SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (2024)

Lee Hyun1,2   Kim Sung-Bin1∗   Seungju Han3   Youngjae Yu4   Tae-Hyun Oh1,5,6
1Dept.of Electrical Engineering and 5Grad.School of Artificial Intelligence, POSTECH
2Samsung Advanced Institute of Technology
3Seoul National University   4Yonsei University
6Institute for Convergence Research and Education in Advanced Technology, Yonsei University
{hyunlee, sungbin, taehyun.oh}@postech.ac.kr
equally contributed work done at POSTECH

Abstract

Despite the recent advances of the artificial intelligence,building social intelligence remains a challenge.Among social signals, laughter is one of the distinctive expressions that occurs during social interactions between humans.In this work, we tackle a new challenge for machines to understand the rationale behind laughter in video, Video Laugh Reasoning.We introduce this new task to explain why people laugh in a particular video and a dataset for this task.Our proposed dataset, SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (1) SMILE, comprises video clips and language descriptions of why people laugh.We propose a baseline by leveraging the reasoning capacity of large language models (LLMs) with textual video representation. Experiments show that our baseline can generate plausible explanations for laughter. We further investigate the scalability of our baseline by probing other video understanding tasks and in-the-wild videos.We release our dataset, code, and model checkpoints on https://github.com/postech-ami/SMILE-Dataset.

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SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models


Lee Hyunthanks: equallycontributed1,2superscriptthanks: equallycontributed12{}^{1,2}\lx@make@thanks{\ \ equallycontributed}start_FLOATSUPERSCRIPT 1 , 2 end_FLOATSUPERSCRIPT equallycontributed thanks: work done at POSTECH   Kim Sung-Bin1∗   Seungju Han3   Youngjae Yu4   Tae-Hyun Oh1,5,61Dept.of Electrical Engineering and 5Grad.School of Artificial Intelligence, POSTECH2Samsung Advanced Institute of Technology3Seoul National University   4Yonsei University6Institute for Convergence Research and Education in Advanced Technology, Yonsei University{hyunlee, sungbin, taehyun.oh}@postech.ac.kr


1 Introduction

“Laughter is the shortest distance between two people.”

Victor Borge

We, human beings, areimmersed in laughter.Laughter is a distinctive non-verbal social signal, associated with bonding, agreement, affection, and emotional regulation(Scott etal., 2014).It is often purposedly elicited to establish intimacyStauffer (1999), grab attentionWanzer etal. (2010), or build faithVartabedian and Vartabedian (1993); i.e., serving as a powerful medium to express a wide range of social and emotional implications beyond the capacity of mere words.Thus, understanding laughter is a crucial problem with huge potential in artificial social intelligenceBainbridge etal. (1994); Williams etal. (2022); Dautenhahn (2007) to build empathetic machines with human-machine interactionLee etal. (2017); Nijholt etal. (2017); Inoue etal. (2022).However, understanding and modeling laughter reactions is challenging.Even a simple joke is associated with language skills, context knowledge, theory-of-mind, abstract thinking, and social perception, andcomplex entanglement of these makes laughter reaction arguably the most complex cognitive attribute humankind may have McDonald (2013).

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In this work, we take the firststepping stone to tackle the challenge of understanding laughter by introducing a task, Video Laugh Reasoning that aims to interpret the reasons behind laughter in a video.For this task, we curate a new dataset, SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (4) SMILE, consisting of video clips and corresponding text annotations explaining reasons for laughter.We probe through the question “Why do people laugh?” and reason through the answer in a language form; thus, we define the task as a free-form text generation task in which the model generates an explanation for the laughter with a given video clip (See Figure1).

While reasoning laughter by answering the question is an effective way of probing the level of understanding,laughter itself has an inherently complex nature which can be influenced bydiverse factorsApte (1985); Provine (2001); Martin etal. (2003); Martin and Ford (2018), e.g., the subjectivityWarren etal. (2021), context knowledgeNijholt etal. (2017), and multimodalityHasan etal. (2019).To build a clearer resource for understanding laughter and its social norm behind it, we design the dataset to focus on audience laughter, a cohesive form from social influence in distinct contextsGreatbatch and Clark (2003), and thereby alleviating the subjectivity associated with individual laughter.Also, for our task, we propose a baseline based on large language models (LLMs) with multimodal textual representation by converting multimodal attributes and features on video into a textual format.

Our experimental results show that the proposed baseline, incorporating LLM’s reasoning capability with multimodal textual representation, can generate plausible explanations of the reason for laughter.Our data analysis and ablation study reveals that multimodal information plays a role in understanding laughter.We further explore the scalability of utilizing LLM with textual representation by applying it to other video understanding tasks and in-the-wild videos.

