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with Emotion and Personality: Mind (Brain Internal States) August - - PowerPoint PPT Presentation

Conversational Agents with Emotion and Personality: Mind (Brain Internal States) August 12th, 2019 Soo-Y oung Lee Director , Institute for Artificial Intelligence School of EE / Brain Science Research Center Korea Advanced Institute of


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Conversational Agents

with Emotion and Personality:

Mind (Brain Internal States)

August 12th, 2019 Soo-Y

  • ung Lee

Director , Institute for Artificial Intelligence School of EE / Brain Science Research Center Korea Advanced Institute of Science & T echnology

sylee@kaist.ac.kr , http://ki.kaist.ac.kr

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Contents

➢ Background ➢ Emotional Conversational Agents: A Korean AI Flagship Project

  • Engineering Approach

➢ Understanding Human Mind (Brain Internal States):

  • Cognitive Neuroscience Approach
  • Maybe use to make near-ground-truth labels for Engineering Approach

➢ Summary

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KAIST Institute for Artificial Intelligence

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Background

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Smart Speaker and Beyond

 From Voice Control and Q&A Devices

 Via Personal Assistant  T

  • Digital Companion (Office Mate)

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KAIST Institute for Artificial Intelligence

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Personal Assistant: Artificial Secretary (Braintech’21: 1998-2008)

 Dual Goals

 Understand brain

information processing mechanism

 Develop Personal Assistant

(or Artificial Secretary)

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Emotional Conversational Agent (June 2016-April 2019)

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Companions We Need at Office and Home

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 We want intelligent companions who understand me and

situations well and respond accordingly at any time at any place.

 Personal Companion or Office Mate

  • from pets to companions
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Beyond Personal Assistant: Digital Companion

  • Everywhere (Home, Automobile, Office, etc.)
  • Personality (not one-for-all)
  • Interaction with context/emotion/intention/situation

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Mind: Brain Internal Space

Per erso sonali lity Ethics Known/Unknown (Memory) Attended/Unattended Trust/Distrust to others Agreement/ Disagreement to others Agreement/ D isagreement with explicit in tention of one self Emotion

Intention Trust Emotion Memory Ethics Personality Fast Slow Time Dynamics

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Situation Awareness

Needs both explicit and implicit information

(IEEE Spectrum, June 2008)

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Teach AI to understand and respond to human mind

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Decision/Action and Mind/Environments

 Human decision making is different from person to person,

and from time to time.

 affected by internal states (mind) which may have temporal

dynamics and unknown environments. Action[n]=f(Audio[n],Video[n],Mind[n],Environment[n]) Mind[n+1]=Mind[n]+g1(Mind[n],Audio[n],Video[n],Action[n]) Environments[n+1]=Environments[n] +g2(Environments[n],Audio[n],Video[n],Action[n])

 Develop Human-Agent Interaction based on internal state

  • models. (Game Theory / Theory-of-Mind)

KAIST Institute for Artificial Intelligence

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Environments: Unknown Space

 Road condition  Weather  Economy  Politics  etc.

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Internal States : Mind

Internal States (Mind) Motor/Vocal Layer O[n+1] I[n+1] Visual Input Layer Visual Output Layer V[n] Visual Hidden Layer Audio Input Layer Audio Output Layer A[n] Audio Hidden Layer Hierarchical Knowledge K Environments ( Unknown States)

  • Road condition
  • Weather
  • Economics
  • Politics
  • etc.

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O[n+1]=f{A[n],V[],M[n]} M[n+1]=g{A[n],V[],M[n],K[n]}

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3 approaches to solve real-world problems

  • If you or others KNOW how to solve the problem,

Just solve the problem with best existing methods.

  • If NOT,

If there exists ENOUGH DATA, Use existing Deep Learning models. (You may need refine system parameters adaptively.) If SOME data is available, Develop new model(s), collect data, and improve the model for the problem. (You may need combine the human approaches / domain knowledge and neural network theory. If NO data is available, Conduct cognitive science experiments to find the knowledge.

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Emotional Conversational Agents

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Companion with Emotional Intelligence

 AI Agents with whom people may fall in love and like to work

at office.

