Semi-Automated Analysis of Collaborative Interaction: Are We There Yet?

Authors: Thomas Neumayr, Mirjam Augstein, Johannes Schönböck, Sean Rintel, Helmut Leeb, Thomas Teichmeister
Venue: ISS 2022

AThe study

System design and a small evaluation of ACACIA, an AI tool that takes a first pass at coding video of people collaborating. Five university staff solved logic puzzles across two linked rooms.

  1. Five people, two roomsTwo participants in one room and three in another solved logic puzzles over linked Surface Hub touchscreens, with one Azure Kinect depth camera per room.
  2. 60 minutes of videoThe tool processed around 60 minutes of recording, 30 minutes from each room.
  3. Frame-by-frame checksResearchers compared the tool's output with human coders' judgements on a 3.5 minute segment and a 2-minute sample.
  4. Team discussionThe research team discussed ambiguous cases of who was who, which object was which and where people looked.

BThe tool

  1. Load and registerThe researcher loads a study recording and registers each participant with a name and a profile image.
  2. AI first passThe system identifies people in every frame, detects objects and estimates where each person is looking.peopleobjectsgaze
  3. Track across framesThe system follows each person from frame to frame by matching faces to bodies.
  4. Researcher correctsIn an editor, the researcher adds, moves or deletes people and objects and draws regions of interest by hand.
  5. View and exportA viewer overlays names, objects and gaze paths on each frame and exports tables of who looked at or interacted with whom or what.

The AI takes the first pass and researchers correct it, which the paper calls machine-in-the-loop.

CWhat the study found

Finding peoplehow well the tool recognised and identified participants

  • In these recordings, the tool identified people reliably whenever the camera saw them clearly.The tool identified people even when people faced away, by tracking which face belongs to which body.
  • One participant hidden behind another was recognised in 93 of 211 frames.That is 44.08% of the evaluated segment. Occlusion, meaning one person blocking the camera's view of another, was the main failure.
  • With faces visible, 61.47% of participants in the room or on screen were identified correctly.Each room had a single camera, pointed towards the large screen showing the remote participants.

Objects and gazewhere the tool needed human help

  • In these recordings, automatic object detection was too broad and unstable to use.Researchers instead marked the regions that mattered, such as a worksheet and parts of the screen, which took only minutes. A table was recognised in 81 of 120 sampled frames.
  • Gaze estimates found the right target in 60.2% of frames for a person often facing the camera.For a person mostly facing away, the figure was 33.7%. Gaze estimation means judging where each person was looking.

Overallthe authors' judgement of readiness

  • The authors estimate that automated analysis of collaboration video is half-way there.Automated coding cannot yet replace human coders, and better camera placement is the main step still needed. The evaluation was small, with five participants.

DKey takeaway

In machine-in-the-loop coding of collaboration video, AI can take a useful first pass at who is present and where, while researchers correct and extend it. Better camera views may close much of the remaining gap.

Made for this site with AI assistance from the verified research brief. It is not the paper's own figure.

Abstract

In recent years, research on collaborative interaction has relied on manual coding of rich audio/video recordings. The fine-grained analysis of such material is extremely time-consuming and labor-intensive. This is not only difficult to scale, but, as a result, might also limit the quality and completeness of coding due to fatigue, inherent human biases, (accidental or intentional), and inter-rater inconsistencies. In this paper, we explore how recent advances in machine learning may reduce manual effort and loss of information while retaining the value of human intelligence in the coding process. We present ACACIA (AI Chain for Augmented Collaborative Interaction Analysis), an AI video data analysis application which combines a range of advances in machine perception of video material for the analysis of collaborative interaction. We evaluate ACACIA’s abilities, show how far we can already get, and which challenges remain. Our contribution lies in establishing a combined machine and human analysis pipeline that may be generalized to different collaborative settings and guide future research.

Research brief

By Thomas Neumayr, Mirjam Augstein, Johannes Schönböck, Sean Rintel, Helmut Leeb, and Thomas Teichmeister.

