43,319 research outputs found

    Deep neural network augmentation: generating faces for affect analysis

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    This paper presents a novel approach for synthesizing facial affect; either in terms of the six basic expressions (i.e., anger, disgust, fear, joy, sadness and surprise), or in terms of valence (i.e., how positive or negative is an emotion) and arousal (i.e., power of the emotion activation). The proposed approach accepts the following inputs:(i) a neutral 2D image of a person; (ii) a basic facial expression or a pair of valence-arousal (VA) emotional state descriptors to be generated, or a path of affect in the 2D VA space to be generated as an image sequence. In order to synthesize affect in terms of VA, for this person, 600,000 frames from the 4DFAB database were annotated. The affect synthesis is implemented by fitting a 3D Morphable Model on the neutral image, then deforming the reconstructed face and adding the inputted affect, and blending the new face with the given affect into the original image. Qualitative experiments illustrate the generation of realistic images, when the neutral image is sampled from fifteen well known lab-controlled or in-the-wild databases, including Aff-Wild, AffectNet, RAF-DB; comparisons with generative adversarial networks (GANs) show the higher quality achieved by the proposed approach. Then, quantitative experiments are conducted, in which the synthesized images are used for data augmentation in training deep neural networks to perform affect recognition over all databases; greatly improved performances are achieved when compared with state-of-the-art methods, as well as with GAN-based data augmentation, in all cases

    Deep neural network augmentation: generating faces for affect analysis

    Get PDF
    This paper presents a novel approach for synthesizing facial affect; either in terms of the six basic expressions (i.e., anger, disgust, fear, joy, sadness and surprise), or in terms of valence (i.e., how positive or negative is an emotion) and arousal (i.e., power of the emotion activation). The proposed approach accepts the following inputs:(i) a neutral 2D image of a person; (ii) a basic facial expression or a pair of valence-arousal (VA) emotional state descriptors to be generated, or a path of affect in the 2D VA space to be generated as an image sequence. In order to synthesize affect in terms of VA, for this person, 600,000 frames from the 4DFAB database were annotated. The affect synthesis is implemented by fitting a 3D Morphable Model on the neutral image, then deforming the reconstructed face and adding the inputted affect, and blending the new face with the given affect into the original image. Qualitative experiments illustrate the generation of realistic images, when the neutral image is sampled from fifteen well known lab-controlled or in-the-wild databases, including Aff-Wild, AffectNet, RAF-DB; comparisons with generative adversarial networks (GANs) show the higher quality achieved by the proposed approach. Then, quantitative experiments are conducted, in which the synthesized images are used for data augmentation in training deep neural networks to perform affect recognition over all databases; greatly improved performances are achieved when compared with state-of-the-art methods, as well as with GAN-based data augmentation, in all cases

    Toward a social psychophysics of face communication

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    As a highly social species, humans are equipped with a powerful tool for social communication—the face, which can elicit multiple social perceptions in others due to the rich and complex variations of its movements, morphology, and complexion. Consequently, identifying precisely what face information elicits different social perceptions is a complex empirical challenge that has largely remained beyond the reach of traditional research methods. More recently, the emerging field of social psychophysics has developed new methods designed to address this challenge. Here, we introduce and review the foundational methodological developments of social psychophysics, present recent work that has advanced our understanding of the face as a tool for social communication, and discuss the main challenges that lie ahead

    A Decoupled 3D Facial Shape Model by Adversarial Training

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    Data-driven generative 3D face models are used to compactly encode facial shape data into meaningful parametric representations. A desirable property of these models is their ability to effectively decouple natural sources of variation, in particular identity and expression. While factorized representations have been proposed for that purpose, they are still limited in the variability they can capture and may present modeling artifacts when applied to tasks such as expression transfer. In this work, we explore a new direction with Generative Adversarial Networks and show that they contribute to better face modeling performances, especially in decoupling natural factors, while also achieving more diverse samples. To train the model we introduce a novel architecture that combines a 3D generator with a 2D discriminator that leverages conventional CNNs, where the two components are bridged by a geometry mapping layer. We further present a training scheme, based on auxiliary classifiers, to explicitly disentangle identity and expression attributes. Through quantitative and qualitative results on standard face datasets, we illustrate the benefits of our model and demonstrate that it outperforms competing state of the art methods in terms of decoupling and diversity.Comment: camera-ready version for ICCV'1

    Group-level Emotion Recognition using Transfer Learning from Face Identification

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    In this paper, we describe our algorithmic approach, which was used for submissions in the fifth Emotion Recognition in the Wild (EmotiW 2017) group-level emotion recognition sub-challenge. We extracted feature vectors of detected faces using the Convolutional Neural Network trained for face identification task, rather than traditional pre-training on emotion recognition problems. In the final pipeline an ensemble of Random Forest classifiers was learned to predict emotion score using available training set. In case when the faces have not been detected, one member of our ensemble extracts features from the whole image. During our experimental study, the proposed approach showed the lowest error rate when compared to other explored techniques. In particular, we achieved 75.4% accuracy on the validation data, which is 20% higher than the handcrafted feature-based baseline. The source code using Keras framework is publicly available.Comment: 5 pages, 3 figures, accepted for publication at ICMI17 (EmotiW Grand Challenge

    Spice up Your Chat: The Intentions and Sentiment Effects of Using Emoji

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    Emojis, as a new way of conveying nonverbal cues, are widely adopted in computer-mediated communications. In this paper, first from a message sender perspective, we focus on people's motives in using four types of emojis -- positive, neutral, negative, and non-facial. We compare the willingness levels of using these emoji types for seven typical intentions that people usually apply nonverbal cues for in communication. The results of extensive statistical hypothesis tests not only report the popularities of the intentions, but also uncover the subtle differences between emoji types in terms of intended uses. Second, from a perspective of message recipients, we further study the sentiment effects of emojis, as well as their duplications, on verbal messages. Different from previous studies in emoji sentiment, we study the sentiments of emojis and their contexts as a whole. The experiment results indicate that the powers of conveying sentiment are different between four emoji types, and the sentiment effects of emojis vary in the contexts of different valences.Comment: 10 pages, published at ICWSM'1
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