Mohammad Soleymani
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Mohammad Soleymani has a total of 116 co-authors. Here are the top co-authors by number of shared publications:
- Maja J. Mataric
Thomas Lord Department of Computer Science, University of Southern California, Los Angeles, California, USA
5 shared publications - Yufeng Yin
Institute for Creative Technologies, University of Southern California, United States
4 shared publications - Zongjian Li
USC Institute for Creative Technologies, University of Southern California
4 shared publications - Minh Tran
University of Southern California
3 shared publications - Guy Hoffman
Cornell University
2 shared publications - Jennifer Ayissi
University of Southern California
2 shared publications
Latest Publications
- 11 September 2026
- Published by Springer Nature
- p. 1-18
HairWeaver: Photorealistic Hair Motion Synthesis with Sim-to-Real Physics Transfer Guided Video Diffusion
- 11 September 2026
- Published by Springer Nature
- p. 1-18
HairWeaver: Photorealistic Hair Motion Synthesis with Sim-to-Real Physics Transfer Guided Video Diffusion
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. PP (3) , 1-14
Embodied Agent-Facilitated Virtual Support Groups for University Students
Facilitator-guided support groups allow individuals facing similar challenges to meet and discuss their experiences. With the rising demand for mental health resources and therapist burnout, technology-facilitated support groups may offer a supplementary mechanism for supporting individuals while fostering peer support. Through a between- and within-subjects Wizard of-Oz study, we investigated how embodied conversational agent (ECA)-guided support groups using a robot embodiment and Large Language Model (LLM)-generated responses impact participant pre- to post-session 1) anxiety, 2) positive affect, and 3) negative affect, when participants perceive the ECA to be human-operated vs. when they are led to believe it is autonomous. Results showed significant decreases in participants' levels of anxiety and negative affect, and no significant change in positive affect before and after they participated in the support group. There were no statistically significant differences between the two conditions in these change patterns as well as participants' perceived trust and evaluation of the ECA's competence as a facilitator. Analysis of objective LIWC-22 (Linguistic Inquiry and Word Count) measures agreed with results from self-reported data: there were also no significant differences in the participants' expressed emotions in language between the two conditions. The implications of this study on ECA-facilitated support group interactions for mental health are discussed.
- 19 May 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. PP (3) , 1-14
Embodied Agent-Facilitated Virtual Support Groups for University Students
Facilitator-guided support groups allow individuals facing similar challenges to meet and discuss their experiences. With the rising demand for mental health resources and therapist burnout, technology-facilitated support groups may offer a supplementary mechanism for supporting individuals while fostering peer support. Through a between- and within-subjects Wizard of-Oz study, we investigated how embodied conversational agent (ECA)-guided support groups using a robot embodiment and Large Language Model (LLM)-generated responses impact participant pre- to post-session 1) anxiety, 2) positive affect, and 3) negative affect, when participants perceive the ECA to be human-operated vs. when they are led to believe it is autonomous. Results showed significant decreases in participants' levels of anxiety and negative affect, and no significant change in positive affect before and after they participated in the support group. There were no statistically significant differences between the two conditions in these change patterns as well as participants' perceived trust and evaluation of the ECA's competence as a facilitator. Analysis of objective LIWC-22 (Linguistic Inquiry and Word Count) measures agreed with results from self-reported data: there were also no significant differences in the participants' expressed emotions in language between the two conditions. The implications of this study on ECA-facilitated support group interactions for mental health are discussed.
