91 research outputs found
Innovative Approach to Detect Mental Disorder Using Multimodal Technique
The human can display their emotions through facial expressions. To achieve more effective human- computer interaction, the emotion recognize from human face could prove to be an invaluable tool. In this work the automatic facial recognition system is described with the help of video. The main aim is to focus on detecting the human face from the video and classify the emotions on the basis of facial features .There have been extensive studies of human facial expressions. These facial expressions are representing happiness, sadness, anger, fear, surprise and disgust. It including preliterate ones, and found much commonality in the expression and recognition of emotions on the face. Emotion detection from speech has many important applications. In human-computer based systems, emotion recognition systems provide users with improved services as per their emotions criteria. It is quite limited on body of work on detecting emotion in speech. The developers are still debating what features effect the emotion identification in speech. There is no particularity for the best algorithm for classifying emotion, and which emotions to class together
Multi-Sensory Emotion Recognition with Speech and Facial Expression
Emotion plays an important role in human beings’ daily lives. Understanding emotions and recognizing how to react to others’ feelings are fundamental to engaging in successful social interactions. Currently, emotion recognition is not only significant in human beings’ daily lives, but also a hot topic in academic research, as new techniques such as emotion recognition from speech context inspires us as to how emotions are related to the content we are uttering.
The demand and importance of emotion recognition have highly increased in many applications in recent years, such as video games, human computer interaction, cognitive computing, and affective computing. Emotion recognition can be done from many sources including text, speech, hand, and body gesture as well as facial expression. Presently, most of the emotion recognition methods only use one of these sources. The emotion of human beings changes every second and using a single way to process the emotion recognition may not reflect the emotion correctly. This research is motivated by the desire to understand and evaluate human beings’ emotion from multiple ways such as speech and facial expressions.
In this dissertation, multi-sensory emotion recognition has been exploited. The proposed framework can recognize emotion from speech, facial expression, and both of them. There are three important parts in the design of the system: the facial emotion recognizer, the speech emotion recognizer, and the information fusion. The information fusion part uses the results from the speech emotion recognition and facial emotion recognition. Then, a novel weighted method is used to integrate the results, and a final decision of the emotion is given after the fusion.
The experiments show that with the weighted fusion methods, the accuracy can be improved to an average of 3.66% compared to fusion without adding weight. The improvement of the recognition rate can reach 18.27% and 5.66% compared to the speech emotion recognition and facial expression recognition, respectively. By improving the emotion recognition accuracy, the proposed multi-sensory emotion recognition system can help to improve the naturalness of human computer interaction
Multi-Sensory Emotion Recognition with Speech and Facial Expression
Emotion plays an important role in human beings’ daily lives. Understanding emotions and recognizing how to react to others’ feelings are fundamental to engaging in successful social interactions. Currently, emotion recognition is not only significant in human beings’ daily lives, but also a hot topic in academic research, as new techniques such as emotion recognition from speech context inspires us as to how emotions are related to the content we are uttering.
The demand and importance of emotion recognition have highly increased in many applications in recent years, such as video games, human computer interaction, cognitive computing, and affective computing. Emotion recognition can be done from many sources including text, speech, hand, and body gesture as well as facial expression. Presently, most of the emotion recognition methods only use one of these sources. The emotion of human beings changes every second and using a single way to process the emotion recognition may not reflect the emotion correctly. This research is motivated by the desire to understand and evaluate human beings’ emotion from multiple ways such as speech and facial expressions.
In this dissertation, multi-sensory emotion recognition has been exploited. The proposed framework can recognize emotion from speech, facial expression, and both of them. There are three important parts in the design of the system: the facial emotion recognizer, the speech emotion recognizer, and the information fusion. The information fusion part uses the results from the speech emotion recognition and facial emotion recognition. Then, a novel weighted method is used to integrate the results, and a final decision of the emotion is given after the fusion.