Our major contributions are threefold: 1)proposing Video Laugh Reasoning, a new task for understanding the reason behind laughter in a video, 2) building SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (5) SMILE,a new dataset that comprises video and explanation for laughter reason,and 3)presenting a baseline using LLM with multimodal textual representation for laugh reasoning task and its scalability.

2 Related Work

Understanding laughter

Laughter plays a key role in social interactions, such as bonding, agreement, affection, and emotional regulationScott etal. (2014).Given its importance in social interactions, seminar works tackle to detect laugh-inducing moments, specifically focusing on humor or sarcasm.Several methodsAnnamoradnejad and Zoghi (2020); Weller and Seppi (2020) rely primarily on transcripts for humor detection.As laughter occurs with multimodal information, such as variations in tone or facial cues, there are attempts to incorporate audio and text cues from videosBertero and Fung (2016); Alnajjar etal. (2022), or even include visual cuesCastro etal. (2019); Hasan etal. (2019); Ray etal. (2022) to pinpoint the occurrences of humor.Yet they focus on detecting whether a certain situation induces laughter or predicting the intensity of laughter, without providing explanations for the underlying reasons behind the laughter (See Figure1).Moreover, despite the availability of datasets for understanding the types and characteristics of laughing momentsUrbain etal. (2010); McKeown etal. (2012); Dupont etal. (2016), no dedicated dataset is available for comprehending the context surrounding laughter.Few worksChowdhery etal. (2022); Hessel etal. (2023); Ko etal. (2023) have attempted to reason about laughter or jokes.However, their scope differs from ours, as they focus on providing instant textual descriptions of humor or cartoon images accompanied by text.To the best of our knowledge, we are the first to introduce the task of understanding the reason for laughter within videos, accompanied byour comprehensive dataset.

Multimodal reasoning

Multimodal reasoning is a complex taskaiming to equip machines with the capability to parse, analyze, and logically reason about the given multimodal context. A widely explored reasoning task is a question answering (QA) on imagesAntol etal. (2015); Gao etal. (2015); Zhu etal. (2016) or videoLei etal. (2018); Tapaswi etal. (2016), which requires understanding the question, referencing the appropriate context, and selecting the correct answer.Similarly, commonsense reasoningVedantam etal. (2015); Yatskar etal. (2016); Wu etal. (2016) is another type of reasoning, demanding a more profound level of understanding and the ability to infer unstated information. Our task includes commonsense reasoning in that laughter is often elicited by exploiting external contexts, rather than merely understanding underlying phenomena.

Several methodsZellers etal. (2019); Vicol etal. (2018); Zadeh etal. (2019) have attempted to learn and reason about the social interactions in the video.For instance, Visual Commonsense Reasoning (VCR)Zellers etal. (2019) unifies reasoning about diverse commonsense phenomena, while Social IQZadeh etal. (2019) aims to teach social intelligence by providing a broad range of social and behavioral situations to a machine. However, these approaches give less attention to a deeper understanding of laughter itself—a complex non-verbal signal integral to social interactions. Unlike the prior arts, we specifically focus on the task of reasoning human laughter. We posit this as a significant stride towards understanding important social signals frequently encountered in daily life, thus contributing a new perspective to multimodal reasoning and understanding tasks.

Models for multimodal reasoning

To tackle multimodal reasoning, one approach is to design pretraining methodsLu etal. (2019); Li etal. (2019) that learn the joint vision and language representations. More recently, the combination of large-scale vision and language models (VLM) has demonstrated remarkable performance in multimodal reasoningsLi etal. (2023); Lu etal. (2022); Zhang etal. (2023); Wang etal. (2022a); Han etal. (2023).

An alternative approach for multimodal reasoning utilizes text as a unified representation and large language models (LLM) with minimal or without training. For instance, Socratic ModelZeng etal. (2022) employs language to combine complementary knowledge from various pre-trained models for tackling a wide range of tasks. Similarly, Wang etal. (2022c) converts the visual attributes into the text representation to prompt a frozen LLM for diverse video-language tasks. In this work, we conduct extensive experiments on our proposed laugh reasoning task and show the effectiveness of using text as an intermediate representation.

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3 Task Definition and Dataset

In this section, we introduce our Video Laugh Reasoning task and our dataset for it.

3.1 Task Definition and Baseline

We present Video Laugh Reasoning, a task that challenges the model to understand reasons for laughter in a given video. We pose our task as a generation problem, enabling the model to explain why a particular situation incited laughter in the video.Wedefine this task as, y^=f(v)^𝑦𝑓𝑣\hat{y}=f(v)over^ start_ARG italic_y end_ARG = italic_f ( italic_v ), where y^^𝑦\hat{y}over^ start_ARG italic_y end_ARG, f𝑓fitalic_f, and v𝑣vitalic_v stand for the generated explanation about laughter reason, the model, and the given video clip.

