, to train these systems. To handle these large state spaces as well as human error, we developed Dimensionality Reduced Reinforcement Learning. To accommodate slower feedback, we will develop a movie-reel style learning from demonstration interface.
William Curran
AAAI1
2015 The Belfast storytelling database: A spontaneous social interaction database with laughter focused annotation
abstract
To support the endeavor of creating intelligent interfaces between computers and humans the use of training materials based on realistic human-human interactions has been recognized as a crucial task. One of the effects of the creation of these databases is an increased realization of the importance of often overlooked social signals and behaviours in organizing and orchestrating our interactions. Laughter is one of these key social signals; its importance in maintaining the smooth flow of human interaction has only recently become apparent in the embodied conversational agent domain. In turn, these realizations require training data that focus on these key social signals. This paper presents a database that is well annotated and theoretically constructed with respect to understanding laughter as it is used within human social interaction. Its construction, motivation, annotation and availability are presented in detail in this paper.
Gary McKeown, William Curran, Johannes Wagner 0001, Florian Lingenfelser, Elisabeth André
ACII2
2015 Evaluating impact in the ROS ecosystem
abstract
The ROS ecosystem is an interconnected web of packages, nodes and people with no efficient means to compare, assess or visualize them. We develop a set of tools consisting of various metrics, a data visualization web app, and an active monitoring system. With these tools, we measure the current state of the ecosystem as well as determine where the community should direct their efforts. We also encourage the community to provide input on potential applications, additional metrics, and further improvements to address the needs of the ROS ecosystem. We incentivize this input by gamifying community contributions to the infrastructure. Encouraging user-driven improvements to the ROS infrastructure through the use of a leaderboard and friendly competition will advance ROS development and community support far into the future.
William Curran, Thomas Thornton, Benjamin Arvey, William D. Smart
ICRA1
2015 Perception and Automatic Recognition of Laughter from Whole-Body Motion: Continuous and Categorical Perspectives
abstract
Despite its importance in social interactions, laughter remains little studied in affective computing. Intelligent virtual agents are often blind to users’ laughter and unable to produce convincing laughter themselves. Respiratory, auditory, and facial laughter signals have been investigated but laughter-related body movements have received less attention. The aim of this study is threefold. First, to probe human laughter perception by analyzing patterns of categorisations of natural laughter animated on a minimal avatar. Results reveal that a low dimensional space can describe perception of laughter “types”. Second, to investigate observers’ perception of laughter (hilarious, social, awkward, fake, and non-laughter) based on animated avatars generated from natural and acted motion-capture data. Significant differences in torso and limb movements are found between animations perceived as laughter and those perceived as non-laughter. Hilarious laughter also differs from social laughter. Different body movement features were indicative of laughter in sitting and standing avatar postures. Third, to investigate automatic recognition of laughter to the same level of certainty as observers’ perceptions. Results show recognition rates of the Random Forest model approach human rating levels. Classification comparisons and feature importance analyses indicate an improvement in recognition of social laughter when localized features and nonlinear models are used.
Harry J. Griffin, M. S. Hane Aung, Bernardino Romera-Paredes, Ciaran McLoughlin, Gary McKeown, William Curran, Nadia Bianchi-Berthouze
IEEE Trans. Affect. Comput.6
2014 An Event Driven Fusion Approach for Enjoyment Recognition in Real-time
abstract
Social signals and interpretation of carried information is of high importance in Human Computer Interaction. Often used for affect recognition, the cues within these signals are displayed in various modalities. Fusion of multi-modal signals is a natural and interesting way to improve automatic classification of emotions transported in social signals. Throughout most present studies, uni-modal affect recognition as well as multi-modal fusion, decisions are forced for fixed annotation segments across all modalities. In this paper, we investigate the less prevalent approach of event driven fusion, which indirectly accumulates asynchronous events in all modalities for final predictions. We present a fusion approach, handling short-timed events in a vector space, which is of special interest for real-time applications. We compare results of segmentation based uni-modal classification and fusion schemes to the event driven fusion approach. The evaluation is carried out via detection of enjoyment-episodes within the audiovisual Belfast Story-Telling Corpus.