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Research Modules

M1 : Emotion & Person Recognition

Multi- modal Emotio n Rec. T ext Speech Image/Video

M2 : Emotion Expression

Multi- modal Emotion Expressio n Natural Lang Proc Text-To- Speech Facial Expression

M4 : Ethical Intelligence

Unethical Words/Sentences Dillema & Fairness/Bias Human Personality Learning

M3 : Emotional Intelligence Platform

Life Logging (Personal Database) Multi-User Conversational Companion with Mind (Emotional Conversation, Psychological Therapy)

M0 : Data Collection

Emotion Age/Gender User Identification Stress

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ECA Testbed

19 KAIST Institute for Artificial Intelligence Android APP

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Data Collection

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Emotion Recognition from Text

➢ Dual attention mechanism: local and global ➢ From essay to conversation ➢ Accuracy (6 classes + neutral): 78 – 88 % (with ensemble)

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Recognition from Images

➢ Emotion ➢ Gender ➢ Age ➢ Stress ➢ Speaker

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Facial Expression Recognition in the Wild

(1st Ranked, EmotiW2015)

 Advanced Committee with diverse CNNs and hierarchical structure

<Kim et al., ICMI’15> <Kim et al., J. Multimodal User In., 2016>

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Facial Expression Recognition in the Wild

(Image-based session @ EmotiW’15 challenge)

 7-class FER of movie scenes, # (training, validation, test) images = (958

, 436, 372) + external training data (~35,000)

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Accuracy (%) {LPQ-pHOG} + rbfSVM: baseline 39.1 The Best Single Deep CNN 57.3 Single-Level Committee w/ Simple Ave. Rule: conventional 58.3 Single-Level Committee w/ Exp Weight Rule 60.5 Hierarchical Committee w/ {Exp Weight, Simple Ave., Majority Vote} 61.6

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Recognition from Speech

➢ Emotion ➢ Speaker ➢ Stress ➢ Disentangling different speech features

  • Phoneme
  • Emotion
  • Personality
  • Etc.

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Multimodal Integration with Top-Down Attention

Motor/Vocal Layer O[n+1] Visual Input Layer Visual Output Layer V[n] Visual Hidden Layer Audio Input Layer Audio Output Layer A[n] Audio Hidden Layer

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Multimodal Integrated Recognition

➢ Early Integration, Late Integration, and Attention

  • Bottom-Up Attention (Self Attention)
  • Top-Down Attention

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Attended Output Top-Do Down wn Attentio ion Bottom-Up Recognition Environment External Cue Brain Classifier Output Internal Cue Input Features Attended Features Input Stimulus Bottom-Up Attention

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Speech Synthesis: Emotional TTS (Y. Lee, et al., NIPS Workshop 2017)

MLP

Emotion Embedding

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  • Continuous emotional strength

Happy Angry Sad Suprise Fear Disgust 감정 세기

Emotional TTS (Y

. Lee, et al., NIPS Workshop 2017) http://143.248.97.172:9000/

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?

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More Controls on Emotional Speech

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Emotional Strength Mixed Emotion

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Personalized Voices

➢ Embedding learning from multiple speakers

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Emotional Facial Expression (Prof. JY Noh)

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Anger Joy

2 Scale Scale 1 3 4 1 3 4 Joy

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Sadness Anger Fear Surprise Disgust

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Facial Expression Synthesis

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Dialogue Generator

➢ Chit-Chat ➢ HappyTalk

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Chaotbot with Chit Chat (3rd rank at NIPS2017 ConvAI Competition)

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Current Approach

➢ Combine rule-based and learning-based chatbots ➢ Personalize with previous conversations

  • Big 5 personal traits

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Ethics for Conversational Agents

➢ Unethical words ➢ Fairness/Bias ➢ Dilemma ➢ Learning human goals from interactions!

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Mar 24, 2016

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Ethics for Conversational Agents

➢Unethical words

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Ethics for Conversational Agents

➢ Unethical words ➢ Fairness/Bias ➢ Dilemma ➢ Learning human goals from interactions!

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Generic Approach: Learning Human Life Goals

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➢ It is impossible to handle each ethical issue separately.

➢ Failure of Rule-based Expert Systems

➢ Each AI companion be different.