For this task, we propose a baseline that utilizes the reasoning capacity of LLM. To ensure compatibility of input v𝑣vitalic_v with the language model, we convert videos into multimodal textual representation that preserve multimodal information from video, such as visual, acoustic, and semantic cues. We compose visual cues with facial expressions111We use facial action unitsEkman and Friesen (1978). and scene descriptions222We use video captioning modelWang etal. (2022b). to perceive human-specific and scene-wide contextual information. For acoustic cues, we extract the mean and the variance of pitch, intensity, jitter, and shimmer from speech to capture.We simply use transcripts of the speech from the videos for semantic cues (See Figure2).

Using textual representation as input and LLM as model f𝑓fitalic_f, we can rewrite the task formula as, y^=f(𝒫,{t1,t2,,tk})^𝑦𝑓𝒫subscript𝑡1subscript𝑡2subscript𝑡𝑘\hat{y}=f(\mathcal{P},\ \left\{t_{1},\ t_{2},...,\ t_{k}\right\})over^ start_ARG italic_y end_ARG = italic_f ( caligraphic_P , { italic_t start_POSTSUBSCRIPT 1 end_POSTSUBSCRIPT , italic_t start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT , … , italic_t start_POSTSUBSCRIPT italic_k end_POSTSUBSCRIPT } ), where 𝒫𝒫\mathcal{P}caligraphic_P stand for the prompt that describes input representation and instructing the laugh reasoning task to language models and t𝑡titalic_t is multimodal textual representation converted from the given video clip v𝑣vitalic_v. See AppendixA for details about how to convert video into textual representation.

3.2 Dataset

Data collection

We present SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (7) SMILE, a curated dataset encompassing 887 video clips, each paired with a language description about the reason for laughter for the corresponding video clip. This pairing facilitates supervised training for the laugh reasoning task. The dataset focuses on audience laughter among many types of laughter since audience laughter usually has a clearer signal than other laughter and represents a general and cohesive form of laughter. To encompass a wider range of videos that contain situations where audiences laugh, we construct our dataset using two different sources: TED talks and sitcoms.333We source the video clips from MUStARDCastro etal. (2019) and UR-Funny datasetHasan etal. (2019).

We curate video clips that span between 10 and 90 seconds for TED talks and 7 and 60 seconds for sitcoms. If a video is too short, it might fail to provide sufficient context for laughter. In contrast, if a video is too long, it may dilute specific laughter-inducing contexts with unrelatedinformation. The average duration for TED talk clips islonger than sitcoms, given the protracted nature of talks.

Given that a single video clip often contains multiple instances of laughter, we focus on the last laugh in a clip for easier annotation. We only use video clips that meet the following filtering criteria, using a laugh detectorGillick etal. (2021) to identify audience laughter instances.Our filtering criteria are:laughter shouldlast at least 0.5 seconds, andbe no more than 1 second intervalbetween the video clip’s last utterance and the onset of laughter.The latter criterion filters out the laughter events that are not related to the punchlines but are induced by something else.After this pre-processing, our final dataset comprises 484 sitcom and 403 TED talk video clips. Table1 shows the statistics of our dataset.

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Number of Video Clips887
Number of Train/Val/Test727 / 80 / 80
Number of Video Segments4,434
Avg. number of Segments per clip (k𝑘kitalic_k)4.4
Avg. duration of Video Clips27.5 sec.
Avg. duration of Video Segments6.2 sec.

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Annotation for laughter reason

We employ human annotators from Amazon Mechanical Turk (AMT) to label videos with reasons for laughter.Given the inherently subjective nature of humor and the extensive variability in laughter triggers, constructing ground truth (GT) by free-form annotation is challenging.To mitigate these issues, we utilize the language modelto generate candidates for laughter reasons, these candidates are subsequently presented to annotators with the corresponding video clip to choose the most appropriate explanation among them and refine it. If none of the candidates were suitable, we instruct them to write the reason in a free form.

After annotation,we verifyall GT and manually refine it if it is not plausible for laughter reasons with video. This approach reducesthe annotationworkload by interacting LLM and humans, developing a more concise GT for this complex and subjective task.Finally, our dataset is formedas 𝒟={v,y}𝒟𝑣𝑦\mathcal{D}=\left\{v,\ y\right\}caligraphic_D = { italic_v , italic_y }, where y𝑦yitalic_y is a GT explanation for laughter in the video clip v𝑣vitalic_v. See AppendixB for details about the human annotation process and the post-processing. Also, refer to AppendixF for the details about the AMT configuration.

