James L. Crowley
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
James L. Crowley has a total of 37 co-authors. Here are the top co-authors by number of shared publications:
- Grégoire Lefebvre
Orange Labs Grenoble France
3 shared publications - Joëlle Coutaz
Laboratoire d'Informatique de Grenoble
3 shared publications - Julien Cumin
Orange Research
3 shared publications Antoine Meler
LIG - PRIMA - INRIA Rhône-Alpes, 655 avenue de l'Europe, Montbonnot, 38334 Saint Ismier cedex, France
2 shared publications- Dominique Vaufreydaz
University of Grenoble Alpes, CNRS, Inria, Grenoble INP, LIG, 38000 Grenoble, France
2 shared publications - Fano Ramparany
Orange Labs
2 shared publications
Latest Publications
- Open Access
- 25 October 2026
- Published by Springer Nature
- p. 1-24
The Collaborative Nature of Intelligence
This chapter reviews scientific understandings of the collaborative nature of human intelligence and discusses implications for the construction of intelligent collaborative systems. We begin with a review of the role of collaboration in the evolution and dominance of social species and discuss how human intelligence is the result of collaboration shaped by reciprocal altruism. We contrast understandings of human intelligence from the perspectives of Educational Science, Psychology, and Artificial Intelligence to argue for a unifying view of intelligence as an ability to adapt behaviors under limitations of time, resources, and experience in order to survive and dominate in complex changing environments. From this, we propose principles to guide the development of collaborative artificial intelligent systems, including requirements for emotional and ethical intelligence.
- 25 October 2026
- Published by Springer Nature
- p. 1-24
Open AccessThe Collaborative Nature of Intelligence
This chapter reviews scientific understandings of the collaborative nature of human intelligence and discusses implications for the construction of intelligent collaborative systems. We begin with a review of the role of collaboration in the evolution and dominance of social species and discuss how human intelligence is the result of collaboration shaped by reciprocal altruism. We contrast understandings of human intelligence from the perspectives of Educational Science, Psychology, and Artificial Intelligence to argue for a unifying view of intelligence as an ability to adapt behaviors under limitations of time, resources, and experience in order to survive and dominate in complex changing environments. From this, we propose principles to guide the development of collaborative artificial intelligent systems, including requirements for emotional and ethical intelligence.
- Top Cited Papers
- 18 August 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 45 (12) , 15790-15801
TokenCut: Segmenting Objects in Images and Videos With Self-Supervised Transformer and Normalized Cut
In this paper, we describe a graph-based algorithm that uses the features obtained by a self-supervised transformer to detect and segment salient objects in images and videos. With this approach, the image patches that compose an image or video are organised into a fully connected graph, in which the edge between each pair of patches is labeled with a similarity score based on the features learned by the transformer. Detection and segmentation of salient objects can then be formulated as a graph-cut problem and solved using the classical Normalized Cut algorithm. Despite the simplicity of this approach, it achieves state-of-the-art results on several common image and video detection and segmentation tasks. For unsupervised object discovery, this approach outperforms the competing approaches by a margin of 6.1%, 5.7%, and 2.6% when tested with the VOC07, VOC12, and COCO20 K datasets. For the unsupervised saliency detection task in images, this method improves the score for Intersection over Union (IoU) by 4.4%, 5.6% and 5.2%. When tested with the ECSSD, DUTS, and DUT-OMRON datasets. This method also achieves competitive results for unsupervised video object segmentation tasks with the DAVIS, SegTV2, and FBMS datasets.
- 18 August 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 45 (12) , 15790-15801
Top Cited PapersTokenCut: Segmenting Objects in Images and Videos With Self-Supervised Transformer and Normalized Cut
In this paper, we describe a graph-based algorithm that uses the features obtained by a self-supervised transformer to detect and segment salient objects in images and videos. With this approach, the image patches that compose an image or video are organised into a fully connected graph, in which the edge between each pair of patches is labeled with a similarity score based on the features learned by the transformer. Detection and segmentation of salient objects can then be formulated as a graph-cut problem and solved using the classical Normalized Cut algorithm. Despite the simplicity of this approach, it achieves state-of-the-art results on several common image and video detection and segmentation tasks. For unsupervised object discovery, this approach outperforms the competing approaches by a margin of 6.1%, 5.7%, and 2.6% when tested with the VOC07, VOC12, and COCO20 K datasets. For the unsupervised saliency detection task in images, this method improves the score for Intersection over Union (IoU) by 4.4%, 5.6% and 5.2%. When tested with the ECSSD, DUTS, and DUT-OMRON datasets. This method also achieves competitive results for unsupervised video object segmentation tasks with the DAVIS, SegTV2, and FBMS datasets.