- Open Access
- 12 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 4-15
Multimodal Behavioral Characterization of Dyadic Alliance in Support Groups
- 12 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 4-15
Open AccessMultimodal Behavioral Characterization of Dyadic Alliance in Support Groups
- 8 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 16 (4) , 3000-3013
SetPeER: Set-Based Personalized Emotion Recognition With Weak Supervision
Individual variability of expressive behaviors is a major challenge for emotion recognition systems. Personalized emotion recognition strives to adapt machine learning models to individual behaviors, thereby enhancing emotion recognition performance and overcoming the limitations of generalized emotion recognition systems. However, existing datasets for audiovisual emotion recognition either have a very low number of data points per speaker or include a limited number of speakers. The scarcity of data significantly limits the development and assessment of personalized models, hindering their ability to effectively learn and adapt to individual expressive styles. This paper introduces EmoCeleb: a large-scale, weakly labeled emotion dataset generated via cross-modal labeling. EmoCeleb comprises over 150 hours of audiovisual content from approximately 1,500 speakers, with a median of 50 utterances per speaker. This rich dataset provides a rich resource for developing and benchmarking personalized emotion recognition methods, including those requiring substantial data per individual, such as set learning approaches. We also propose SetPeER: a novel personalized emotion recognition architecture employing set learning. SetPeER effectively captures individual expressive styles by learning representative speaker features from limited data, achieving strong performance with as few as eight utterances per speaker. By leveraging set learning, SetPeER overcomes the limitations of previous approaches that struggle to learn effectively from limited data per individual. Through extensive experiments on EmoCeleb and established benchmarks, i.e, MSP-Podcast and MSP-Improv, we demonstrate the effectiveness of our dataset and the superior performance of SetPeER compared to existing methods for emotion recognition. Our work paves the way for more robust and accurate personalized emotion recognition systems.
- 8 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 16 (4) , 3000-3013
SetPeER: Set-Based Personalized Emotion Recognition With Weak Supervision
Individual variability of expressive behaviors is a major challenge for emotion recognition systems. Personalized emotion recognition strives to adapt machine learning models to individual behaviors, thereby enhancing emotion recognition performance and overcoming the limitations of generalized emotion recognition systems. However, existing datasets for audiovisual emotion recognition either have a very low number of data points per speaker or include a limited number of speakers. The scarcity of data significantly limits the development and assessment of personalized models, hindering their ability to effectively learn and adapt to individual expressive styles. This paper introduces EmoCeleb: a large-scale, weakly labeled emotion dataset generated via cross-modal labeling. EmoCeleb comprises over 150 hours of audiovisual content from approximately 1,500 speakers, with a median of 50 utterances per speaker. This rich dataset provides a rich resource for developing and benchmarking personalized emotion recognition methods, including those requiring substantial data per individual, such as set learning approaches. We also propose SetPeER: a novel personalized emotion recognition architecture employing set learning. SetPeER effectively captures individual expressive styles by learning representative speaker features from limited data, achieving strong performance with as few as eight utterances per speaker. By leveraging set learning, SetPeER overcomes the limitations of previous approaches that struggle to learn effectively from limited data per individual. Through extensive experiments on EmoCeleb and established benchmarks, i.e, MSP-Podcast and MSP-Improv, we demonstrate the effectiveness of our dataset and the superior performance of SetPeER compared to existing methods for emotion recognition. Our work paves the way for more robust and accurate personalized emotion recognition systems.
- Open Access
Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning
The human face plays a central role in social communication, necessitating the use of performant computer vision tools for human-centered applications. We propose Face-LLaVA, a multimodal large language model for face-centered, in-context learning, including facial expression and attribute recognition. Additionally, Face-LLaVA is able to generate natural language descriptions that can be used for reasoning. Leveraging existing visual databases, we first developed FaceInstruct-1M, a face-centered database for instruction tuning MLLMs for face processing. We then developed a novel face-specific visual encoder powered by Face-Region Guided Cross-Attention that integrates face geometry with local visual features. We evaluated the proposed method across nine different datasets and five different face processing tasks, including facial expression recognition, action unit detection, facial attribute detection, age estimation and deepfake detection. Face-LLaVA achieves superior results compared to existing open-source MLLMs and competitive performance compared to commercial solutions. Our model output also receives a higher reasoning rating by GPT under a zero-shot setting across all the tasks. Both our dataset and model wil be released at https://face-llava.github.io to support future advancements in social AI and foundational vision-language research.
Open AccessFace-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning
The human face plays a central role in social communication, necessitating the use of performant computer vision tools for human-centered applications. We propose Face-LLaVA, a multimodal large language model for face-centered, in-context learning, including facial expression and attribute recognition. Additionally, Face-LLaVA is able to generate natural language descriptions that can be used for reasoning. Leveraging existing visual databases, we first developed FaceInstruct-1M, a face-centered database for instruction tuning MLLMs for face processing. We then developed a novel face-specific visual encoder powered by Face-Region Guided Cross-Attention that integrates face geometry with local visual features. We evaluated the proposed method across nine different datasets and five different face processing tasks, including facial expression recognition, action unit detection, facial attribute detection, age estimation and deepfake detection. Face-LLaVA achieves superior results compared to existing open-source MLLMs and competitive performance compared to commercial solutions. Our model output also receives a higher reasoning rating by GPT under a zero-shot setting across all the tasks. Both our dataset and model wil be released at https://face-llava.github.io to support future advancements in social AI and foundational vision-language research.
