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Research on Affective Computing, Emotions and Human-Machine Interaction
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The Association for the Advancement of Affective Computing

AAAC News
Interspeech 2015 Computational Paralinguistics Challenge (ComParE 2015)
The Interspeech 2015 Computational Paralinguistics ChallengE (ComParE) is an open Challenge dealing with states of speakers as manifested in their speech signal’s acoustic properties. There have so far been six consecutive Challenges at INTERSPEECH since 2009 (cf. the repository), but there still exists a multiplicity of not yet covered, but highly relevant paralinguistic phenomena. Thus, we introduce three new tasks by the Degree of Nativeness Sub-Challenge, the Parkinson's Condition Sub-Challenge, and the Eating Condition Sub-Challenge.
Dresden, Germany, 06 September 2015
Interdisciplinary Workshop on Laughter and other Non-Verbal Vocalisations in Speech
Following the previous workshops on laughter held in Saarbruecken (2007), Berlin (2009), and Dublin (2012), we have the pleasure to announce a forthcoming workshop in Enschede, the Netherlands in April 2015. The goal of this workshop is to bring together scientists from diverse research areas and to provide an exchange forum for interdisciplinary discussions in order to gain a better understanding of laughter and other non-verbal vocalisations. The workshop will consist of invited talks and oral presentations of ongoing research and discussion papers.
University of Twente, Enschede, the Netherlands, 14 April 2015
CBAR 2015
Ljubljiana, Slovenia, 04 May 2015

Tool of the day

FEELTRACE

http://emotion-research.net/toolbox/feeltrace.gif
Feeltrace is a two dimensional emotion labelling tool. It allows labellers to trace emotional content in real time on two dimensions - activation and evaluation.
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Researcher of the day

Stefan Rank
Stefan Rank
Drexel University
Key research interests:

Computational models of emotion, their implementation in software agents and virtual characters, their application to games, digital media and agent-based simulation, and the use of the result in (virtual or real) environments for a narrative purpose.
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