3.3 Data Analysis

Which multimodal cue is important to infer the reason for laughter

We conduct a human evaluation to understand our dataset better. The annotators are requested to rank the multimodal cues in perspective of which cues are relatedto laughter in the video. The rank annotation provides insight into which modality information is crucial for the cause of the laughter for each case.

For each video clip, we present annotators four choices: 1) visual cues from human; e.g., facial expression and body gesture, 2) visual cues not from human; e.g., backgrounds or images and props, 3) semantic contents; i.e., transcription, and 4) acoustic cues; e.g., speech tone or intensity. We ask them to choose two modality cues that are the most relevant for inducing laughter. The pie chart on the left in Figure3 shows the modality importance statistics for our dataset. While the reason for laughter is primarily driven by semantic contents, the second most effective cue varies across different modalities, indicating that the various modalities in the video contribute to the reason for laughter.

ModelBLEU4 (\uparrow)METEOR (\uparrow)ROUGEL (\uparrow)BERTScore (\uparrow)Win rate
Video model0.2260.2360.3980.42724%
LLM + multimodal0.2700.2560.4320.49676%


The bar chart on the right in Figure3 shows the elements that induce laughter in two video types of our dataset.Notably, visual cues unrelated to humans, such as backgrounds or images, significantly trigger more laughter in TED than in sitcoms.TED videos often exhibit the speaker’s presentation slides, making non-human visual cues more influential for eliciting laughter.Conversely, visual cues such as facial expressions and body gestures have a higher probability of causing laughter in sitcoms than in TED.This difference is because sitcoms mainly center around the characters’ dialogues, so visual cues from human actors are more crucial.See AppendixC for additional data analysis.

4 Experiment

ModelNum. of parametersModalityBLEU4 (\uparrow)METEOR (\uparrow)ROUGEL (\uparrow)BERTScore (F1) (\uparrow)
LLaMA (FT)13BT0.2500.2450.4320.493
A+V+T0.2700.2560.4530.496
GPT-3 (zero-shot)175BT0.1260.1550.3130.389
A+V+T0.1570.1840.3640.454
GPT-3 (3-shot)175BT0.1870.1980.3680.431
A+V+T0.2320.2300.4130.476
GPT-3 (FT)175BT0.2300.2430.4290.488
A+V+T0.2790.2670.4750.523


We split our dataset into 5 cross-validation splits except for the test set.We fine-tune two LLMs, GPT-3Brown etal. (2020a) and LLaMATouvron etal. (2023) with the training set and use the test set for evaluation.

Implementation details

We use the official GPT-3Brown etal. (2020a), a non-free commercial version, as follows.We utilize the davinci-text-002 model of GPT-3Brown etal. (2020a) for the zero-shot and in-context learning experiments. Examples of the prompts for both tasks are shown in Figure4. The “prompt” provides the context of the task and the multimodal cues of the video, and “completion” provides the reason for the laughter.The zero-shot setup only takes “prompt” and generates the reason for the laughter, while the in-context learning setup is given with additional three randomly labeled samples from the training set as few-shot examples. More implementation details including LLaMA are in AppendixD.

Evaluation metrics

We utilize both quantitative metrics and human evaluation.We use metrics commonly employed for evaluating language generation tasks, including BLEU4Papineni etal. (2002), METEORBanerjee and Lavie (2005), ROUGELLin (2004), and BERTscoreZhang etal. (2019).For the human evaluation, we gather assessments from 3 crowd-workers per test sample by asking them to select their preferred explanation for laughter from a pair of options and take a majority vote to determine a winner. We calculate the average win rate (%) over the test set.

4.1 Comparison with video model

In addressing the laugh reasoning task, a directmethod is to train a video model with raw video input. We compare the video model with our baseline, which utilizes LLM with multimodal textual representation.We fine-tune each model and conduct the quantitative and human evaluations (win rate), as shown in Table2. The LLM-based baseline outperforms all metrics, indicating thatour multimodaltextual representation incorporates LLM’s capacity to understand the reason for laughter in the video.

ABA wins (%)Fleiss’-κ𝜅\kappaitalic_κ
Q1GPT-3 (A+V+T)GPT-3 (T)72.20.43
Q2GPT-3 (FT)GPT-3 (3-shot)77.80.31
Q3GPT-3 (FT)LLaMA (FT)56.60.49
Q4HumanGPT-3 (FT)66.20.42

4.2 Evaluation

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We analyze our baseline on laugh reasoning in various setups.We utilize both quantitative and human evaluation.Quantitative results are in Table3, and the results of human agreements are in Table4. Our evaluations aim to address four key questions.

