Artificial Intelligence, Affective Computing and Games: Healthcare, Learning and Adaptive Interaction

24-25 May 2021, Lindholmen Conference Centre., Gothenburg, Sweden. DUE TO THE PANDEMIC THE EVENT WILL NOW BE STAGED REMOTELY. ZOOM DETAILS TO BE PROVIDED SHORTLY.


Aim and Scope

The application of games to technology, as manifested in computer (console) based, virtual environments and with physical robots, has provided a fruitful avenue for studying cognitive and emotional phenomena. It has also provided a means for facilitating and understanding about learning processes and clinical deficits within learning and decision making. Different approaches exist not only to formulating games for human participants but with respect to the methodologies used in order to collect and analyse data. Cross-talk between disciplines exploiting different approaches could greatly benefit scientific understanding of how gaming can best be administered as a learning/cognitive tool. The discipline of citizen science for capturing data using games (e.g. via crowdsourcing), for example, is growing, but can create tension as gaming and science can be seen as incompatible areas of activity. Human-robot interaction has also, in recent years, been studied in the context of interactive gaming and often in clinical studies but typically at the level of case study or perhaps in regard to a limited population/dataset. Similarly, games testing within technological applications provides a useful benchmarking tool for a given Artificial Intelligence algorithm. DeepMind, for example, has used retro Atari games for testing the learning capabilities of algorithms such as Deep Q-Networks (DQNs). Such benchmark testing using gaming has the potential to facilitate understanding of the algorithms that underlie human brain functioning and behaviour. Gaming and AI, and its cross-disciplinary use, may be applied to specific strategically important groups within Sweden. According to the Artificial Intelligence in Swedish Business and Society Vinnova Report VR 2018:12, a potential area in which AI is required is education in schools. AI is considered to have the potential to support the education sector and to help create future jobs. This may be facilitated by development of both student and teacher competence with respect to exploiting AI tools using games in the classroom. For students to fully exploit AI in the classroom to serve their present study and future work prospects the tools should be tailored to individual and social learning settings tracked and adapted by teachers to fit course requirements using affective and emotional content as a guide. The use of games and gaming strategies are also having an increasingly important function within healthcare and are used by healthcare professionals as a means of achieving cognitive intervention or therapeutic results. The games themselves may take the form of relatively simply point and click memory and decision making tasks that are underpinned by neuropsychological theory. Such learning games have been used to provide intervention of early warning indicators of emotional deficits and neurodegeneration.

Our symposium seeks to promote cross-talk between different disciplines engaged in the use of games to study cognitive performance and learning and for applications of strategic importance within Sweden (i.e. AI and education, Ai and healthcare). Lectures and discussion groups will illuminate areas for cross-disciplinary collaboration aimed at furthering the use of games driven by artificial intelligence algorithms and technologies and utilized to evaluate emotional and cognitive facets of the gaming human agent. The format of the two-day symposium entails presentations from a number of invited speakers with internationally-renowned expertise in the use of games, artificial intelligence algorithms and emotion evaluative systems for basic research and for pedagogic and clinical applications. We will invite contributions, open to peer review, from the wider public to participate at the event. The symposium will also include panel discussions and a dedicated session among the speakers and organizer(s) designed to illuminate common research directions and future collaborations.

Location

Lindholmen Conference Centre., Lindholmspiren 5 SE-402 78, Gothenburg, Sweden. DUE TO THE PANDEMIC THE EVENT WILL NOW BE STAGED REMOTELY. ZOOM DETAILS TO BE PROVIDED SHORTLY.


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Invited Speakers

  • Emilia Gomez-Gutierrez

    Emilia Gomez-Gutierrez

    Joint Research Centre, European Commission and Universitat Pompeu Fabra, Barcelona

    Emilia Gómez is a researcher at the Joint Research Centre, European Commission and Universitat Pompeu Fabra in Barcelona. She holds degrees in Telecommunication Engineering (Universidad de Sevilla), Msc. in Acoustics, Signal Processing and Computer Science applied to Music (IRCAM, Paris), and Ph.D. in Computer Science and Digital Communication (UPF). Her research is within the Music Information Retrieval field. Starting from the music domain, she also studies the impact of algorithms into human behaviour. Emilia will co-present with: Juan Sebastián Gómez-Cañón who is a Ph.D. student under the supervision of Emilia Gómez at Universitat Pompeu Fabra. His research interests include music emotion recognition, data annotation analysis, and machine learning; Nicolás Gutiérrez who is a PhD Student in the Information and Communications Technologies Department of Universitat Pompeu Fabra (UPF) and active researcher at the Interactive and Distributed Technologies for Education (TIDE) group.

