12 Behavior
Understanding for Arts and Entertainment ALBERT ALI SALAH, Bogazic ˘ ¸i
University HAYLEY HUNG, Delft University of Technology OYA ARAN, Idiap Research
Institute HATICE GUNES, Queen Mary University of London MATTHEW TURK,
University of California, Santa Barbara This editorial introduction complements
the shorter introduction to the first part of the two-part special issue on
Behavior Understanding for Arts and Entertainment. It offers a more expansive
discussion of the use of behavior analysis for interactive systems that involve
creativity, either for the producer or the consumer of such a system. We first
summarise the two articles that appear in this second part of the special
issue. We then discuss general questions and challenges in this domain that
were suggested by the entire set of seven articles of the special issue and by
the comments of the reviewers of these articles. CCS Concepts: Applied
computing→Fine arts; Human-centered computing→HCI design and evaluation
methods; Interaction techniques; Interaction design; Additional Key Words and
Phrases: Behavior analysis, interactive arts, human-environment interaction,
visual arts, affective computing, social and nonverbal behaviors ACM Reference
Format: Albert Ali Salah, Hayley Hung, Oya Aran, Hatice Gunes, and Matthew
Turk. 2015. Behavior understanding for arts and entertainment. ACM Trans.
Interact. Intell. Syst. 5, 3, Article 12 (September 2015), 10 pages. DOI:
http://dx.doi.org/10.1145/2817208 1. INTRODUCTION Automated methods for human behavior
understanding can make a major contribution to interactive intelligent systems.
The present issue of TiiS includes the second part of a special issue that
tackles the challenges and opportunities associated with human behavior
understanding in arts and entertainment, which was the focus theme of the
fourth edition of the International Workshop on Human Behavior Understanding
(HBU) in 2013 [Salah et al. 2013b]. The special issue deals with the problem of
automatic analysis of human behavior during interactions that occur in the
context of arts and entertainment. For example, an artist may use such a
behavior sensing system in real time as a part of the artistic creation
process. Interactive technology can analyze the behavior of the artist and
provide a tool, for instance, to enhance or to monitor the creation of the
artwork. It may analyze the behavior of the audience, in order to let the
interactive artwork respond to changes in the audience behavior in a dynamic
way. Such technology can also be used in an off-line fashion in order to better
understand the interaction dynamics and to design This work was supported in
part by the Scientific and Technological Research Council of Turkey (TUBITAK)
under grant number 114E481 and by the NSF award #IIS-1219261. Authors’
addresses: A. A. Salah, Department of Computer Engineering, Bogazic ˘ ¸i
University, 34342 Bebek, Istanbul, Turkey; H. Hung, Faculty of Engineering,
Mathematics, and Computer Science, Mekelweg 4, Delft, 2628CD, The Netherlands;
O. Aran, Idiap Research Institute, Rue Marconi 19, PO Box 592, CH-1920
Martigny, Switzerland; H. Gunes, School of Electronic Engineering and Computer
Science, Mile End Road, E1 4NS, London, United Kingdom; M. Turk, Department of
Computer Science, University of California, Santa Barbara, CA 93110, USA.
Permission to make digital or hard copies of part or all of this work for
personal or classroom use is granted without fee provided that copies are not
made or distributed for profit or commercial advantage and that copies bear
this notice and the full citation on the first page. Copyrights for third-party
components of this work must be honored. For all other uses, contact the
owner/author(s). 2015 Copyright held by the owner/author(s).
2160-6455/2015/09-ART12 $15.00 DOI: http://dx.doi.org/10.1145/2817208 ACM
Transactions on Interactive Intelligent Systems, Vol. 5, No. 3, Article 12,
Publication date: September 2015. 12:2 A. A. Salah et al. improved solutions.