Takeaway: Machine-in-the-loop coding of collaboration video (AI takes a first pass and researchers correct it) is closest to ready for the spatial side of collaboration. AI reliably tracked who was present and where, which can show how close people work and who is in researcher-marked regions.

Why this matters

What was known
Research on collaborative interaction relies on manual coding of audio and video, which takes days per hour of footage, does not scale, and suffers from fatigue, bias and inconsistency between coders. The effort is considered necessary to obtain valid empirical findings, but its cost is so great that it creates a scaling problem [15] which effectively prohibits studies of large numbers of groups and/or longitudinal studies. (§1, p. 2)
What this paper adds
Rather than training custom models, we chain readily available AI perception services into one research pipeline that researchers without a technical background can check and correct. We then evaluate frame by frame how far it gets. developed a framework that combines machine- and human-related efforts into a consistent research pipeline for collaborative contexts (§1, p. 3)
Who it matters to
HCI and CSCW researchers who code video of collaboration by hand and want to analyse more groups or longer studies. we believe that our findings can provide a good perspective and guideline to other researchers struggling with the known issues related to purely manual coding (§6, p. 23)

Research question

Method and data

Design
System design and a small-scale evaluation comparing ACACIA's output with human coders' judgements.
Prototype
ACACIA (AI Chain for Augmented Collaborative Interaction Analysis), a Windows desktop application for researchers. The researcher loads a study recording (an MP4 file, or an Azure Kinect stream that adds depth), registers each participant with a name and a profile image, and lets the system take a first pass. The system identifies people in every frame, detects objects, estimates where each person is looking, and tracks people across frames by binding faces to bodies. In an editor, the researcher adds, moves or deletes people and objects and draws regions of interest by hand. A viewer overlays names, objects and gaze paths on each frame and exports tables of who looked at or interacted with whom or what, frame by frame. It chains Microsoft's Platform for Situated Intelligence with Azure Cognitive Services (Face and Computer Vision) and Project Tokyo's gaze model. Its output was compared with human coders' judgements.
ACACIA viewer screenshot: a video frame of a meeting with detected people outlined, a frame control bar, and a panel of checkboxes for visualisation options, shown enlarged.
Fig. 5. Left: main area of ACACIA's viewer. Right: call-out of frame control bar (top) and visualization options (bottom). (a) marks the visualization pane showing the selected visualizations on the current frame, (b) the frame control bar allows navigating the video frames, and (c) shows a list of visualization options to choose from. Please note that some options (e.g., Speaking or Workgroups) are experimental and have not been evaluated, yet. From the paper, Figure 5, p. 10.
Setting
Hybrid collaboration: two participants in one room linked to three in another via Microsoft Surface Hub 2S devices, solving logic puzzles, and one Azure Kinect camera per room.
Participants / data
Five university staff who were not authors (two professors and three research associates).
Duration
Around 60 minutes of collaborative interaction data (30 minutes per room). Detailed evaluation of a 3.5 minute segment (211 frames) and a 2-minute sample (120 frames).
Analysis
Frame-by-frame judgement of person identification, object recognition and gaze targets against human coders' impressions, with ambiguous cases discussed by the research team.

Findings

Questions this paper answers

Can AI automatically code video of people collaborating?
Partly. An AI pipeline identified people reliably when the camera could see them. But object detection and gaze estimation were not yet reliable enough, and regions of interest had to be marked by hand. We estimate we are half-way there. (See §5.1, p. 21; §4.4, p. 19; §5.1, p. 21; §6, p. 23.)
How accurate is AI gaze tracking from a single camera for research video?
Not yet accurate enough to use directly. Gaze landed on the correct target in 60.2% of the frames in which one participant, who often faced the camera, was recognised, and 33.7% for one mostly facing away. We think depth information and front-facing angles help. (See §5.1, p. 21.)
What is the biggest obstacle to automated analysis of group video?
Camera perspective. People hidden behind others drop out of the analysis, and gaze estimation works only when faces are turned towards the camera. We judged this the biggest remaining issue. (See §4.4, p. 18; §6, p. 23.)
Can AI identify remote meeting participants shown on a screen in recorded video?
To some extent. Using one camera pointed towards the screen showing the remote participants, 61.47% of all participants, remote or in the room, were identified correctly as long as their faces were visible. We see this as a good starting point. (See §4.3, p. 16.)