    Talk: Music Enthusiasts Pilot: using citizen science for the annotation of emotion in music

  • Ana Vivas

    Ana Vivas

    Departmental Research Director, CITY College, University of York, Europe Campus.

    Professor in Cognitive Psychology and Neuropsychology at CITY College, University of York Europe Campus, Greece. Prof Vivas has received funds from several multidisciplinary European research projects. Prof Vivas studies inhibitory control and executive functions using behavioural and neuroscience methods, and informed by brain pathology She is also interested in looking at how these cognitive processes are affected by healthy and pathological (dementia) aging, and cognitive interventions.

    Talk: Digital cognitive interventions for health care provision in ageing and dementia

  • Georgios Yannakakis

    Georgios Yannakakis

    Institute of Digital Games, University of Malta (UM)

    Professor Yannakakis is the Director of the Institute of Digital Games, University of Malta (UM). He received the PhD degree in Informatics from the University of Edinburgh in 2006. Prof Yannakakis does research at the crossroads of artificial intelligence, computational creativity, affective computing, advanced game technology, and human-computer interaction. He pursues research concepts such as user experience modelling and procedural content generation for the design of personalized interactive systems for entertainment, education, training and health. He has published over 200 journal and conference papers in the aforementioned fields. His research has been supported by numerous national and European grants (including a Marie Skłodowska-Curie Fellowship) and has appeared in Science Magazine and New Scientist among other venues. He is currently an Associate Editor the IEEE Transactions on Games and was an Associate Editor of the IEEE Transactions on Affective Computing between 2009 and 2017.

    Talk: Gamifying Affective Computing

  • Emilia Barakova

    Emilia Barakova

    Department of Industrial Design, Eindhoven University of Technology, Netherlands

    Emilia Barakova is Assistant Professor of Socially Intelligent Systems. She is the head of the Social Robotics Lab, leader of the Physical and Social Rehabilitation educational squad, and an editor of Personal and Ubiquitous Computing, Associate Editor of International Journal of Social Robotics and Journal of Integrative Neuroscience. Barakova is an expert in the field of embodied social interaction with and through technology, social, cognitive and brain-inspired robotics, modeling expressiveness of movement and designing technologies for individuals in social isolation and special needs groups. She has specialized in combining methods from neuro- and cognitive sciences, robotics, and computational intelligence to model social behavior. Several of her research projects focus on children with autism spectrum disorder (ASD), elderly with dementia, and embodying emotions and intelligence in robots.

    Talk: Games with robots and avatars for meta-learning and monitoring social behavior

  • Hatice Gunes

    Hatice Gunes

    Department of Computer Science & Technology, Univeristy of Cambridge, Cambridge, UK.

    Hatice is a Reader (Associate Professor) in Affective Intelligence and Robotics at University of Cambridge's Department of Computer Science and Technology. Her current research vision is to embrace the challenges present in the area of health and empower the lives of people through creating socio-emotionally intelligent technology. This vision is currently supported by three new projects funded by prestigious and competitive grants via the EU H2020 Programme (2019–2021), the EPSRC Fellowship Programme (2019–2024) and the Turing Fellowship Programme (2019-2021). She is the President (Oct 2017-Oct 2019) of the Association for the Advancement of Affective Computing (AAAC) and was previously the Chair of the Steering Board of IEEE Transactions on Affective Computing.

    Talk: Data-driven Artificial Emotional Intelligence in HCI and HRI.