On the entertainment side, it is well known how gesture-sensing technology
transformed the gaming domain [Schouten et al. 2011]. Novel behavior sensing
modalities create new interaction possibilities, as well as new challenges. The
special issue received a wide range of submissions from both aspects of the
problem (i.e., for real-time behavior sensing and for off-line analysis). It
includes works that describe interactive systems and provide theoretical and
technical discussions. In our brief introduction to the first part of the
special issue [Salah et al. 2015], we summarized the five articles in that
part. In this introduction to the second part of the special issue, in addition
to summarizing the remaining articles, we reflect on the open issues that were
raised by the entire set of articles of the special issue, including the
discussions initiated by the expert reviewers. We hope that these reflections
will help to inform further explorations of this intriguing application domain
for interactive intelligent systems. 2. ARTICLES IN THIS SECOND PART OF THE
SPECIAL ISSUE 2.1. Interactive Visuals as Metaphors for Dance Movement
Qualities The analysis of human behavior during artistic performance is
informative. Fdili Alaoui, Bevilacqua, and Jacquemin’s work aims to design and
evaluate interactive reflexive visuals for movement qualities during a dance
performance. They developed an interactive installation called Double
Skin/Double Mind (DS/DM), which is designed to train dancers on the movement
basics used by a professional dance company. This system uses silhouette features
and extracts higher-level features like verticality, extension, and periodicity
to model movement qualities. A number of visual metaphors act as suitable
representations for these qualities. In a series of user evaluations, the
article evaluates the dancers’ experience of the interactive visuals in the
context of a dance workshop and training. This approach is promising for the
design of new interactive systems for the performing arts. 2.2. Quantitative
Study of Music Listening Behavior in a Smartphone Context Smartphones provide
excellent sensing opportunities for behavior analysis during everyday
activities. Since they are carried mostly on the owner’s body, they liberate
the sensing from its dependence on a fixed sensor location. Additionally, some
entertainment activities are directly experienced on the smartphone, and these
are particularly amenable to real-time modeling and personalization. In their
work on music listening behavior, Yang and Teng investigate the relationship
between user factors (i.e., demographics, personality traits, musical
background, and musical preference), the context of a user’s daily life (i.e.,
the time, activities, mood, social context, and location) and the music
listened to. The article considers a set of eight activities, namely waking up,
exercising, traveling in a vehicle, walking, reading, working at the office,
eating, and going to sleep. Systematic investigation of these factors enables
new applications like automatic tagging of music and brings new possibilities
to activity classification. 3. OPEN ISSUES In this section, we discuss some of
the open issues and challenges suggested by the articles of the special issue
and by the reviewers’ responses to the manuscripts. While the articles do
address most of these issues, we find it beneficial to formulate them
explicitly here. An important source of problems is the interdisciplinary
nature of the domain, and as in most interdisciplinary work, differences in
concepts and terminology between collaborating domains become an issue. As an
example, the way in which the concept of emotion (as opposed to affect, mood,
or feeling) is used by computer scientists in affective ACM Transactions on
Interactive Intelligent Systems, Vol. 5, No. 3, Article 12, Publication date:
September 2015. Behavior Understanding for Arts and Entertainment 12:3
computing applications is often criticised by psychologists and emotion
theorists, and computer scientists are accused of not making the finer
distinctions required by the more traditional meaning of the term [Gunes and
Hung 2015; Gunes and Schuller 2013]. This example is discussed further in
Section 3.3 below. The remaining issues are discussed under the headings of
arts and new technology, critical content and meaningful interactions, analysis
of affect, experimenting in creative domains, and multimodality. 3.1. Arts and
New Technology The article by Vezzani, Lombardi, Pieracci, Santinelli, and
Cucchiara in the first part of the special issue described the technology for a
sensing floor and touched upon its possible applications [Vezzani et al. 2015].
This work raises the age-old question of how we reconcile new technology with
new media art forms [Manovich 2001]. How does behavior-sensing technology
contribute to a different perspective on art? The questions of how art should
be defined and how it should be interpreted are central questions of art
history [Gombrich 1995]. As was noted by Crary, the creation of an artwork is
not independent of the observer (i.e., the audience), and human culture has developed
(or better still, co-evolved) ways of creating and appreciating the arts over
many centuries [Crary 1992]. The Umwelt of an artwork defines (to a certain
extent) the conditions of its production, preservation, valuation and meaning.