Quantitative results

MeasureResultWhere
Frames in which the occluded participant was recognised93 of the 211 frames (44.08%)§4.3, p. 16
In-room and remote participants identified when faces visible61.47%§4.3, p. 16
Table recognised in a 120-frame sample81 of the frames (67.5%)§4.3, p. 17
Correct gaze target: participant often facing the camera; participant mostly facing away56 of the 93 frames (60.2%); 71 frames (33.7%)§4.4, p. 19

Contributions and implications

Limitations

›

Concepts

ACACIA
AI Chain for Augmented Collaborative Interaction Analysis: our desktop tool that combines machine perception services to analyse study video. In ACACIA, machine perception takes a first pass at time-consuming steps in the coding process that are easy for machines to solve but hard for people to do reliably over a large data set (§1, p. 3)
Machine-in-the-loop
Machine perception assists human researchers, rather than humans checking a machine. a "machine-in-the-loop" inversion of the "human-in-the-loop" concept (§1, p. 3)
Entities and relationships
Active entities (people) and passive ones (objects, regions), and who interacts with what or whom over time. it is essential to find out who (i.e., which active entity) was interacting with what (i.e., which passive entity) or whom (i.e., which other active entity) at which point in time (§3.1, p. 7)
Regions of interest
Areas specific to a study, such as part of a table or a screen, which researchers annotate by hand because they cannot be detected automatically. Regions are objects or areas in frames which are of particular interest to the observers. (§3.3, p. 12)

Figures

Pipeline diagram: video streams or MP4 files go through preprocessing (people, objects, gaze, body tracking) into a database with an editor, then postprocessing (tracking, time analysis) and a viewer that exports statistics and images.
Fig. 4. High level depiction of ACACIA's research pipeline. (Pointing currently is in an experimental state and was not evaluated, yet). From the paper, Fig. 4, p. 8.
Diagram of services: image frames go to Microsoft Cognitive Services Face (faces and names), Computer Vision (objects) and Project Tokyo (gaze), Azure Kinect depth gives tracked bodies, and greyed-out lip and speech services are future work.
Fig. 7. Overview of external services used in our approach. Please note that Lip and Speech detection have not been systematically evaluated, yet, and should be seen as a suggestion for future work. From the paper, Fig. 7, p. 11.
ACACIA viewer screenshot: a video frame of a meeting with detected people outlined, a frame control bar, and a panel of checkboxes for visualisation options, shown enlarged.
Fig. 5. Left: main area of ACACIA's viewer. Right: call-out of frame control bar (top) and visualization options (bottom). (a) marks the visualization pane showing the selected visualizations on the current frame, (b) the frame control bar allows navigating the video frames, and (c) shows a list of visualization options to choose from. Please note that some options (e.g., Speaking or Workgroups) are experimental and have not been evaluated, yet. From the paper, Figure 5, p. 10.

How to cite

Thomas Neumayr, Mirjam Augstein, Johannes Schönböck, Sean Rintel, Helmut Leeb, and Thomas Teichmeister. 2022. Semi-Automated Analysis of Collaborative Interaction: Are We There Yet?. ISS 2022. https://doi.org/10.1145/3567724

This brief was prepared with AI assistance and published by Sean Rintel. It is not the authors' published text. Page numbers refer to this PDF.

BibTeX

@inproceedings{neumayr2022semi-automated,
author = {Neumayr, Thomas and Augstein, Mirjam and Schönböck, Johannes and Rintel, Sean and Leeb, Helmut and Teichmeister, Thomas},
title = {Semi-Automated Analysis of Collaborative Interaction: Are We There Yet?},
organization = {ACM},
booktitle = {ISS 2022},
year = {2022},
month = {December},
url = {https://doi.org/10.1145/3567724},
doi = {10.1145/3567724},
}