  • Jacob Sherson

    Jacob Sherson

    Director of the Center for Hybrid Intelligence, Dept. of Management, Aarhus University, Aarhus, Denmark

    Prof Sherson works at Aarhus University and he is Professor MSO, Founding director of Center for Hybrid Intelligence and the ScienceAtHome.org project. Prof Sherson is an internationally known quantum physicist who has, amongst other achievements, set the world record for quantum teleportation. He founded ScienceAtHome to create an online platform that democratizes science by turning research problems into engaging games that both capture novel solution approaches and educate citizens and students on science concepts. With the help of gamers around the world.

    Talk: Hybrid Intelligence: first class humans, not second class robots

  • Joost Broekens

    Joost Broekens

    Leiden Institute of Advanced Computer Science (LIACS), Leiden University, Leiden, Netherlands.

    Joost Broekens (Phd) is Associate Professor of Affective Computing at Leiden Institute of Advanced Computer Science (LIACS) of Leiden University, and co-founder and CTO of Interactive Robotics. His research includes computational modeling of emotion (mood, appraisal, applied in games, robots and agents, and theoretical), human-robot interaction and Reinforcement Learning. He is member of the executive board of the Association for the Advancement of Affective Computing (AAAC), associate editor of the Adaptive Behavior journal, and member of the steering committee of the IEEE Affective Computing and Intelligent Interaction Conference. He organized interdisciplinary workshops on topics including computational modelling of emotion (Lorentz, Leiden, 2011), grounding emotion in adaptation (IROS, 2016), and emotion as feedback signals (Lorentz, Leiden, 2016), and edited special issues on these topics (in e.g., Springer LNAI, IEEE Transactions on Affective Computing, and Adaptive Behavior).

    Talk: TDRL Emotion theory and transparency in learning agents and robots

Programme

Below is the schedule for the two-day symposium May 24th and May 25th. Please note, the times below are for Swedish times. Please adjust for CET, GMT, etc., which can be confusing

Time Place Speaker Talk Description
13h00 Zoom Organizers Introduction to the Symposium, Day 1: May 24th
13h20 May 24th Zoom Emilia Gomez-Gutierrez Music Enthusiasts Pilot: using citizen science for the annotation of emotion in music Invited Speaker
14h20 Break -
14h30 May 24th Zoom Ana Vivas Digital cognitive interventions for health care provision in ageing and dementia Invited Speaker
15h30 May 24th Zoom Georgios Yannakakis Gamifying Affective Computing Invited Speaker
16h30 Break -
16h40 Zoom Robert Lowe Digitalized Cognitive Science Research at D.I.C.E Lab Organizer Presentation
17h10 Zoom Panel Discussion -
17h40 End of Day 1 -
09h00 Zoom Organizers Introduction to the Symposium, Day 2: May 25th
09h20 May 25th Zoom Emilia Barakova Games with robots and avatars for meta-learning and monitoring social behavior Invited Speaker
10h20 Break -
10h30 May 25th Zoom Hatice Gunes Data-driven Artificial Emotional Intelligence in HCI and HRI. Invited Speaker
11h30 May 25th Zoom Jacob Sherson Hybrid Intelligence: first class humans, not second class robots Invited Speaker
12h30 Lunch break -
13h30 May 25th Zoom Joost Broekens TDRL Emotion theory and transparency in learning agents and robots Invited Speaker
14h30 Zoom Panel Discussion -
15h00 End of Day 2 (End of Symposium) -

Sponsors

Registration

Organizers

  • Robert Lowe

    Robert Lowe

    University of Gothenburg

    Docent (Associate Professor) in Cognitive Science at the Department of Applied IT in the division of Cognitive Science and Communication, Gothenburg University. Robert Lowe has a background in Psychology and Computer science and research interests in Affective Computing, Cognitive Robotics and Computational modelling. He is the research leader of D.I.C.E Lab.

  • Marisa Ponti

    Marisa Ponti

    University of Gothenburg

    Dr Marisa Ponti is Associate Professor in the Division of Learning, Communication and IT, at the department of Applied IT.

  • Anna Jia Gander

    Anna Jia Gander

    University of Gothenburg

    Dr Anna Jia Gander is a post-doctoral researcher in Human-Computer Interaction at the Department of Applied IT, Gothenburg University. Her research interests include human-centered AI, gamification, and epistemic stratification in citizen participation.