- 2 December 2024
- Published by Springer Nature
- p. 484-503
DIM: Dyadic Interaction Modeling for Social Behavior Generation
- 2 December 2024
- Published by Springer Nature
- p. 484-503
DIM: Dyadic Interaction Modeling for Social Behavior Generation
- Open Access
- 4 November 2024
- Published by Association for Computing Machinery (ACM)
- p. 546-555
SEMPI: A Database for Understanding Social Engagement in Video-Mediated Multiparty Interaction
We present a database for automatic understanding of Social Engagement in MultiParty Interaction (SEMPI). Social engagement is an important social signal characterizing the level of participation of an interlocutor in a conversation. Social engagement involves maintaining attention and establishing connection and rapport. Machine understanding of social engagement can enable an autonomous agent to better understand the state of human participation and involvement to select optimal actions in human-machine social interaction. Recently, video-mediated interaction platforms, e.g., Zoom, have become very popular. The ease of use and increased accessibility of video calls have made them a preferred medium for multiparty conversations, including support groups and group therapy sessions. To create this dataset, we first collected a set of publicly available video calls posted on YouTube. We then segmented the videos by speech turn and cropped the videos to generate single-participant videos. We developed a questionnaire for assessing the level of social engagement by listeners in a conversation probing the relevant nonverbal behaviors for social engagement, including back-channeling, gaze, and expressions. We used Prolific, a crowd-sourcing platform, to annotate 3,505 videos of 76 listeners by three people, reaching a moderate to high inter-rater agreement of 0.693. This resulted in a database with aggregated engagement scores from the annotators. We developed a baseline multimodal pipeline using the state-of-the-art pre-trained models to track the level of engagement achieving the CCC score of 0.454. The results demonstrate the utility of the database for future applications in video-mediated human-machine interaction and human-human social skill assessment. Our dataset and code are available at https://github.com/ihp-lab/SEMPI.
- 4 November 2024
- Published by Association for Computing Machinery (ACM)
- p. 546-555
Open AccessSEMPI: A Database for Understanding Social Engagement in Video-Mediated Multiparty Interaction
We present a database for automatic understanding of Social Engagement in MultiParty Interaction (SEMPI). Social engagement is an important social signal characterizing the level of participation of an interlocutor in a conversation. Social engagement involves maintaining attention and establishing connection and rapport. Machine understanding of social engagement can enable an autonomous agent to better understand the state of human participation and involvement to select optimal actions in human-machine social interaction. Recently, video-mediated interaction platforms, e.g., Zoom, have become very popular. The ease of use and increased accessibility of video calls have made them a preferred medium for multiparty conversations, including support groups and group therapy sessions. To create this dataset, we first collected a set of publicly available video calls posted on YouTube. We then segmented the videos by speech turn and cropped the videos to generate single-participant videos. We developed a questionnaire for assessing the level of social engagement by listeners in a conversation probing the relevant nonverbal behaviors for social engagement, including back-channeling, gaze, and expressions. We used Prolific, a crowd-sourcing platform, to annotate 3,505 videos of 76 listeners by three people, reaching a moderate to high inter-rater agreement of 0.693. This resulted in a database with aggregated engagement scores from the annotators. We developed a baseline multimodal pipeline using the state-of-the-art pre-trained models to track the level of engagement achieving the CCC score of 0.454. The results demonstrate the utility of the database for future applications in video-mediated human-machine interaction and human-human social skill assessment. Our dataset and code are available at https://github.com/ihp-lab/SEMPI.