Learning Life Goals from Mentor(s), i.e., Human Companion

➢ Human has option to use or not-use AI companion.

➢ If choose to use, he/she will be responsible to the concequences.

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Summary

➢ Emotion and Personality for Conversational Agents

  • Multimodal Recognition
  • Multimodal Generation

➢ Human Life Goal Learning

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Understanding Mind: Human Internal States

  • Agreement/Disagreement
  • Trust/Distrust
  • Preference

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  • fMRI
  • EEG (29 scalp and 3 EOG/ECG)
  • Eye tracker
  • GSR, Video, and Speech

Eye Tracker

Agreement/Disagreement to Others

(S.Y. Dong, et al., Cognitive NS, 2015; IEEE T Cybernetics, 2015) KAIST Institute for Artificial Intelligence

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+

Experience

  • f stealing

something Does/Does not Exist

*

4sec 4sec 2sec 2sec 2sec

Button Press (Yes or No)

Contents Pos/Neg Ending Interval

Ex) Given sentence : “I had/had not stolen things” ▪English sentence : Subject – Verb – Object ▪Korean sentence : Subject – Object – Verb (P/N)

  • Stimulus sentences are all written in Korean
  • Each sentence = Contents block + Sentence ending block
  • Affirmative/Negative Sentences
  • Contents are asking a personal experience/opinion

Experiment Design

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fMRI Results:

Activated regions on Contents vs. Fixations

(a)In both conditions: a small part of the visual cortex in the left and inter-hemispheric occipital lobe (z=4), both sides of lingual gyrus (z=-14) (b)In the agreement condition: activity in the inferior parietal lobule

  • n both sides, the left precuneus

(z=48), and the left middle frontal gyrus (z=64)

(c)In the disagreement condition: activity in the right superior frontal gyrus (z=60) KAIST Institute for Artificial Intelligence

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EEG Results

  • Three selected features

Channel selection based on t-test (p<0.05) (a) gamma at F3 (c) beta at C4 and FC2 (e) theta at FC5

We can do Channel selection based on F-score!

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Agreement/Disagreement Test Performance

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Trust/Distrust between Human and AI

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Trustworthiness

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T rustworthiness Space

  • Persistence: Consistency
  • Technical Competen

ence: Capability

  • Fiduciary Responsibility: Collaboration or Egoism
  • Human-likeness: Face, Speech, etc.

Design ga game-like ex exper eriment nts an and meas easure bra rain sig ignal als

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Theory-of-Mind Experiments

 T

echnical Competence

 How far you and AI may consider the future?

(Source: Y

  • shida et al., 201

0)

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Bi/Uni-lateral Interactions

(E.K. Jung, et al., 2013; S.Y. Dong, et al, in preparation)

Unilateral Interaction

Human-like Cues

Autonomous Vehicle

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Bilateral Interaction

Human-like Cues

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  • A 2 × 2 sequential matrix game
  • A decision tree

Bilateral Experimental Design

($2, $3)

A D

($4, $4) ($1, $2)

B C

($3, $1)

Player 1 Player 1 Player 2

Player II switches Player I switches Player I switches Player I stays Player II stays Player I stays

A A B B C C D

Player 2’s payoff Player 1’s payoff

➢ A player decides whether to move (switch) or stop (stay) based on payoff in each cell. ➢ Player 1: participant Player 2: computer agent

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Experimental Design

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Game types Reasoning orders: an example game

Myopic (Zeroth-order) Predictive (First-order)

Experimental Design (cont’d)

COL: “Collaboration”

($2, $3) A D ($4, $4) ($1, $2) B C ($3, $1) ($2, $3) A D ($4, $4) ($1, $2) B C ($3, $1) ($2, $3) A D ($4, $4) ($1, $2) B C ($3, $1) ($2, $3) A D ($4, $4) ($1, $2) B C ($3, $1)

The opponent will stay (stop). EGO: “Egoist” The opponent will move (switch). KAIST Institute for Artificial Intelligence

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Experiment goal: Trust level measurement according to

  • pponent’s technical ability during Theory-of-Mind game
  • Technical ability: Myopic (0th order) or Predictive (1st order)
  • Given condition: Collaboration or Egoism
  • TRUST level: Expectation of opponent’s technical ability