Florian Lingenfelser, Johannes Wagner 0001, Elisabeth André, Gary McKeown, William Curran
ACM Multimedia5
2014 Wearable computing to enable robot microinteractions
abstract
High-level control of mobile robots currently requires use of a personal computer and traditional graphical user interface in the vast majority of cases. Such interfaces are not natural and frequently poorly suited to interacting with robots when tasking the robot to perform very short interactions requiring only brief commands. This is a problem that is especially acute for persons with disabilities. New technologies, such as Google Glass provide a variety of high quality sensors and an unobtrusive display which allows users to have a powerful robot control interface with them at all times. In this paper we present a system which provides the basic elements required in order for a user to interact with a robot using Glass. We also informally evaluate Glass as an input device, and present several examples of applications that this interface enables.
Daniel A. Lazewatsky, Cameron Bowie, William Curran, Jasper LaFortune, Benjamin Narin, Amy Wyman, William D. Smart
RO-MAN3
2013 Laughter Type Recognition from Whole Body Motion
abstract
Despite the importance of laughter in social interactions it remains little studied in affective computing. Respiratory, auditory, and facial laughter signals have been investigated but laughter-related body movements have received almost no attention. The aim of this study is twofold: first an investigation into observers' perception of laughter states (hilarious, social, awkward, fake, and non-laughter) based on body movements alone, through their categorization of avatars animated with natural and acted motion capture data. Significant differences in torso and limb movements were found between animations perceived as containing laughter and those perceived as nonlaughter. Hilarious laughter also differed from social laughter in the amount of bending of the spine, the amount of shoulder rotation and the amount of hand movement. The body movement features indicative of laughter differed between sitting and standing avatar postures. Based on the positive findings in this perceptual study, the second aim is to investigate the possibility of automatically predicting the distributions of observer's ratings for the laughter states. The findings show that the automated laughter recognition rates approach human rating levels, with the Random Forest method yielding the best performance.
Harry J. Griffin, M. S. Hane Aung, Bernardino Romera-Paredes, Ciaran McLoughlin, Gary McKeown, William Curran, Nadia Bianchi-Berthouze
ACII6
2013 Human Perception of Laughter from Context-Free Whole Body Motion Dynamic Stimuli
abstract
Laughter is a ubiquitous social signal in human interactions yet it remains understudied from a scientific point of view. The need to understand laughter and its role in human interactions has become more pressing as the ability to create conversational agents capable of interacting with humans has come closer to a reality. This paper reports on three aspects of the human perception of laughter when context has been removed and only the body information from the laughter episode remains. We report on ability to categorise the laugh type and the sex of the laugher, the relationship between personality factors with laughter categorisation and perception, and finally the importance of intensity in the perception and categorisation of laughter.
Gary McKeown, William Curran, Denise Kane, Rebecca Mccahon, Harry J. Griffin, Ciaran McLoughlin, Nadia Bianchi-Berthouze
ACII2
2012 Towards recognizing "cool": can end users help computer vision recognize subjective attributes of objects in images?
abstract
Recent computer vision approaches are aimed at richer image interpretations that extend the standard recognition of objects in images (e.g., cars) to also recognize object attributes (e.g., cylindrical, has-stripes, wet). However, the more idiosyncratic and abstract the notion of an object attribute (e.g., cool car), the more challenging the task of attribute recognition. This paper considers whether end users can help vision algorithms recognize highly idiosyncratic attributes, referred to here as subjective attributes. We empirically investigated how end users recognized three subjective attributes of carscool, cute, and classic. Our results suggest the feasibility of vision algorithms recognizing subjective attributes of objects, but an interactive approach beyond standard supervised learning from labeled training examples is needed.
William Curran, Travis Moore, Todd Kulesza, Weng-Keen Wong, Sinisa Todorovic, Simone Stumpf, Rachel White, Margaret M. Burnett
IUI1
2011 Mini-crowdsourcing end-user assessment of intelligent assistants: A cost-benefit study
abstract
Intelligent assistants sometimes handle tasks too important to be trusted implicitly. End users can establish trust via systematic assessment, but such assessment is costly. This paper investigates whether, when, and how bringing a small crowd of end users to bear on the assessment of an intelligent assistant is useful from a cost/benefit perspective. Our results show that a mini-crowd of testers supplied many more benefits than the obvious decrease in workload, but these benefits did not scale linearly as mini-crowd size increased - there was a point of diminishing returns where the cost-benefit ratio became less attractive.
Amber Shinsel, Todd Kulesza, Margaret M. Burnett, William Curran, Alex Groce, Simone Stumpf, Weng-Keen Wong
VL/HCC4