New technology enables more physically interactive arts, which is different
than the passive audience’s interaction with an exhibited or performed work of
art. This development results in a refocusing of the relationship between the
artwork and the audience. Through the use of technology, it becomes possible to
use cognitive mechanisms of interaction (like mimicry [Castellano et al. 2012],
emotional contagion [Samadani et al. 2012], perspective taking [Trafton et al.
2005], and imitation1) more extensively, and the interaction afforded by
artworks (or games, for that matter) is not restricted to the kinematics of the
physical design. In connection with the sense-making process for artworks in
general, attention to making sense of the artistic production—which, in the case
of interactive art, includes the ways in which the artwork was intended to
interact with members of the public—has been quite important [Foreman-Wernet et
al. 2014]. Consequently, interactive technology requires a simultaneous
re-evaluation of artistic production and the practice of arts appreciation
[Ho¨ok et al. 2003]. ¨ A related question is that of what technology ultimately
leads to a shift in art development trends. A clear example of this type of
shift occurred when painting technology changed in Europe and artists could
move from egg-tempera-based paint to oil-based paint [Mayer 1991]. This move
completely revolutionized the practice of painting. By being able to paint on
canvas (instead of on plastered surfaces in palaces and churches), the artists
could produce artworks for the bourgeoisie, and the entire art market changed.
Many old technologies (which are not even seen as technologies today) were new
at one point in time. In the context of interactive intelligent systems, can
such revolutions still occur? If so, in which directions? We do not seek to
answer this question here, but let us consider the sensing floor and the
possibilities of interaction that it affords. The cheap production of sensors
makes this technology accessible and affordable. The range of possible forms of
sensing through this modality is broad: It is certainly possible to sense the
presence of the audience, but potentially also soft biometrics such as the
weight of the subject, his or her activity level and age (up to a point; it is
possible to tell a child from an adult most of the time), and the personal
history of interaction with the sensed space. It takes the 1See for instance
Daniel Rozin’s interactive mirror series at http://www.smoothware.com/danny/,
in which the sculptures react in real time to the viewer’s movements. ACM
Transactions on Interactive Intelligent Systems, Vol. 5, No. 3, Article 12,
Publication date: September 2015. 12:4 A. A. Salah et al. notion of the smart
sensing of affective responses of an audience via their spontaneous
physiological [Cupchik et al. 2009; Wang et al. 2014] or movement [Martella et
al. 2015] behavior beyond existing approaches. Other technologies, like the
CAVE, create different possibilities [Cruz-Neira et al. 1993]. The CAVE enables
surround-screen projection-based virtual reality, and it creates a vast
visualization space, into which dynamically updated content can be placed. We
tend to see possibilities and affordances through each new technology, but once
the combinations of technology are also considered, the expressive potential of
the artist is vastly increased. This is not to say that new media are
limitless; each technology brings its own limits. The CAVE is still a virtual
environment that requires specialist equipment to be experienced; and by
design, it is an exclusive medium, which makes co-experiencing difficult. Part
of the general challenge is to overcome these limitations by integrating
technologies that complement each other or make up for each other’s
limitations. In addition to critical content (discussed in the next section)
and aesthetic value, the spectacle aspect is also boosted through technology.
It becomes possible, for instance, to turn a large public artifact like the
London Eye into an interactive and social spectacle [Morgan and Gunes 2013].