- 26 October 2024
- Published by Springer Nature
- p. 1-19
Ex2Eg-MAE: A Framework for Adaptation of Exocentric Video Masked Autoencoders for Egocentric Social Role Understanding
- 26 October 2024
- Published by Springer Nature
- p. 1-19
Ex2Eg-MAE: A Framework for Adaptation of Exocentric Video Masked Autoencoders for Egocentric Social Role Understanding
- 30 May 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 15 (2) , 376-379
Guest Editorial Best of ACII 2021
The 9TH AAAC Conference on Affective Computing and Intelligent Interaction 2021 was held in a virtual format in the fall of 2021. It was technically co-sponsored by the IEEE Computer Society and featured the recent work on Affective Computing. The six best papers from this conference were selected by the technical program chairs. They were invited to submit their extended version to be considered for this special section at the IEEE Transactions on Affective Computing. Each submission was reviewed by at least three expert reviewers and was evaluated in terms of overall contribution and the adequacy of the additional content to warrant a new article. This special section features five accepted submissions whose major contributions are summarized below.
- 30 May 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 15 (2) , 376-379
Guest Editorial Best of ACII 2021
The 9TH AAAC Conference on Affective Computing and Intelligent Interaction 2021 was held in a virtual format in the fall of 2021. It was technically co-sponsored by the IEEE Computer Society and featured the recent work on Affective Computing. The six best papers from this conference were selected by the technical program chairs. They were invited to submit their extended version to be considered for this special section at the IEEE Transactions on Affective Computing. Each submission was reviewed by at least three expert reviewers and was evaluated in terms of overall contribution and the adequacy of the additional content to warrant a new article. This special section features five accepted submissions whose major contributions are summarized below.
- Open Access
- 24 March 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Conference on Artificial Intelligence
- Vol. 38 (21) , 23137-23145
Build Your Own Robot Friend: An Open-Source Learning Module for Accessible and Engaging AI Education
As artificial intelligence (AI) is playing an increasingly important role in our society and global economy, AI education and literacy have become necessary components in college and K-12 education to prepare students for an AI-powered society. However, current AI curricula have not yet been made accessible and engaging enough for students and schools from all socio-economic backgrounds with different educational goals. In this work, we developed an open-source learning module for college and high school students, which allows students to build their own robot companion from the ground up. This open platform can be used to provide hands-on experience and introductory knowledge about various aspects of AI, including robotics, machine learning (ML), software engineering, and mechanical engineering. Because of the social and personal nature of a socially assistive robot companion, this module also puts a special emphasis on human-centered AI, enabling students to develop a better understanding of human-AI interaction and AI ethics through hands-on learning activities. With open-source documentation, assembling manuals and affordable materials, students from different socio-economic backgrounds can personalize their learning experience based on their individual educational goals. To evaluate the student-perceived quality of our module, we conducted a usability testing workshop with 15 college students recruited from a minority-serving institution. Our results indicate that our AI module is effective, easy-to-follow, and engaging, and it increases student interest in studying AI/ML and robotics in the future. We hope that this work will contribute toward accessible and engaging AI education in human-AI interaction for college and high school students.
- 24 March 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Conference on Artificial Intelligence
- Vol. 38 (21) , 23137-23145
Open AccessBuild Your Own Robot Friend: An Open-Source Learning Module for Accessible and Engaging AI Education
As artificial intelligence (AI) is playing an increasingly important role in our society and global economy, AI education and literacy have become necessary components in college and K-12 education to prepare students for an AI-powered society. However, current AI curricula have not yet been made accessible and engaging enough for students and schools from all socio-economic backgrounds with different educational goals. In this work, we developed an open-source learning module for college and high school students, which allows students to build their own robot companion from the ground up. This open platform can be used to provide hands-on experience and introductory knowledge about various aspects of AI, including robotics, machine learning (ML), software engineering, and mechanical engineering. Because of the social and personal nature of a socially assistive robot companion, this module also puts a special emphasis on human-centered AI, enabling students to develop a better understanding of human-AI interaction and AI ethics through hands-on learning activities. With open-source documentation, assembling manuals and affordable materials, students from different socio-economic backgrounds can personalize their learning experience based on their individual educational goals. To evaluate the student-perceived quality of our module, we conducted a usability testing workshop with 15 college students recruited from a minority-serving institution. Our results indicate that our AI module is effective, easy-to-follow, and engaging, and it increases student interest in studying AI/ML and robotics in the future. We hope that this work will contribute toward accessible and engaging AI education in human-AI interaction for college and high school students.