129 research outputs found
Generative Video Face Reenactment by AUs and Gaze Regularization
In this work, we propose an encoder-decoder-like architecture to perform face reenact- ment in image sequences. Our goal is to transfer the training subject identity to a given test subject, regularazing the generation with Action units and gaze vectors to generate more lifelike results
Deep learning for facial emotion recognition
The ability to perceive and interpret human emotions is an essential as-pect of daily life. The recent success of deep learning (DL) has resulted in the ability to utilize automated emotion recognition by classifying af-fective modalities into a given emotional state. Accordingly, DL has set several state-of-the-art benchmarks on static affective corpora collected in controlled environments. Yet, one of the main limitations of DL based intelligent systems is their inability to generalize on data with nonuniform conditions. For instance, when dealing with images in a real life scenario, where extraneous variables such as natural or artificial lighting are sub-ject to constant change, the resulting changes in the data distribution commonly lead to poor classification performance. These and other con-straints, such as: lack of realistic data, changes in facial pose, and high data complexity and dimensionality increase the difficulty of designing DL models for emotion recognition in unconstrained environments.
This thesis investigates the development of deep artificial neural net-work learning algorithms for emotion recognition with specific attention to illumination and facial pose invariance. Moreover, this research looks at the development of illumination and rotation invariant face detection architectures based on deep reinforcement learning.
The contributions and novelty of this thesis are presented in the form of several deep learning pose and illumination invariant architectures that offer state-of-the-art classification performance on data with nonuniform conditions. Furthermore, a novel deep reinforcement learning architecture for illumination and rotation invariant face detection is also presented. The originality of this work is derived from a variety of novel deep learning paradigms designed for the training of such architectures
Pathway to Future Symbiotic Creativity
This report presents a comprehensive view of our vision on the development
path of the human-machine symbiotic art creation. We propose a classification
of the creative system with a hierarchy of 5 classes, showing the pathway of
creativity evolving from a mimic-human artist (Turing Artists) to a Machine
artist in its own right. We begin with an overview of the limitations of the
Turing Artists then focus on the top two-level systems, Machine Artists,
emphasizing machine-human communication in art creation. In art creation, it is
necessary for machines to understand humans' mental states, including desires,
appreciation, and emotions, humans also need to understand machines' creative
capabilities and limitations. The rapid development of immersive environment
and further evolution into the new concept of metaverse enable symbiotic art
creation through unprecedented flexibility of bi-directional communication
between artists and art manifestation environments. By examining the latest
sensor and XR technologies, we illustrate the novel way for art data collection
to constitute the base of a new form of human-machine bidirectional
communication and understanding in art creation. Based on such communication
and understanding mechanisms, we propose a novel framework for building future
Machine artists, which comes with the philosophy that a human-compatible AI
system should be based on the "human-in-the-loop" principle rather than the
traditional "end-to-end" dogma. By proposing a new form of inverse
reinforcement learning model, we outline the platform design of machine
artists, demonstrate its functions and showcase some examples of technologies
we have developed. We also provide a systematic exposition of the ecosystem for
AI-based symbiotic art form and community with an economic model built on NFT
technology. Ethical issues for the development of machine artists are also
discussed
Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles
Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners.
This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
Affective Computing
This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing
Actor & Avatar: A Scientific and Artistic Catalog
What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material
Unleashing the Power of Edge-Cloud Generative AI in Mobile Networks: A Survey of AIGC Services
Artificial Intelligence-Generated Content (AIGC) is an automated method for
generating, manipulating, and modifying valuable and diverse data using AI
algorithms creatively. This survey paper focuses on the deployment of AIGC
applications, e.g., ChatGPT and Dall-E, at mobile edge networks, namely mobile
AIGC networks, that provide personalized and customized AIGC services in real
time while maintaining user privacy. We begin by introducing the background and
fundamentals of generative models and the lifecycle of AIGC services at mobile
AIGC networks, which includes data collection, training, finetuning, inference,
and product management. We then discuss the collaborative cloud-edge-mobile
infrastructure and technologies required to support AIGC services and enable
users to access AIGC at mobile edge networks. Furthermore, we explore
AIGCdriven creative applications and use cases for mobile AIGC networks.
Additionally, we discuss the implementation, security, and privacy challenges
of deploying mobile AIGC networks. Finally, we highlight some future research
directions and open issues for the full realization of mobile AIGC networks
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