An Exploration of Active Learning for Affective Digital Phenotyping
Peter Washington, Cezmi Mutlu, Aaron Kline, Cathy Hou, Kaitlyn Dunlap,, Jack Kent, Arman Husic, Nate Stockham, Brianna Chrisman, Kelley Paskov,, Jae-Yoon Jung, Dennis P. Wall

TL;DR
This paper investigates active learning strategies to improve data labeling efficiency in affective computing, demonstrating slight performance gains in emotion recognition from complex, subjective datasets.
Contribution
It introduces two novel active learning methods tailored for subjective affective data, leveraging gameplay metadata and crowdsourced label entropy.
Findings
Active learning with gameplay metadata slightly outperforms random selection.
Prioritizing frames by crowdsourced label entropy reduces cross-entropy loss.
Pilot evaluations show potential for active learning in noisy, subjective affective datasets.
Abstract
Some of the most severe bottlenecks preventing widespread development of machine learning models for human behavior include a dearth of labeled training data and difficulty of acquiring high quality labels. Active learning is a paradigm for using algorithms to computationally select a useful subset of data points to label using metrics for model uncertainty and data similarity. We explore active learning for naturalistic computer vision emotion data, a particularly heterogeneous and complex data space due to inherently subjective labels. Using frames collected from gameplay acquired from a therapeutic smartphone game for children with autism, we run a simulation of active learning using gameplay prompts as metadata to aid in the active learning process. We find that active learning using information generated during gameplay slightly outperforms random selection of the same number of…
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Taxonomy
TopicsAdvanced Multi-Objective Optimization Algorithms