- 13 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Pervasive Computing
- Vol. 22 (1) , 9-18
A Hierarchical Framework for Collaborative Artificial Intelligence
We propose a hierarchical framework for collaborative intelligent systems. This framework organizes research challenges based on the nature of the collaborative activity and the information that must be shared, with each level building on capabilities provided by lower levels. We review research paradigms at each level, with a description of classical engineering-based approaches and modern alternatives based on machine learning, illustrated with a running example using a hypothetical personal service robot. We discuss cross-cutting issues that occur at all levels, focusing on the problem of communicating and sharing comprehension, the role of explanation and the social nature of collaboration. We conclude with a summary of research challenges and a discussion of the potential for economic and societal impact provided by technologies that enhance human abilities and empower people and society through collaboration with intelligent systems.
- 13 October 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Pervasive Computing
- Vol. 22 (1) , 9-18
A Hierarchical Framework for Collaborative Artificial Intelligence
We propose a hierarchical framework for collaborative intelligent systems. This framework organizes research challenges based on the nature of the collaborative activity and the information that must be shared, with each level building on capabilities provided by lower levels. We review research paradigms at each level, with a description of classical engineering-based approaches and modern alternatives based on machine learning, illustrated with a running example using a hypothetical personal service robot. We discuss cross-cutting issues that occur at all levels, focusing on the problem of communicating and sharing comprehension, the role of explanation and the social nature of collaboration. We conclude with a summary of research challenges and a discussion of the potential for economic and societal impact provided by technologies that enhance human abilities and empower people and society through collaboration with intelligent systems.
- Open Access
Transformer-Based Self-Supervised Learning for Emotion Recognition
In order to exploit representations of time-series signals, such as physiological signals, it is essential that these representations capture relevant information from the whole signal. In this work, we propose to use a Transformer-based model to process electrocardiograms (ECG) for emotion recognition. Attention mechanisms of the Transformer can be used to build contextualized representations for a signal, giving more importance to relevant parts. These representations may then be processed with a fully-connected network to predict emotions. To overcome the relatively small size of datasets with emotional labels, we employ self-supervised learning. We gathered several ECG datasets with no labels of emotion to pre-train our model, which we then fine-tuned for emotion recognition on the AMIGOS dataset. We show that our approach reaches state-of-the-art performances for emotion recognition using ECG signals on AMIGOS. More generally, our experiments show that transformers and pre-training are promising strategies for emotion recognition with physiological signals.
Open AccessTransformer-Based Self-Supervised Learning for Emotion Recognition
In order to exploit representations of time-series signals, such as physiological signals, it is essential that these representations capture relevant information from the whole signal. In this work, we propose to use a Transformer-based model to process electrocardiograms (ECG) for emotion recognition. Attention mechanisms of the Transformer can be used to build contextualized representations for a signal, giving more importance to relevant parts. These representations may then be processed with a fully-connected network to predict emotions. To overcome the relatively small size of datasets with emotional labels, we employ self-supervised learning. We gathered several ECG datasets with no labels of emotion to pre-train our model, which we then fine-tuned for emotion recognition on the AMIGOS dataset. We show that our approach reaches state-of-the-art performances for emotion recognition using ECG signals on AMIGOS. More generally, our experiments show that transformers and pre-training are promising strategies for emotion recognition with physiological signals.
- Open Access
Recognizing Manipulation Actions from State-Transformations
Manipulation actions transform objects from an initial state into a final state. In this paper, we report on the use of object state transitions as a mean for recognizing manipulation actions. Our method is inspired by the intuition that object states are visually more apparent than actions from a still frame and thus provide information that is complementary to spatio-temporal action recognition. We start by defining a state transition matrix that maps action labels into a pre-state and a post-state. From each keyframe, we learn appearance models of objects and their states. Manipulation actions can then be recognized from the state transition matrix. We report results on the EPIC kitchen action recognition challenge.
