Imperial College / Technische Universität München, United Kingdom / Germany, email@example.com
Björn W. Schuller received his diploma in 1999, his doctoral degree for his study on Automatic Speech and Emotion Recognition in 2006, and his habilitation (fakultas docendi) and private lectureship (venia legendi) in the subject area of Signal Processing and Machine Intelligence in 2012 all in electrical engineering and information technology from TUM (Munich University of Technology) in Munich/Germany.
At present, he is a Senior Lecturer in Imperial College London’s Department of Computing’s Machine Learning Group in London/UK (since 2013) and a tenured faculty member heading the Machine Intelligence and Signal Processing (MISP) Group at TUM’s Institute for Human-Machine Communication since 2006 as well as CEO of audEERING UG (limited). Since 2013 he is also a permanent Visiting Professor in the School of Computer Science and Technology at the Harbin Institute of Technology, Harbin/P.R. China. In 2013 he was also heading the Institute for Sensor Systems as full professor at the University of Passau in Passau/Germany and a Visiting Professor at the Université de Genève in Geneva/Switzerland in the Centre Interfacultaire en Sciences Affectives and remains an appointed associate of the institute. In 2012 he was with JOANNEUM RESEARCH, Institute for Information and Communication Technologies in Graz/Austria – currently he is an expert consultant of the institute. From 2009 to 2010 he lived in Paris/France and was with the CNRS-LIMSI Spoken Language Processing Group in Orsay/France dealing with affective and social signals in speech. Best known are his works advancing audio/visual Affective Computing.
Dr. Schuller is president of the Association for the Advancement of Affective Computing (AAAC, former HUMAINE Association), Honorary Fellow and member of the TUM Institute for Advanced Study (IAS), elected member of the IEEE Speech and Language Processing Technical Committee, and member of the ACM, IEEE and ISCA and (co-)authored 5 books and more than 350 publications in peer reviewed books (>20), journals (>50), and conference proceedings in the field leading to 5500 citations (h-index = 38). He was co-founding member and secretary of the steering committee and guest editor, and still serves as associate editor of the IEEE Transactions on Affective Computing, associate and repeated guest editor for the Computer Speech and Language, associate editor for the IEEE Signal Processing Letters, IEEE Transactions on Cybernetics and the IEEE Transactions on Neural Networks and Learning Systems, and guest editor for the IEEE Intelligent Systems Magazine, Neural Networks, Speech Communication, Image and Vision Computing, Cognitive Computation, and the EURASIP Journal on Advances in Signal Processing, co-general chair of ACM ICMI 2014, and as workshop and challenge organizer including the first of their kind INTERSPEECH 2009 – 2014 Computational Paralinguistics Challenges and the 2011 – 2013 Audio/Visual Emotion Challenge and Workshop and program chair of the ACM ICMI 2013, IEEE SocialCom 2012, and ACII 2011, and program committee member of more than 100 international workshops and conferences. He is recipient of an ERC Starting Grant 2013 (9% acceptance rate) for the iHEARu project dealing with Intelligent systems’ Holistic Evolving Analysis of Real-life Universal speaker characteristics. Further steering and involvement in current and past research projects includes the European Community funded ASC-Inclusion STREP project as coordinator and the awarded SEMAINE project, and projects funded by the German Research Foundation (DFG) and companies such as BMW, Continental, Daimler, HUAWEI, Siemens, Toyota, and VDO. Advisory board activities comprise his membership as invited expert in the W3C Emotion Incubator and Emotion Markup Language Incubator Groups.
Digital Games to Change Players’ Behaviour: Intelligent Yet?
Au courant digital games are progressively more used for “serious” playing with an intended training effect on one’s behaviour in special situations on mind. Recent examples include playful teaching of children on the autism spectrum about emotion and social behaviour, virtual accommodation of recently immigrated individuals in their new homes or preparing of adolescents for their first job interviews. Any such game comes with the requirement of snowballing amounts of computational intelligence, e.g., to analyse player behaviour or to monitor and adjust the learning progress to ensure good success and maintain the motivation. In this light this talk aims to give an overview on the “state of play” in such intelligent serious digital games focussing on the domain of player’s empowerment and inclusion. Guided by examples, it will show currently used intelligence approaches for behaviour Analysis in digital games and their interplay in the gaming platform. This will lead to a discussion on the implications coming with such increased machine learning demands resulting in ever more complex gaming environments. In this context, recent approaches of weakly supervised learning will be highlighted to best cope with according data requirements. Then, a contrasting debate will be centred around the question if today’s games’ intelligence is already sufficient to model the often very challenging use-cases. Faute de mieux, this comprises a holistic complex systems engineering perspective. Further, ethical implications will be elaborated upon. En route for the next generation of such games, the conclusion will feature potential avenues to reach improved generalisation ability of the players in their real life.