Behavior analysis can not only incorporate awareness of the reactions from the
audience into the experience of the spectacle itself [Salah et al. 2013a]; it
can also provide means for behavior change in artists’ creative pursuits
[Morgan et al. 2015a]. It is by no means a coincidence that many artists
explore new ways of expression and interaction, gaining mastery in one or more
technology along the way, and collaborative projects (see for instance
Numediart2) are initiated to bring artists and engineers together. We discuss
some issues related to such exploration next. 3.2. Critical Content and
Meaningful Interactions One function of an artwork is to represent an idea, a
communication from the artist to the audience, or a trigger to point the
audience’s attention to a critical issue. Contemporary art theory attaches
great value to such critical content of an artwork, apart from its beauty or
aesthetic value [Foster et al. 2004]. The physical experience of the artwork
plays a role in the memorability, intelligibility, and strength of such a
message. Artists can spend years perfecting an artwork, turning a critical idea
into a meaningful communication that will touch the audience. Can automated
methods help to speed up that process or to improve the quality and strength of
experience for the audience? The work by Grenader, Gasques Rodrigues, Nos, and
Weibel [Grenader et al. 2015] on the VideoMob installation in the first part of
the special issue touched on the challenges of in-the-wild analysis, ecological
validity, generalization, and the importance of the
installation-development-design cycle. But it also raised questions about
critical content. The balance between interaction as a gimmick and meaningful,
artistic interaction is subtle and very challenging to create. To what extent
is the sense-making part of the process important? How does it change in the
context of interactive art? Is it a distracting or an important part of any
interactive work? To what extent is the perception of control/causality
important? Does the observer’s attention focus more on the interaction and less
on the critical question of the piece? Can the interaction be designed to force
the audience to muse about the critical content? We take a step back to
consider these issues. While the Computer Art movement dates back to the 1960s
[Reichardt 1969], until very recently a significant bulk of it consisted of
explorations into the possibilities of computers and related peripheral
technologies. The critical content was not so much in focus, to the extent that
eminent art historians 2http://www.numediart.org/. ACM Transactions on
Interactive Intelligent Systems, Vol. 5, No. 3, Article 12, Publication date:
September 2015. Behavior Understanding for Arts and Entertainment 12:5 did not
hesitate to label it as “consistently and boringly predictable, theoretically
shallow, critically naive, technologically positivist, politically and socially
disengaged [if not] outright fascistic and spiritualist”, and declare “that
whenever someone mentions ‘new media,’ I always want to reach for my gun”
[Preziosi 2006]. While Computer Art never really became part of mainstream
artistic production, it has grown to an extent that cannot be ignored any more.
Computer Art, by its very nature, is interdisciplinary and hybrid, and it is
always on the lookout for new technologies and possibilities to add to its
production palette [Akdag Salah 2008]. These characteristics make it
nonstationary and difficult to analyze with the traditional tools available to
art historians. Additionally, they also signal that the exploration part will
not simply disappear, as the technology progresses at a faster pace than
artists can assimilate. While it is not possible to ignore the clash between
expression forms accepted in the mainstream arts and the hybrid forms created
through novel technologies, the mainstream is gradually changing, and digital
art venues are growing in importance. Today, an electronic arts portal called
DeviantArt3 has over 35 million registered members and attracts over 65 million
unique visitors per month, and over 160,000 original art works are uploaded
every day to its collection.4 This is but one example where computer art is
created, promoted and consumed at a rate much higher than that of traditional
art forms. 3.3. Analysis of Affect Computer technology is used not only in the
production of artworks but also in their analysis. An example of computer
technology applied to more traditional artistic products is the automated analysis
of paintings, with regard to both the content of the paintings [Crowley and
Zisserman 2014] and the affective responses that they evoke [Sartori et al.
2015]. Affect analysis in paintings and art, like affective analysis of art,
raises a lot of questions and discussion. Reviewers of the article titled
“Affective Analysis of Professional and Amateur Abstract Paintings Using
Statistical Analysis and Art Theory” [Sartori et al. 2015], who were experts in
emotions and aesthetics, argued that artists and curators in general would find
the presented approach to be reductionist more than scientific. This view was
due in part to the fact that the computational approach presented was not about
emotion; instead it had more to do with positive and negative feelings, which
are typically used for reducing the valence dimension into the classes
“positive” and “negative”. Additionally, the processes that create positive and
negative affect were not thought to have been adequately considered, though
they could potentially be understood through consultation with design teachers.