Open AccessRecognizing Manipulation Actions from State-Transformations
Manipulation actions transform objects from an initial state into a final state. In this paper, we report on the use of object state transitions as a mean for recognizing manipulation actions. Our method is inspired by the intuition that object states are visually more apparent than actions from a still frame and thus provide information that is complementary to spatio-temporal action recognition. We start by defining a state transition matrix that maps action labels into a pre-state and a post-state. From each keyframe, we learn appearance models of objects and their states. Manipulation actions can then be recognized from the state transition matrix. We report results on the EPIC kitchen action recognition challenge.
- 19 October 2018
- Published by Centre pour la Communication Scientifique Directe (CCSD) in Journal d'Interaction Personne-Système
- Vol. ume 7, Num (Research a)
Appsgate, a Programmable Domestic Eco-system: Learning from "Living in it"
We present an experience with the development and evaluation of AppsGate, an ecosystem for the home that can be programmed by end-users. We show the benefits from using the homes of the project team members as real-life living-labs. In particular, we discuss the first person perspective experience as an effective way to conduct longitudinal experiments in real world settings. We conclude that a programmable habitat is desirable provided that attention cost is minimized Cet article présente un retour d’expérience avec la mise en oeuvre et l’évaluation d’AppsGate, un écosystème domestique programmable par l’habitant. Nous montrons l’apport de l’utilisation des domiciles de membres du projet tout au long du processus de développement, et notamment l’intérêt de « vivre avec » comme technique d’expérimentation longitudinale
- 19 October 2018
- Published by Centre pour la Communication Scientifique Directe (CCSD) in Journal d'Interaction Personne-Système
- Vol. ume 7, Num (Research a)
Appsgate, a Programmable Domestic Eco-system: Learning from "Living in it"
We present an experience with the development and evaluation of AppsGate, an ecosystem for the home that can be programmed by end-users. We show the benefits from using the homes of the project team members as real-life living-labs. In particular, we discuss the first person perspective experience as an effective way to conduct longitudinal experiments in real world settings. We conclude that a programmable habitat is desirable provided that attention cost is minimized Cet article présente un retour d’expérience avec la mise en oeuvre et l’évaluation d’AppsGate, un écosystème domestique programmable par l’habitant. Nous montrons l’apport de l’utilisation des domiciles de membres du projet tout au long du processus de développement, et notamment l’intérêt de « vivre avec » comme technique d’expérimentation longitudinale
- Open Access
- 31 March 2018
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 2 (2) , 11
Multimodal Observation and Classification of People Engaged in Problem Solving: Application to Chess Players
In this paper we present the first results of a pilot experiment in the interpretation of multimodal observations of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used to model the cognitive state of subjects, and to explore the integration of multiple sensor modalities to improve the reliability of detection of human displays of awareness and emotion. Domains of application for such cognitive model based systems are, for instance, healthy autonomous ageing or automated training systems. Abilities to observe cognitive abilities and emotional reactions can allow artificial systems to provide appropriate assistance in such contexts. We observed chess players engaged in problems of increasing difficulty while recording their behavior. Such recordings can be used to estimate a participant’s awareness of the current situation and to predict ability to respond effectively to challenging situations. Feature selection has been performed to construct a multimodal classifier relying on the most relevant features from each modality. Initial results indicate that eye-gaze, body posture and emotion are good features to capture such awareness. This experiment also validates the use of our equipment as a general and reproducible tool for the study of participants engaged in screen-based interaction and/or problem solving.
