963 research outputs found

    Investigating Social Interactions Using Multi-Modal Nonverbal Features

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    Every day, humans are involved in social situations and interplays, with the goal of sharing emotions and thoughts, establishing relationships with or acting on other human beings. These interactions are possible thanks to what is called social intelligence, which is the ability to express and recognize social signals produced during the interactions. These signals aid the information exchange and are expressed through verbal and non-verbal behavioral cues, such as facial expressions, gestures, body pose or prosody. Recently, many works have demonstrated that social signals can be captured and analyzed by automatic systems, giving birth to a relatively new research area called social signal processing, which aims at replicating human social intelligence with machines. In this thesis, we explore the use of behavioral cues and computational methods for modeling and understanding social interactions. Concretely, we focus on several behavioral cues in three specic contexts: rst, we analyze the relationship between gaze and leadership in small group interactions. Second, we expand our analysis to face and head gestures in the context of deception detection in dyadic interactions. Finally, we analyze the whole body for group detection in mingling scenarios

    Face analysis and deepfake detection

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    This thesis concerns deep-learning-based face-related research topics. We explore how to improve the performance of several face systems when confronting challenging variations. In Chapter 1, we provide an introduction and background information on the theme, and we list the main research questions of this dissertation. In Chapter 2, we provide a synthetic face data generator with fully controlled variations and proposed a detailed experimental comparison of main characteristics that influence face detection performance. The result shows that our synthetic dataset could complement face detectors to become more robust against specific features in the real world. Our analysis also reveals that a variety of data augmentation is necessary to address differences in performance. In Chapter 3, we propose an age estimation method for handling large pose variations for unconstrained face images. A Wasserstein-based GAN model is used to complete the full uv texture presentation. The proposed AgeGAN method simultaneously learns to capture the facial uv texture map and age characteristics.In Chapter 4, we propose a maximum mean discrepancy (MMD) based cross-domain face forgery detection. The center and triplet losses are also incorporated to ensure that the learned features are shared by multiple domains and provide better generalization abilities to unseen deep fake samples. In Chapter 5, we introduce an end-to-end framework to predict ages from face videos. Clustering based transfer learning is used to provide proper prediction for imbalanced datasets

    3D Face Modelling, Analysis and Synthesis

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    Human faces have always been of a special interest to researchers in the computer vision and graphics areas. There has been an explosion in the number of studies around accurately modelling, analysing and synthesising realistic faces for various applications. The importance of human faces emerges from the fact that they are invaluable means of effective communication, recognition, behaviour analysis, conveying emotions, etc. Therefore, addressing the automatic visual perception of human faces efficiently could open up many influential applications in various domains, e.g. virtual/augmented reality, computer-aided surgeries, security and surveillance, entertainment, and many more. However, the vast variability associated with the geometry and appearance of human faces captured in unconstrained videos and images renders their automatic analysis and understanding very challenging even today. The primary objective of this thesis is to develop novel methodologies of 3D computer vision for human faces that go beyond the state of the art and achieve unprecedented quality and robustness. In more detail, this thesis advances the state of the art in 3D facial shape reconstruction and tracking, fine-grained 3D facial motion estimation, expression recognition and facial synthesis with the aid of 3D face modelling. We give a special attention to the case where the input comes from monocular imagery data captured under uncontrolled settings, a.k.a. \textit{in-the-wild} data. This kind of data are available in abundance nowadays on the internet. Analysing these data pushes the boundaries of currently available computer vision algorithms and opens up many new crucial applications in the industry. We define the four targeted vision problems (3D facial reconstruction &\& tracking, fine-grained 3D facial motion estimation, expression recognition, facial synthesis) in this thesis as the four 3D-based essential systems for the automatic facial behaviour understanding and show how they rely on each other. Finally, to aid the research conducted in this thesis, we collect and annotate a large-scale videos dataset of monocular facial performances. All of our proposed methods demonstarte very promising quantitative and qualitative results when compared to the state-of-the-art methods

    Can lies be faked? Comparing low-stakes and high-stakes deception video datasets from a Machine Learning perspective

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    Despite the great impact of lies in human societies and a meager 54% human accuracy for Deception Detection (DD), Machine Learning systems that perform automated DD are still not viable for proper application in real-life settings due to data scarcity. Few publicly available DD datasets exist and the creation of new datasets is hindered by the conceptual distinction between low-stakes and high-stakes lies. Theoretically, the two kinds of lies are so distinct that a dataset of one kind could not be used for applications for the other kind. Even though it is easier to acquire data on low-stakes deception since it can be simulated (faked) in controlled settings, these lies do not hold the same significance or depth as genuine high-stakes lies, which are much harder to obtain and hold the practical interest of automated DD systems. To investigate whether this distinction holds true from a practical perspective, we design several experiments comparing a high-stakes DD dataset and a low-stakes DD dataset evaluating their results on a Deep Learning classifier working exclusively from video data. In our experiments, a network trained in low-stakes lies had better accuracy classifying high-stakes deception than low-stakes, although using low-stakes lies as an augmentation strategy for the high-stakes dataset decreased its accuracy.Comment: 11 pages, 3 figure

    What aspects of realism and faithfulness are relevant to supporting non-verbal communication through 3D mediums

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    This thesis investigates what aspects of realism and faithfulness are relevant to supporting non-verbal communication through visual mediums. The mediums examined are 2D video, 3D computer graphics and video based 3D reconstruction. The latter is 3D CGI derived from multiple streams of 2D video. People’s ability to identify behaviour of primates through gross non-verbal communication is compared across 2D video and 3D CGI. Findings suggest 3D CGI performs equally well to 2D video for the identification of gross non-verbal behaviour, however user feedback points to a lack of understanding of intent. Secondly, ability to detect truthfulness in humans across 2D video and video based 3D reconstruction mediums is examined. Effort of doing this is measured by studying changes in level of oxygenation to the prefrontal cortex. Discussion links to the literature to propose that tendency to over trust is inversely proportional to the range of non-verbal resources communicated through a medium. It is suggested that perhaps this is because “tells” are hidden. The third study identifies that video based 3D reconstruction can successfully illustrate subtle facial muscle movements on a par with 2D video, but does identify issues with the display of lower facial detail, due to a reconstruction error called droop. It is hoped that the combination of these strands of research will help users, and application developers, make more informed decisions when selecting which type of virtual character to implement for a particular application therefore contributing to the fields of virtual characters and virtual environments/serious gaming, by giving readers a greater understanding of virtual characters ability to convey non-verbal behaviour
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