Finally, no emphasis was given to experimental and exploratory psychology that
focuses on how objects and experiences are influenced by and have an influence
on affect (e.g., curiosity and arousal). Another argument concerned the
assumption that beauty or pleasure are located in areas of a painting that a
computer can discern. The discussion went on to propose the idea of aesthetics
being about spatial and even temporal relationships between art and audience
and not about specific locations. The final argument put forward was that art
is not created with machines in mind. Although the authors included
clarifications about feelings (pleasant/unpleasant) vs. emotions and aesthetics
in their work, it was clear that to fully address the challenging issues raised
by the reviewers, the study would have had to be redone from scratch, taking
into account the issues raised. As a result, the authors explained how relevant
studies have approached the perception and study of emotions from a
computational 3http://www.deviantart.com/. 4Usage figures as of July 2015. ACM
Transactions on Interactive Intelligent Systems, Vol. 5, No. 3, Article 12,
Publication date: September 2015. 12:6 A. A. Salah et al. perspective and how
their approach, as well as similar approaches, can help curators and other
domain experts. In summary, there still seem to be gaps in the terminology of
feelings vs. emotions, and different communities seem to use the terms
differently (computational vs. psychology or arts literature). Additionally,
not all aspects of emotions can be measured using the same sensors; for
instance, the arousal dimension is known to be better communicated with
nonvisual signals such as voice or with physiological signals [Gunes and
Schuller 2013; Zeng et al. 2009]. This channel-dependence may be one of the
main reasons for people working in the visual arts to focus on the valence
dimension. Art researchers, and perhaps to some extent artists, seem to be
concerned that computational systems developed for analyzing art are aiming to
replace the critical decision making of curators and artists. This idea evokes
further arguments that a computational system cannot be trained to make
critical decisions correctly and that it is not possible to reduce art to a
series of rules and principles because art is not about generalizations.
Similar concerns were raised about neuroaesthetics, which attempted to discover
basic features that could determine aesthetic experiences, ultimately reducing
it to brain activity [Akdag Salah and Salah 2008]. Overall, we (as computer
science researchers) are reminded that we need to be more deeply aware of the
relevant theories of art and emotion prior to conducting our research, and that
ideally we should attempt to include researchers in arts, art theory and art
history into our study design and discussions. For the visual arts in
particular, we would like to stress that a computational tool, while not useful
for an in-depth analysis of a painting in terms of its historical significance,
aesthetic value, or critical content, may still be useful for work with large
collections of artworks. Online repositories and platforms like deviantArt,
Spotify, Flickr, NetFlix, Pinterest, Etsy, and Artsy contain many individual
pieces of art, and computational tools are useful for finding and accessing
certain paintings and enabling consumers to search artworks (information
retrieval), to receive recommendations based on what they have previously liked
(recommender systems), and to visualize trends and patterns (cultural
analytics) [Manovich 2009]. Much of what we said about affect in the arts
domain can be applied to the entertainment domain as well. In the latter
domain, affective analysis pertains to visual aesthetics, dramatic structure,
temporal structure, and different sensors incorporated into the experience
[El-Nasr et al. 2010]. Movies and video games can be viewed as emotional
artifacts [Sykes and Brown 2003]. Interaction technology can be used to
eliciting emotions but also to analyze them through the immersive experiences
created by the entertainment industry. To give a concrete example, Smeaton and
Rothwell monitored and recorded physiological reactions of people as they
viewed films [Smeaton and Rothwell 2009] and proposed to automatically
highlight important segments for indexing and retrieval. In order to perform
this experiment in realistic conditions, they used a sensor-equipped and
controlled cinema-like environment. This setup exemplifies the challenges that
researchers confront when they try to ensure the ecological validity of
experiments, which we discuss next. 3.4. Experimenting in Creative Domains
Investigation of preferences in a domain that is highly idiosyncratic, like
music listening behavior in the work of Yang and Teng in this part of the
special issue, exemplifies the challenging nature of creative domains.
Confrontation with the artistic content in this instance (i.e., via
smartphones) is entirely personal and customized. In order to map the music
listening preferences to the context of the activity and the background of the
subject, the music domain, the activity domain, and the subject need to be
characterized with sufficient richness. While Yang and Teng make an admirable
ACM Transactions on Interactive Intelligent Systems, Vol. 5, No. 3, Article 12,
Publication date: September 2015. Behavior Understanding for Arts and
Entertainment 12:7 effort to investigate the mutual influence of these factors,
they note that with a limited number of subjects and controlled experimental
conditions it is not possible to derive universal conclusions. More generally,
to what extent can we generalize the results of user studies conducted in
creative domains? In particular, several reviewers remarked that a monetary
reward changes spontaneous behavior when a system is being tested with users.