(myopic or predictive)

Player1 (P1): Participant (Human) Player2 (P2): Computerized agent

Capability: Prediction Level for Opponent’s Action

E.K. Jung, J. Zhang, S.-Y. Lee, and J.-H. Lee, ‘A Preliminary Study on Neural Basis of Collaboration: Mediated by the Level of Reasoning’, ICONIP2013

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Averaged ERP from ToM Trials

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Averaged ERP from ToM Trials

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  • Iterative game play by machine agent Player with human Supervisor
  • Human trust on Agent iff Trustworthiness > Risk
  • Effect of agent’s human-likeness on Trustworthiness
  • {human-faced, robot-faced} agents
  • Risk taking personality
  • {Low, Medium, High} risk taking
  • Human face
  • Human voice
  • Movements
  • Facial expressions

(smile/frown)

  • Robot face
  • Beep sound
  • No movement
  • No emotion

revealed

Unilateral Interaction (Player-Supervisor Mode)

(E.S. Jung, et al., 2019; Scientific Reports)

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Prob of Correct: 0.75 Prob of Correct: 0.25

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Experimental Design

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EEG Analysis

  • EEG differences due to trust increase/decrease with t-test

1824 1023 Final answer Agent’s answer Correct (1703) Wrong (1144) Correct 1519 305 Wrong 184 839

# of trials

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Agent Correct Agent Wrong

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EEG Analysis: Personality Dependence

𝑕blue = 𝐺(𝑞blue, 𝛿) ∙ 𝑠

blue

𝐺 𝑞blue, 𝛿 = max min 𝛿 𝑞blue − 0.5 + 0.5, 1 , 0 𝛿 = 0.7 𝐼𝑗𝑕ℎ 𝑆𝑗𝑡𝑙 𝑈𝑏𝑙𝑗𝑜𝑕 , 1, 1.5 (𝑀𝑝𝑥 𝑆𝑗𝑡𝑙 𝑈𝑏𝑙𝑗𝑜𝑕)

KAIST Institute for Artificial Intelligence

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EEG Analysis

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0.2 0.4 0.6 0.8 1

  • 3
  • 2
  • 1

1 2 3 4

Fz Time [s] V

Agent was correct Agent was wrong

  • The number of intervenes on agents represented

subjects’ implicit trusts

  • More intervenes → low trust level
  • Each subject’s intervenes reflected his/her own risk-

taking personality

  • Trust changes during feedback period
  • Different EEG responses

KAIST Institute for Artificial Intelligence

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Human Trust on AI

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 Human trusts AI more with

 Similar personality (such as driving style)  Human-likeness (such as facial expression and speech)

 Maybe adopted to Human-AI Interfaces

 For Digital Companion (Office Mate, Silver Mate, etc.),

autonomous vehicles, etc.

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User Authentication based on Preference

(E.S. Jung. et al., Scientific reports 2017)

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New Safest Authentication Technology

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  • Inferential Authentication
  • Question by Images
  • Answer by EEG or Eye Tracking
  • Safety: Involuntary responses can not be copied not

stolen

  • Accuracy: Multiple Q&A for one authentication
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Preference-based Eye Trajectory

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Multi-Image Eye Trajectories

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Monthly Weekly

2015 (27 sub.) 2016 (14 sub. or less)

W1T2 W2T1 W2T2 W3T1 W3T2 M1T1 M1T2 M2T1 M2T2 M3T1 M3T2 W1T1

30M 1W 2W 1Y

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User-Authentication by Eye Tracking (Scientific Report 2017)

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Identification Accuracy: Scanpath

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Intrusion Experiments

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Summary

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Next-Generation Office Mates and Data Analytics

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➢ Develop Digital Companions (Office Mate) with Mind (Internal States) and Environmental States

  • Internal states: personality and experience of human and agents, emotion
  • f agents, trust and binding between human and agents, etc.
  • Environmental and unknown states: road condition, economy, politics

conditions, social events, etc.

  • Learning internal and environmental states from data
  • Top-down attention for accurate and fair analytics with

multimodal integration

  • Personal and Interactive at Anytime Anywhere