- 31 March 2018
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 2 (2) , 11
Open AccessMultimodal Observation and Classification of People Engaged in Problem Solving: Application to Chess Players
In this paper we present the first results of a pilot experiment in the interpretation of multimodal observations of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used to model the cognitive state of subjects, and to explore the integration of multiple sensor modalities to improve the reliability of detection of human displays of awareness and emotion. Domains of application for such cognitive model based systems are, for instance, healthy autonomous ageing or automated training systems. Abilities to observe cognitive abilities and emotional reactions can allow artificial systems to provide appropriate assistance in such contexts. We observed chess players engaged in problems of increasing difficulty while recording their behavior. Such recordings can be used to estimate a participant’s awareness of the current situation and to predict ability to respond effectively to challenging situations. Feature selection has been performed to construct a multimodal classifier relying on the most relevant features from each modality. Initial results indicate that eye-gaze, body posture and emotion are good features to capture such awareness. This experiment also validates the use of our equipment as a general and reproducible tool for the study of participants engaged in screen-based interaction and/or problem solving.
- Open Access
Histogram of Oriented Depth Gradients for Action Recognition
In this paper, we report on experiments with the use of local measures for depth motion for visual action recognition from MPEG encoded RGBD video sequences. We show that such measures can be combined with local space-time video descriptors for appearance to provide a computationally efficient method for recognition of actions. Fisher vectors are used for encoding and concatenating a depth descriptor with existing RGB local descriptors. We then employ a linear SVM for recognizing manipulation actions using such vectors. We evaluate the effectiveness of such measures by comparison to the state-of-the-art using two recent datasets for action recognition in kitchen environments.
Open AccessHistogram of Oriented Depth Gradients for Action Recognition
In this paper, we report on experiments with the use of local measures for depth motion for visual action recognition from MPEG encoded RGBD video sequences. We show that such measures can be combined with local space-time video descriptors for appearance to provide a computationally efficient method for recognition of actions. Fisher vectors are used for encoding and concatenating a depth descriptor with existing RGB local descriptors. We then employ a linear SVM for recognizing manipulation actions using such vectors. We evaluate the effectiveness of such measures by comparison to the state-of-the-art using two recent datasets for action recognition in kitchen environments.
- 1 January 2018
- Published by ISTE Group in Modélisation et utilisation du contexte
- Vol. 18 (1)
Fusion de décisions par lieu pour reconnaître l’Activité Humaine et sa prise en compte dans la gestion de contexte
Notre article décrit les résultats de travaux utilisant l'information de localisation afin de reconnaître les activités domestiques. Nous explorons l'utilisation de l'apprentissage supervisé pour (...)
- 1 January 2018
- Published by ISTE Group in Modélisation et utilisation du contexte
- Vol. 18 (1)
Fusion de décisions par lieu pour reconnaître l’Activité Humaine et sa prise en compte dans la gestion de contexte
Notre article décrit les résultats de travaux utilisant l'information de localisation afin de reconnaître les activités domestiques. Nous explorons l'utilisation de l'apprentissage supervisé pour (...)
- Open Access
Multimodal Observation and Interpretation of Subjects Engaged in Problem Solving
In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used to model the cognitive state of subjects, and to explore the integration of multiple sensor modalities to improve the reliability of detection of human displays of awareness and emotion. We observed chess players engaged in problems of increasing difficulty while recording their behavior. Such recordings can be used to estimate a participant's awareness of the current situation and to predict ability to respond effectively to challenging situations. Results show that a multimodal approach is more accurate than a unimodal one. By combining body posture, visual attention and emotion, the multimodal approach can reach up to 93% of accuracy when determining player's chess expertise while unimodal approach reaches 86%. Finally this experiment validates the use of our equipment as a general and reproducible tool for the study of participants engaged in screen-based interaction and/or problem solving.
Open AccessMultimodal Observation and Interpretation of Subjects Engaged in Problem Solving
In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used to model the cognitive state of subjects, and to explore the integration of multiple sensor modalities to improve the reliability of detection of human displays of awareness and emotion. We observed chess players engaged in problems of increasing difficulty while recording their behavior. Such recordings can be used to estimate a participant's awareness of the current situation and to predict ability to respond effectively to challenging situations. Results show that a multimodal approach is more accurate than a unimodal one. By combining body posture, visual attention and emotion, the multimodal approach can reach up to 93% of accuracy when determining player's chess expertise while unimodal approach reaches 86%. Finally this experiment validates the use of our equipment as a general and reproducible tool for the study of participants engaged in screen-based interaction and/or problem solving.