| Literature DB >> 27458366 |
Oscar J Urizar1, Mirza S Baig2, Emilia I Barakova1, Carlo S Regazzoni2, Lucio Marcenaro2, Matthias Rauterberg1.
Abstract
Estimation of emotions is an essential aspect in developing intelligent systems intended for crowded environments. However, emotion estimation in crowds remains a challenging problem due to the complexity in which human emotions are manifested and the capability of a system to perceive them in such conditions. This paper proposes a hierarchical Bayesian model to learn in unsupervised manner the behavior of individuals and of the crowd as a single entity, and explore the relation between behavior and emotions to infer emotional states. Information about the motion patterns of individuals are described using a self-organizing map, and a hierarchical Bayesian network builds probabilistic models to identify behaviors and infer the emotional state of individuals and the crowd. This model is trained and tested using data produced from simulated scenarios that resemble real-life environments. The conducted experiments tested the efficiency of our method to learn, detect and associate behaviors with emotional states yielding accuracy levels of 74% for individuals and 81% for the crowd, similar in performance with existing methods for pedestrian behavior detection but with novel concepts regarding the analysis of crowds.Entities:
Keywords: crowd behavior; emotion estimation in crowds; estimation of individual and collective emotions
Year: 2016 PMID: 27458366 PMCID: PMC4937022 DOI: 10.3389/fncom.2016.00063
Source DB: PubMed Journal: Front Comput Neurosci ISSN: 1662-5188 Impact factor: 2.380
Figure 1Hierarchical bayesian model for entities .
Figure 2(A) Simulation of a crowded environment. (B) Plot of individual's trajectories, colors are assigned randomly.
Figure 3(A) Training data (green) and the self-organizing map SOM (red edges and blue nodes). (B) Environment partitioned into zones, colors are assigned to zones in a random fashion. (C) Clustering distribution of training data among zones.
Parameters of training and testing datasets produced from simulations.
| Duration of dataset | 5 h | 5 h |
| Number of positive trajectories | 978 | 894 |
| Number of normal trajectories | 1770 | 1815 |
| Number of negative trajectories | 252 | 291 |
| Total number of trajectories | 3000 | 3000 |
Figure 4Examples of learned behaviors from the trajectories in the training phase, a total of 41 different behaviors where identified. Colors are assigned randomly.
Figure 5(A) Overall success rate in behavior prediction of individuals. (B) Online emotion estimation of individuals.
Confusion matrix of emotional state estimation based on individuals' behavior.
| Positive | 71 | 23 | 6 |
| Normal | 14 | 83 | 3 |
| Negative | 4 | 21 | 75 |
Figure 6(A) Success rate in behavior prediction of crowd entity. (B) Online emotion estimation of the crowd.