Q1. Does multimodal information help for laugh reasoning?  Yes, incorporating all modality cues for training enhances the performance of the laughter reasoning task compared to using transcripts alone (Table3). The model trained with all modalities preferred in 72.2% of the test set compared to the transcript-only model as shown in Table4. Furthermore, Fig.5 (a) supports this, showing that the model trained with all modalities can effectively distinguish the reasons for laughter by utilizing multimodal information, whereas a transcript-only model only achieves a partial understanding.

Q2. Does the fine-tuning step help for a laugh reasoning?  Yes, fine-tuned models outperform zero-shot/in-context models in both quantitative evaluation and human preference. Itshows that our dataset nicely infuses the video laugh reasoning capacity to LLM.

Q3. Do bigger models generate better reasons for laughter?  Yes, GPT-3 (175B) surpasses LLaMA (13B) in both quantitative evaluation and human preference, as shown in Table3 and 4.

Q4. Does the model explain the reason for laughter as well as humans?  No, the human-annotated laughter reasons are preferred by 66.2% than those generated by fine-tuned GPT-3 (our best model) as shown in Q4 of Table4. Figure5 (b) provides an example illustrating the comparison between human-annotated reasons (GT) and generated reason for laughter. In this sample, all crowd workers prefer GT because the model struggles to distinguish the subtle difference between surprise and posed surprise, while the human-annotated reason successfully captures it.

ModelMUStARDUR-FUNNY
Acc. (%) (\uparrow)Acc. (%) (\uparrow)
TFNZadeh etal. (2017)68.664.7
CMFNHasan etal. (2019)70.065.2
MISAHazarika etal. (2020)66.170.6
BBFNHan etal. (2021)71.471.7
MUStARD++Ray etal. (2022)74.2-
MAG-XLNetRahman etal. (2020)74.772.4
MuLoTPramanick etal. (2022)76.873.9
Ours (w/ LLaMA)77.575.1
Ours (w/ GPT-3)79.077.9

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In summary, for the laugh reasoning task, multimodal information, a large model, and infusing reasoning capacity with our dataset are important. While the trained model does not surpass human capabilities, the use of LLM with multimodal textual representation enables us to generate plausible explanations about the reason for laughter in videos. See AppendixE for additional experiments.

5 Discussion

In this section, we discuss the scalability of utilizing large language models with textual video representation by conducting evaluations on other tasks and on in-the-wild videos.

5.1 Evaluation on other tasks

Apart from laugh reasoning, we conduct humor detection and sarcasm detection tasks, which classify given video contains humor (sarcasm) or not (i.e., binary classification). We use UR-FUNNYHasan etal. (2019) and MUStARDCastro etal. (2019), which are representative benchmarks for these tasks. We cast the original binary classification problem as a text generation problem to integrate into our system. Formally, we can define the task as, b^=f(𝒫,{t1,t2,,tk})^𝑏𝑓𝒫subscript𝑡1subscript𝑡2subscript𝑡𝑘\hat{b}=f(\mathcal{P},\ \left\{t_{1},\ t_{2},...,\ t_{k}\right\})over^ start_ARG italic_b end_ARG = italic_f ( caligraphic_P , { italic_t start_POSTSUBSCRIPT 1 end_POSTSUBSCRIPT , italic_t start_POSTSUBSCRIPT 2 end_POSTSUBSCRIPT , … , italic_t start_POSTSUBSCRIPT italic_k end_POSTSUBSCRIPT } ), where b^^𝑏\hat{b}over^ start_ARG italic_b end_ARG denote predicted binary class in text format ("Yes" or "No"), and 𝒫𝒫\mathcal{P}caligraphic_P is prompt for instructing LLMs about the task and input representation.

We follow the same train/test split, and evaluation procedure as in the benchmark for measuring the accuracy of each detection task. We use LLaMA and GPT-3 for training with textual representation converted from the video in the training set of each benchmark dataset. Table5 shows that our method achieves strong performance444We do not compare with FunnyNetLiu etal. (2022) as they use an additional large-scale dataset for training. on both tasks.This experiment highlights the scalability of utilizing LLMs with textual representation in various video understanding tasks.

5.2 Evaluation on the in-the-wild videos

We extend our laughter reasoning to in-the-wild videos, encompassing different video types and laughter contexts compared to our dataset.First, we evaluate our approach on a video clip from a stand-up comedy, which has similar audience laughter patterns to those in our dataset. We convert the video into a textual representation and infer the reason for the audience laughing. Figure6 shows that the model can generate a plausible explanation for the reason for laughter in stand-up comedy.

Next, we test on a video clip featuring an intimate conversation between a married couple. In this case, the laughter originates from the speakers themselves rather than from the audience.As this does not belong to the comedic genre but rather a sincere conversation between two people, it is more likely that non humor-based laughter, such as nervous or social laughter, may occur. Figure6 shows that the model can also understand the nervous laughter used to alleviate tension or awkwardness in the situation.

