4,790 research outputs found
Photorealistic retrieval of occluded facial information using a performance-driven face model
Facial occlusions can cause both human observers and computer algorithms
to fail in a variety of important tasks such as facial action analysis and
expression classification. This is because the missing information is not
reconstructed accurately enough for the purpose of the task in hand. Most
current computer methods that are used to tackle this problem implement
complex three-dimensional polygonal face models that are generally timeconsuming
to produce and unsuitable for photorealistic reconstruction of
missing facial features and behaviour.
In this thesis, an image-based approach is adopted to solve the occlusion
problem. A dynamic computer model of the face is used to retrieve the
occluded facial information from the driver faces. The model consists of a
set of orthogonal basis actions obtained by application of principal
component analysis (PCA) on image changes and motion fields extracted
from a sequence of natural facial motion (Cowe 2003). Examples of
occlusion affected facial behaviour can then be projected onto the model to
compute coefficients of the basis actions and thus produce photorealistic
performance-driven animations.
Visual inspection shows that the PCA face model recovers aspects of
expressions in those areas occluded in the driver sequence, but the expression is generally muted. To further investigate this finding, a database
of test sequences affected by a considerable set of artificial and natural
occlusions is created. A number of suitable metrics is developed to measure
the accuracy of the reconstructions. Regions of the face that are most
important for performance-driven mimicry and that seem to carry the best
information about global facial configurations are revealed using Bubbles,
thus in effect identifying facial areas that are most sensitive to occlusions.
Recovery of occluded facial information is enhanced by applying an
appropriate scaling factor to the respective coefficients of the basis actions
obtained by PCA. This method improves the reconstruction of the facial
actions emanating from the occluded areas of the face. However, due to the
fact that PCA produces bases that encode composite, correlated actions,
such an enhancement also tends to affect actions in non-occluded areas of
the face. To avoid this, more localised controls for facial actions are
produced using independent component analysis (ICA). Simple projection
of the data onto an ICA model is not viable due to the non-orthogonality of
the extracted bases. Thus occlusion-affected mimicry is first generated using
the PCA model and then enhanced by accordingly manipulating the
independent components that are subsequently extracted from the mimicry.
This combination of methods yields significant improvements and results in
photorealistic reconstructions of occluded facial actions
Human Automotive Interaction: Affect Recognition for Motor Trend Magazine\u27s Best Driver Car of the Year
Observation analysis of vehicle operators has the potential to address the growing trend of motor vehicle accidents. Methods are needed to automatically detect heavy cognitive load and distraction to warn drivers in poor psychophysiological state. Existing methods to monitor a driver have included prediction from steering behavior, smart phone warning systems, gaze detection, and electroencephalogram. We build upon these approaches by detecting cues that indicate inattention and stress from video. The system is tested and developed on data from Motor Trend Magazine\u27s Best Driver Car of the Year 2014 and 2015. It was found that face detection and facial feature encoding posed the most difficult challenges to automatic facial emotion recognition in practice. The chapter focuses on two important parts of the facial emotion recognition pipeline: (1) face detection and (2) facial appearance features. We propose a face detector that unifies stateâofâtheâart approaches and provides quality control for face detection results, called referenceâbased face detection. We also propose a novel method for facial feature extraction that compactly encodes the spatiotemporal behavior of the face and removes background texture, called local anisotropicâinhibited binary patterns in three orthogonal planes. Realâworld results show promise for the automatic observation of driver inattention and stress
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149â164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
Dynamic Facial Expression of Emotion Made Easy
Facial emotion expression for virtual characters is used in a wide variety of
areas. Often, the primary reason to use emotion expression is not to study
emotion expression generation per se, but to use emotion expression in an
application or research project. What is then needed is an easy to use and
flexible, but also validated mechanism to do so. In this report we present such
a mechanism. It enables developers to build virtual characters with dynamic
affective facial expressions. The mechanism is based on Facial Action Coding.
It is easy to implement, and code is available for download. To show the
validity of the expressions generated with the mechanism we tested the
recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise,
disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and
evil). Additionally we investigated the effect of VC distance (z-coordinate),
the effect of the VC's face morphology (male vs. female), the effect of a
lateral versus a frontal presentation of the expression, and the effect of
intensity of the expression. Participants (n=19, Western and Asian subjects)
rated the intensity of each expression for each condition (within subject
setup) in a non forced choice manner. All of the basic emotions were uniquely
perceived as such. Further, the blends and confusion details of basic emotions
are compatible with findings in psychology
Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective
Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, animations, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the Uncanny Valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations
To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface
The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas
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