This factor introduces a bias into the experimental setting that is hard to
quantify and measure. Especially if the monetary reward is not fixed but rather
tied to the amount or quality of system use, the subjects’ behavior can be
expected to change. Also, being monitored alters subjects’ perception and
awareness in what is supposed to be a personal experience of art appreciation.
Finally, novelty is an important factor in interactions with interactive
intelligent systems. Engagement often decreases as the novelty of the system
wears off [Ros and Demiris 2013], but this decrease may not be visible during
the time window of the study. When experimenting in creative domains, the size
and the public aspect of the installation have a direct impact on how much
experimentation one can really perform. Working with a large public artifact
like the London Eye and turning it into an interactive and social spectacle
brought these issues into play [Morgan and Gunes 2013]. In order to let the
artistic design be guided by the actual installation and intended experience
for the audience, various compromises regarding research considerations had to
be made (e.g., questionnaires or interviews could not be conducted to obtain
the so-called ground truth or labels). These compromises have direct impact on
how the recorded data could be used, how much automated analysis could be done,
and what types of research questions could be reliably answered. Computer
science and affective computing researchers are accustomed to asking questions
about evaluation, reliability, and accuracy. When it comes to the use of large
public artistic installations, such questions cannot always be answered in the
usual ways. The assessment of research at this scale, involving systems used by
the public outside of lab conditions, should be performed with this point in
mind. 3.5. Multimodality One of the research questions that is being
investigated over and over in the area of behavior analysis is how multimodal
data fusion improves automatic recognition. Experiments reported in various
application domains point to different results and conclusions. On the one
hand, multimodal data are reported to help automatic recognition by
compensating for missing information and improving recognition accuracy via
complementarity. On the other hand, multimodal data do not always provide the
best results, or they may ultimately not be needed to achieve a certain level
of accuracy. Mood detection in videos is one such example. Although the authors
of “In the Mood for Vlog: Multimodal Inference in Conversational Social Video”
report that multimodal features perform better than single channel features,
they also point to the fact that all available channels are not always needed
to discriminate mood in videos accurately [Sanchez-Cortes et al. 2015]. Similar
insights have been obtained by other researchers who investigated collaborative
music making using affective and behavioral sensors [Morgan et al. 2015b]; for
example, not all signals were relevant and beneficial for automatically
analysing and predicting creativity. In the work of Baur, Mehlmann, Damian,
Gebhard, Lingenfelser, Wagner, Lugrin, and Andre, a multimodal system was
proposed to analyze and facilitate the interpreta- ´ tion of social signals
automatically in a bidirectional interaction with a conversational agent [Baur
et al. 2015]. The authors note that current sensor technology does not allow
the detection of subtle behavioral cues in realistic conditions. Often, fully
automatic analysis is difficult, and manual annotation or alignment of at least
some signals is ACM Transactions on Interactive Intelligent Systems, Vol. 5,
No. 3, Article 12, Publication date: September 2015. 12:8 A. A. Salah et al.
required for reliable and robust analysis of the results. For event-based
annotation, knowing when an event is really an event and not just a spurious
movement is an important consideration. There are statistical techniques used
to improve such annotations [Raykar et al. 2010]. Nonetheless, multimodality
also makes annotation much more difficult, so the use of multiple channels
requires justification as well as proper discussion of its limitations. 4.
CONCLUDING REMARKS This two-part special issue aims to encourage research about
the challenges and opportunities associated with human behavior understanding
in arts and entertainment. The concrete application examples that we discuss
are interactive art installations that sense and respond to their viewers in
novel ways, systems that analyze user behavior during creative and entertaining
activities for contextual modeling and improved services, novel sensory
modalities that allow the creation of sensing spaces, and new affordances for
creative applications. We highlight several issues of behavior analysis in arts
and entertainment, without prioritizing one issue over the other. Each issue we
discuss comes up in one or more articles of the special issue and receives some
discussion therein, which we have aimed to extend here. We have also asked a
number of questions that we are not yet able to answer fully, in the hope that
these questions will serve as useful discussion points for the community.
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