6 Conclusion

In this paper, we aim to understand the reason behind laughter by introducingLaugh Reasoning task, accompanied withSMILE dataset.While the model did not surpass human capabilities, we show that the model can generate plausible explanations about laughter reason, underlining that multimodal cues in our dataset nicely infuse the laugh reasoning capacity to the model. We also show the results applied to other tasks and other types of video, hinting at the scalability of utilizing LLM with multimodal textual representation.

Limitation & future direction

Our LLM-based baseline serves as the initial method for laugh reasoning task and has a margin to improve. For the multimodal textual representation, as it is a primitive form for capturing human social interaction in the video, we can enhance it with diverse attributes such as gesture, eye gaze, and relationship or use other representations such as scene graph.Our work mainly focuses on audience laughter as the first stepping stone toward understanding laughter due to its distinct and cohesive signal, while there are diverse mechanisms behind laughter. Recognizing this, enriching our work with diverse video types like vlogs, movies, and talk shows is a promising direction to capture a broader range of laughter, as we show the possibility in §5.2.

Potential application & broader impact

Our work can be regarded as a stepping stone toward developing socially intelligent agents that understandand appropriately create non-verbal cues, such as laughter, playing a crucial role in building rapport,expressing emotions, and creating deep emotional exchangesTickle-Degnen and Rosenthal (1990); Argyle (1972). Such advancement moves us beyond the capabilities of current dialogue agents, e.g., ChatGPT or Alexa, which mostly focus on verbal signals. Incorporating 3D talking head methodsSung-Bin etal. (2024); Zhao etal. (2024) could offer the way agents are visualized, enabling more expressive and multimodal interactions with users.

Acknowledgement

This work was supported by Institute of Information & communications Technology Planning & Evaluation (IITP) grant funded by the Korea government (No.2022-0-00290, Visual Intelligence for Space-Time Understanding and Generation based on Multi-layered Visual Common Sense and No.2022-0-00124, Development of Artificial Intelligence Technology for Self-Improving Competency-Aware Learning Capabilities and No.2021-0-02068, Artificial Intelligence Innovation Hub) and NCSOFT.

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Appendix A Multimodal Textaul Representation

In this section, we explain how to convert video into multimodal textual representation.Videos are multimodal, which include visual, acoustic, and semantic cues (i.e., transcription). We encode video clips into textual representation, embracing their multimodal information, so that we can leverage the pre-trained knowledge of LLMs while exploiting multimodal inputs in our baselines. First, starting with a video clip, we build a list of video segments by trimming the clip based on the utterances. The definition of the utterance varies upon to the source of the video: for TED talks, each sentence is defined as an utterance, since TED talk usually has a single speaker. If the utterance is too short (2 seconds or less), we concatenate adjacent utterances into one. For sitcoms, we define consecutive sentences from the same speaker as an utterance.

Visual cues

We compose visual cues with facial expressions and scene descriptions to perceive human-specific and scene-wide contextual information.Specifically, to process human-specific information, we utilize the active speaker detection algorithmTao etal. (2021) and face detectorZhang etal. (2017) to crop the face of the speaking person in each video segment. This process effectively identifies the active speaker, especially for sitcoms where many people appear in a single scene, allowing to align visual features with utterances.555We provide these face-cropped video segments in our dataset.For facial expression description, we extract 14 facial action units (FAUs)Yao etal. (2021)666We use https://github.com/CVI-SZU/ME-GraphAU to extract FAUs.from each frame in the video segment with 10 frames per second (FPS).

Then, we accumulate them and take the three most dominant units.For scene-wide contextual cues, we use the video captioningWang etal. (2022b) to extract scene description. The scene description provides high-level context for the visual cues includingthe surrounding objects and background that interact with the speaker.

Acoustic cues

We extract the mean and the variance of pitch, intensity, jitter and shimmer as acoustic features from speech utterance using off-the-shelf speech processing modelsArias-Vergara etal. (2017); Dehak etal. (2007). Since the extracted values are real numbers, we initially try to convert them to a linguistic format with certain criteria (e.g., map to "high pitch" if the mean pitch value is greater than 200). However, it is challenging to set an objective criterion that considers various factors, including the speaker’s gender, context, and identity. Instead of puttingreal numbers into text, we use themselves as acoustic features by giving a description of them as a prompt to LLMs, leveraging their knowledge on understanding numerical numberBrown etal. (2020b); Liu etal. (2023); Jiang etal. (2020); Wallace etal. (2019) (See bold text in parentheses on the t𝑡titalic_t in Figure2).

Appendix B Annotation for Laughter Reason

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We elaboratethe procedure for obtaininglaughter reason consensus (ground-truth; GT) by utilizing large language models’ general knowledge and incorporating it into human consensus. This procedure consists of three steps: (1) build GT candidates, (2) human annotation, and (3) post-processing (See Figure7).

