46,529 research outputs found

    Artificial Intelligence Tools for Facial Expression Analysis.

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    Inner emotions show visibly upon the human face and are understood as a basic guide to an individual’s inner world. It is, therefore, possible to determine a person’s attitudes and the effects of others’ behaviour on their deeper feelings through examining facial expressions. In real world applications, machines that interact with people need strong facial expression recognition. This recognition is seen to hold advantages for varied applications in affective computing, advanced human-computer interaction, security, stress and depression analysis, robotic systems, and machine learning. This thesis starts by proposing a benchmark of dynamic versus static methods for facial Action Unit (AU) detection. AU activation is a set of local individual facial muscle parts that occur in unison constituting a natural facial expression event. Detecting AUs automatically can provide explicit benefits since it considers both static and dynamic facial features. For this research, AU occurrence activation detection was conducted by extracting features (static and dynamic) of both nominal hand-crafted and deep learning representation from each static image of a video. This confirmed the superior ability of a pretrained model that leaps in performance. Next, temporal modelling was investigated to detect the underlying temporal variation phases using supervised and unsupervised methods from dynamic sequences. During these processes, the importance of stacking dynamic on top of static was discovered in encoding deep features for learning temporal information when combining the spatial and temporal schemes simultaneously. Also, this study found that fusing both temporal and temporal features will give more long term temporal pattern information. Moreover, we hypothesised that using an unsupervised method would enable the leaching of invariant information from dynamic textures. Recently, fresh cutting-edge developments have been created by approaches based on Generative Adversarial Networks (GANs). In the second section of this thesis, we propose a model based on the adoption of an unsupervised DCGAN for the facial features’ extraction and classification to achieve the following: the creation of facial expression images under different arbitrary poses (frontal, multi-view, and in the wild), and the recognition of emotion categories and AUs, in an attempt to resolve the problem of recognising the static seven classes of emotion in the wild. Thorough experimentation with the proposed cross-database performance demonstrates that this approach can improve the generalization results. Additionally, we showed that the features learnt by the DCGAN process are poorly suited to encoding facial expressions when observed under multiple views, or when trained from a limited number of positive examples. Finally, this research focuses on disentangling identity from expression for facial expression recognition. A novel technique was implemented for emotion recognition from a single monocular image. A large-scale dataset (Face vid) was created from facial image videos which were rich in variations and distribution of facial dynamics, appearance, identities, expressions, and 3D poses. This dataset was used to train a DCNN (ResNet) to regress the expression parameters from a 3D Morphable Model jointly with a back-end classifier

    Deep Adaptive Attention for Joint Facial Action Unit Detection and Face Alignment

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    Facial action unit (AU) detection and face alignment are two highly correlated tasks since facial landmarks can provide precise AU locations to facilitate the extraction of meaningful local features for AU detection. Most existing AU detection works often treat face alignment as a preprocessing and handle the two tasks independently. In this paper, we propose a novel end-to-end deep learning framework for joint AU detection and face alignment, which has not been explored before. In particular, multi-scale shared features are learned firstly, and high-level features of face alignment are fed into AU detection. Moreover, to extract precise local features, we propose an adaptive attention learning module to refine the attention map of each AU adaptively. Finally, the assembled local features are integrated with face alignment features and global features for AU detection. Experiments on BP4D and DISFA benchmarks demonstrate that our framework significantly outperforms the state-of-the-art methods for AU detection.Comment: This paper has been accepted by ECCV 201

    FEAFA: A Well-Annotated Dataset for Facial Expression Analysis and 3D Facial Animation

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    Facial expression analysis based on machine learning requires large number of well-annotated data to reflect different changes in facial motion. Publicly available datasets truly help to accelerate research in this area by providing a benchmark resource, but all of these datasets, to the best of our knowledge, are limited to rough annotations for action units, including only their absence, presence, or a five-level intensity according to the Facial Action Coding System. To meet the need for videos labeled in great detail, we present a well-annotated dataset named FEAFA for Facial Expression Analysis and 3D Facial Animation. One hundred and twenty-two participants, including children, young adults and elderly people, were recorded in real-world conditions. In addition, 99,356 frames were manually labeled using Expression Quantitative Tool developed by us to quantify 9 symmetrical FACS action units, 10 asymmetrical (unilateral) FACS action units, 2 symmetrical FACS action descriptors and 2 asymmetrical FACS action descriptors, and each action unit or action descriptor is well-annotated with a floating point number between 0 and 1. To provide a baseline for use in future research, a benchmark for the regression of action unit values based on Convolutional Neural Networks are presented. We also demonstrate the potential of our FEAFA dataset for 3D facial animation. Almost all state-of-the-art algorithms for facial animation are achieved based on 3D face reconstruction. We hence propose a novel method that drives virtual characters only based on action unit value regression of the 2D video frames of source actors.Comment: 9 pages, 7 figure
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