논문들마다 Emotion Recognition이 필요한 이유를 말하는데 사실 거기서 다 거기인데.. 명확하게 말을 하지 않는게 대부분인 느낌이다.. (대부분 ~field에 필요하다. 정도만 말하고, "~에서 ~식으로 쓰여서 ~를 해결한다." 라는 식으로 구체적으로 사회적 현상에 관한 구체적인 해결 책으로써 말하진 않음..)
ER이 필요한 이유를 정리하고 구체적인 categorical -> continuous ER의 이유는 https://velog.io/@jsyeon/ER%EC%9D%B4-categorical%EC%97%90%EC%84%9C-continuous%EB%A1%9C-%EB%84%98%EC%96%B4%EA%B0%80%EB%8A%94-%EC%9D%B4%EC%9C%A0-%EB%AA%A8%EC%9D%8C 참고하자
Audio-Visual Gated-Sequenced Neural Networks for Affect Recognition
we near a robust automatic recognition which opens up real world usage such as in education, healthcare, human computer interaction among others
Time-Continuous Audiovisual Fusion with Recurrence vs Attention for In-The-Wild Affect Recognition
smart device의 발전으로 Human-Computer Interaction(HCI)에 대한 필요성이 증가했고, human-like technology를 만드는 것이 필요해졌다.
예를 들어 vehicle environment의 경우, 만약 차가 운전자의 high levels of arousal and negative levels of valence를 감지한다면, 화가 났음으로 해석하거나 반대의 경우 슬프거나 피로하다고 해석해, 차는 calm music을 틀어주거나 혹은 휴식을 위해 차를 세우기도 한다.
Internet of emotional people: Towards continual affective computing cross cultures via audiovisual signals
With the usage popularity of intelligent edge devices, such as smartphones, wearable rings or watches, smart speakers, intelligent vehicles, automatically detecting and analysing human’s emotional or affective states via the Internet becomes more attractive and feasible, which is defined as Internet of Emotional People (IoEP) henceforth.
The importance of IoEP is at least twofold: (i) It enables the intelligent assistants in devices to be more friendly and empathetic, and consequently promotes their user experience. (ii) It particularly benefits for patients, who are either suffering from a mental health disorder or in rehabilitation progress by the disease, such as stress, anxiety, and depression By tracking their mental states, it helps the doctor to make a diagnostic scheme and provide therapies for these mental and emotional problems accordingly
Branch-Fusion-Net for Multi-Modal Continuous Dimensional Emotion Recognition
It has been applied in various scenarios of human computer interaction, such as autism assisted rehabilitation, VR games, personalized recommendation services