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For (1) building GT consensuses, we utilize the large language model (GPT-3.5Ouyang etal. (2022)) with multimodal textual representation t𝑡titalic_t to generate two candidates for the laughter reason. We manually pre-process these candidates if they are invalid or have incorrect sentence structure (See Figure8).

For (2) human annotation,the processed GT candidates are subsequently presented to annotators from Amazon mechanical turk (AMT) with the corresponding video clip. The annotators are asked to choose the most appropriate explanation among them.If the annotators judge that no candidates are appropriate, we instruct the annotators to write or refine the reason in free form. After annotation, the candidate with the most votes is selected as the GT. If at least one annotator provided the reason for laughter in free-form, we manually checked their validity and reflectedthem intoGT.Figure9 shows that free-form responses capture additional visual details and provide an understanding of why certain wordselicit laughter. See AppendixF for details about AMT.

For (3) post-processing, we additionally verify all GTs for laughter reasons and manually refine it if it is not plausible for laughter reasons with video or has repetitive phrases that might induce spurious correlation. To mitigate this, we replace repeated phrases with synonyms, which are randomized among multiple synonyms. For example, one of the repetitive phrases “unexpected and humorous”, is randomly replaced with synonyms such as “astonishing and laughable”, or “hilarious”.As another correction,even with the best efforts of human annotators, some reasons are not perfectly matched with the video. Figure10 shows the post-processing that corrects these kinds of errors.

Annotation quality control

We use qualification criteria to ensure the annotation quality. We allow annotators from (AU, CA, NZ, GB, US), which represent the English-speaking countries.777This is because all the video clips in our dataset are in English.Additionally, we only allow experienced annotators who are with 10K approved previous HITs and a minimum acceptance rate of 97% on their previous HITs.We pay each annotator 0.3 USD($) per accepted HIT.

Appendix C Data Analysis

We further conduct a human evaluation to understand our dataset better. Given the video clip, the annotators are requested to determine the laugh. The laugh type annotation explains the distinct characteristics of laughter in TED and sitcoms.

We consider two laugh types: 1) Release-Triggered LaughterFreud (1960); Fry (2011); Mindess (2017) that results from the alleviating tension amidst constraints such as awkward or complex situation and 2) Hostility-Triggered LaughterGruner (1978); Billig (2005) that arises from claiming superiority over someone or something, based on “great families” of theories of humorAttardo (2008), and ask annotator to determine which one is more appropriate for laughter in video.888During annotation, we provided full descriptions of the concepts of the laughter types, rather than using the terms.

Statistics in Figure11 suggest that sitcoms and TED talks are dominated by different types of laughter, suggesting that the nature of laughter varies by video type. Specifically, the major laugh type in sitcoms is closer to the hostility-induced laughter, and we postulate that sitcoms are typically designed to be entertaining, focusing on humorous situations, witty dialogue, and comedic conflicts among characters. On the other hand, TED talks are dominated by release-triggered laughter. We hypothesize that the talks aim to captivate and engage the audience by releasing constraints and unexpected revelations, creating a dynamic and thought-provoking experience. This type of humor helps maintain interest, and breaks the monotonyWanzer etal. (2010). By merging these two heterogeneous video types, we can cover a wider range of reasons behind the audience’s laughter.

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Appendix D Implementation details

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Test datasetTrain datasetModalityBLEU4 (\uparrow)METEOR (\uparrow)ROUGEL (\uparrow)BERTScore (F1) (\uparrow)
SMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPTSMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPTT0.2140.2480.4290.489
A+V+T0.2900.2880.4850.548
SMILET0.2410.2520.4460.510
A+V+T0.2980.2890.4990.555
SMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPTSMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPTT0.2600.2410.4320.459
A+V+T0.2790.2600.4540.457
SMILET0.2490.2450.4230.454
A+V+T0.2730.2470.4380.468

(a) Video type-wise evaluation

Test datasetTrain datasetModalityBLEU4 (\uparrow)METEOR (\uparrow)ROUGEL (\uparrow)BERTScore (F1) (\uparrow)
SMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPTSMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPTA+V+T0.1610.2540.3900.407
SMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPTA+V+T0.2900.2880.4850.548
SMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPTSMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPTA+V+T0.1530.1930.3690.449
SMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPTA+V+T0.2790.2600.4540.457

(B) Cross-dataset evaluation

TestABA wins (%)Fleiss’-κ𝜅\kappaitalic_κ
TEDGPT-3 (SMILE)GPT-3 (TED)66.20.40
SitcomGPT-3 (SMILE)GPT-3 (sitcom)61.40.63

GPT3 fine-tuning

We utilize the OpenAI fine-tuning API and fine-tune davinci. The prompt for fine-tuning is the same as the aforementioned experiments.We follow the fine-tuning scheme provided on the OpenAI webpage.999https://platform.openai.com/docs/guides/fine-tuning; OpenAI has not opened the details of the API’s fine-tuning mechanisms, which is currently hidden.