The experiments show that with the weighted fusion methods, the accuracy can be improved to an average of 3.66% compared to fusion without adding weight. The improvement of the recognition rate can reach 18.27% and 5.66% compared to the speech emotion recognition and facial expression recognition, respectively. By improving the emotion recognition accuracy, the proposed multi-sensory emotion recognition system can help to improve the naturalness of human computer interaction
Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology
The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular culture, “kot-mi-nam (flower-like beautiful guy),” was modeled and analyzed as a case study. The “kot-mi-nam” phenomenon is overviewed in textual, visual, and contextual aspects, which reveals the gender- and sexuality-fluidity of its masculinity. The analysis and the actual development of the model organically co-construct each other requiring an interwoven process. Chapter 1 introduces anatomical studies of a human face, psychological theories of face recognition and an attractive face, and state-of-the-art face construction projects in the various fields. Chapter 2 and 3 present the Bezier curve-based 3D facial customization (BCFC) and Multi-layered Facial Action Model (MFAF) based on the analysis of human anatomy, to achieve a cost-effective yet realistic quality of facial animation without using 3D scanned data. In the experiments, results for the facial customization for gender, race, fat, and age showed that BCFC achieved enhanced performance of 25.20% compared to existing program Facegen , and 44.12% compared to Facial Studio. The experimental results also proved the realistic quality and effectiveness of MFAM compared with blend shape technique by enhancing 2.87% and 0.03% of facial area for happiness and anger expressions per second, respectively. In Chapter 4, according to the analysis based on BCFC, the 3D face of an average kot-mi-nam is close to gender neutral (male: 50.38%, female: 49.62%), and Caucasian (66.42-66.40%). Culturally-specific images can be misinterpreted in different cultures, due to their different languages, histories, and contexts. This research demonstrates that facial images can be affected by the cultural tastes of the makers and can also be interpreted differently by viewers in different cultures
Machine Analysis of Facial Expressions
No abstract
A new method for generic three dimensional human face modelling for emotional bio-robots
Existing 3D human face modelling methods are confronted with difficulties in
applying flexible control over all facial features and generating a great number of
different face models. The gap between the existing methods and the requirements of
emotional bio-robots applications urges the creation of a generic 3D human face
model. This thesis focuses on proposing and developing two new methods involved
in the research of emotional bio-robots: face detection in complex background
images based on skin colour model and establishment of a generic 3D human face
model based on NURBS. The contributions of this thesis are:
A new skin colour based face detection method has been proposed and
developed. The new method consists of skin colour model for skin regions
detection and geometric rules for distinguishing faces from detected regions. By
comparing to other previous methods, the new method achieved better results of
detection rate of 86.15% and detection speed of 0.4-1.2 seconds without any
training datasets.
A generic 3D human face modelling method is proposed and developed. This
generic parametric face model has the abilities of flexible control over all facial
features and generating various face models for different applications. It includes:
The segmentation of a human face of 21 surface features. These surfaces have
34 boundary curves. This feature-based segmentation enables the independent
manipulation of different geometrical regions of human face.
The NURBS curve face model and NURBS surface face model. These two
models are built up based on cubic NURBS reverse computation. The
elements of the curve model and surface model can be manipulated to change
the appearances of the models by their parameters which are obtained by
NURBS reverse computation.
A new 3D human face modelling method has been proposed and implemented
based on bi-cubic NURBS through analysing the characteristic features and
boundary conditions of NURBS techniques. This model can be manipulated
through control points on the NURBS facial features to build any specific
face models for any kind of appearances and to simulate dynamic facial
expressions for various applications such as emotional bio-robots, aesthetic
surgery, films and games, and crime investigation and prevention, etc
The computer synthesis of expressive three-dimensional facial character animation.
This present research is concerned with the design, development and implementation of three-dimensional
computer-generated facial images capable of expression
gesture and speech.
A review of previous work in chapter one shows that to date
the model of computer-generated faces has been one in which
construction and animation were not separated and which
therefore possessed only a limited expressive range. It is
argued in chapter two that the physical description of the
face cannot be seen as originating from a single generic
mould. Chapter three therefore describes data acquisition
techniques employed in the computer generation of free-form
surfaces which are applicable to three-dimensional faces.
Expressions are the result of the distortion of the surface
of the skin by the complex interactions of bone, muscle and
skin. Chapter four demonstrates with static images and short
animation sequences in video that a muscle model process
algorithm can simulate the primary characteristics of the
facial muscles.
Three-dimensional speech synchronization was the most
complex problem to achieve effectively. Chapter five
describes two successful approaches: the direct mapping of
mouth shapes in two dimensions to the model in three
dimensions, and geometric distortions of the mouth created
by the contraction of specified muscle combinations.
Chapter six describes the implementation of software for
this research and argues the case for a parametric approach.
Chapter seven is concerned with the control of facial
articulations and discusses a more biological approach to
these. Finally chapter eight draws conclusions from the
present research and suggests further extensions
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