LLaMA fine-tuning

LLaMA is LLM, an open-source model for research.We fine-tune the full parameters of LLaMA for 5 epochs. We utilize 4 A100 (80GB) for distributed fine-tuning with batch size 4 per device and a learning rate 1e-4. We also leverage fp16 mixed precision.

Video-LLaMA fine-tuning

We use Video-LLaMA which consists of pre-trained Blip2, Vicuna-13B, and Imagebind-huge. We train audio, video Q-former, and projection layers while other parameters are frozen. We utilize 8 A100 (80GB) for distributed fine-tuning with batch size 1 per device and an initial learning rate (3e-5), and weight decay (0.05) for 10 epochs. We also leverage mixed precision that uses fp16 for multiplication and fp32 for addition.

Detection

For the sarcasmCastro etal. (2019) and humor detectionHasan etal. (2019) tasks,we finetune LLaMA-13BTouvron etal. (2023) and GPT-3Brown etal. (2020a) with our multimodal textual representation.GPT-3 finetuning is as same as described for the laugh reasoning task.For LLaMA-13B, we follow the fine-tuning script on VicunaChiang etal. (2023)101010https://github.com/lm-sys/FastChat. Examples of the prompts for both tasks that cast classification task to generation task are shown in Figure12. We use four A100 (80GB) for each training.We follow Vicuna’s default LLaMA fine-tuning hyperparameters except for setting the per-device batch size to 3 and the number of training epochs to 20.

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Appendix E Additional Experiments

Evaluation by video types

The type of laughter varies depending on the source of the video, as shown in Figure11. To explore this further, we evaluate each video type independently. Instead of fine-tuning GPT3 on the entire SMILE dataset, we separately fine-tune the models on subsets of the dataset, namely SMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPT and SMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPT. As summarized in Table6(a), even when models are independently fine-tuned to different video types, their performance is comparable to that of the model trained on the SMILE dataset. Interestingly, in the human evaluation, the model trained on whole data (SMILE) is preferred over the model trained on each video type. This suggests that our dataset, SMILE, covers the diverse laughing characteristics to lead GPT3 to learn generalized laughter reasons across different types of videos.

However, we observe that testing the model across different video types, e.g., training on SMILESitcomSitcom{}_{\text{Sitcom}}start_FLOATSUBSCRIPT Sitcom end_FLOATSUBSCRIPT and testing on SMILETEDTED{}_{\text{TED}}start_FLOATSUBSCRIPT TED end_FLOATSUBSCRIPT, results in a significant performance drop, as shown in Table6(b). We speculate that this is due to differences in laughter types presented in each source video. This supports the idea that combining these two heterogeneous video types could help the model learn to understand a broader range of reasons behind audience laughter.

Video language model

While the previous methodsZellers etal. (2019); Zadeh etal. (2019) have aimed to learn and reason about social interactions from visual data, they formulate the task in multiple-choice setups.By virtue of the advance of large language models,recent work has suggested multimodal models capable of generating natural language responses to questions about a video,rather than outputting a multiple-choice answer.In this context, we examine if these models can exhibit the capability to reason behind laughter in a given video.We feed the same video from Figure5 into recent video-language (VL) models, Video-LLaMAZhang etal. (2023)111111https://github.com/DAMO-NLP-SG/Video-LLaMA and VideoChatLi etal. (2023)121212https://github.com/OpenGVLab/Ask-Anything, and showcase their generated reasoning in Figure13. While these models can respond to general questions about the video, they struggle to reason about moments of laughter. Unlike existing multimodal reasoning work, we contribute a new perspective to multimodal reasoning, aiming to understand and reason about an important social signal, laughter.

Appendix F Human annotation from Amazon Mechanical Turk

Figure14 shows our interface and instructions for the annotators working on Amazon Mechanical Turk (AMT).We define a questionnaire per video clip as a Human Intelligence Task (HIT).We ask AMT annotators three questions in a HIT, 1) laughter reason, 2) laugh type, and 3) the multimodal cues in perspective of which cues are related to laughter in the video.The first question is for obtaining GT annotations for laughter reasons and pairwise human evaluation in §4.The second and third questions are for the data analysis purpose, which provides further understanding of our dataset (See §3.3 in the main paper and AppendixC).

SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (19)
SMILE: Multimodal Dataset for Understanding Laughter in Video with Language Models (2024)
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