2,133 research outputs found

    Dynamic Facial Expression Generation on Hilbert Hypersphere with Conditional Wasserstein Generative Adversarial Nets

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    In this work, we propose a novel approach for generating videos of the six basic facial expressions given a neutral face image. We propose to exploit the face geometry by modeling the facial landmarks motion as curves encoded as points on a hypersphere. By proposing a conditional version of manifold-valued Wasserstein generative adversarial network (GAN) for motion generation on the hypersphere, we learn the distribution of facial expression dynamics of different classes, from which we synthesize new facial expression motions. The resulting motions can be transformed to sequences of landmarks and then to images sequences by editing the texture information using another conditional Generative Adversarial Network. To the best of our knowledge, this is the first work that explores manifold-valued representations with GAN to address the problem of dynamic facial expression generation. We evaluate our proposed approach both quantitatively and qualitatively on two public datasets; Oulu-CASIA and MUG Facial Expression. Our experimental results demonstrate the effectiveness of our approach in generating realistic videos with continuous motion, realistic appearance and identity preservation. We also show the efficiency of our framework for dynamic facial expressions generation, dynamic facial expression transfer and data augmentation for training improved emotion recognition models

    Cultural dialects of real and synthetic emotional facial expressions

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    In this article we discuss the aspects of designing facial expressions for virtual humans (VHs) with a specific culture. First we explore the notion of cultures and its relevance for applications with a VH. Then we give a general scheme of designing emotional facial expressions, and identify the stages where a human is involved, either as a real person with some specific role, or as a VH displaying facial expressions. We discuss how the display and the emotional meaning of facial expressions may be measured in objective ways, and how the culture of displayers and the judges may influence the process of analyzing human facial expressions and evaluating synthesized ones. We review psychological experiments on cross-cultural perception of emotional facial expressions. By identifying the culturally critical issues of data collection and interpretation with both real and VHs, we aim at providing a methodological reference and inspiration for further research

    Facial-Expression Affective Attributes and their Configural Correlates: Components and Categories

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    The present study investigates the perception of facial expressions of emotion, and explores the relation between the configural properties of expressions and their subjective attribution. Stimuli were a male and a female series of morphed facial expressions, interpolated between prototypes of seven emotions (happiness, sadness, fear, anger, surprise and disgust, and neutral) from Ekman and Friesen (1976). Topographical properties of the stimuli were quantified using the Facial Expression Measurement (FACEM) scheme. Perceived dissimilarities between the emotional expressions were elicited using a sorting procedure and processed with multidimensional scaling. Four dimensions were retained in the reconstructed facial-expression space, with positive and negative expressions opposed along D1, while the other three dimensions were interpreted as affective attributes distinguishing clusters of expressions categorized as “Surprise-Fear,” “Anger,” and “Disgust.” Significant relationships were found between these affective attributes and objective facial measures of the stimuli. The findings support a componential explanatory scheme for expression processing, wherein each component of a facial stimulus conveys an affective value separable from its context, rather than a categorical-gestalt scheme. The findings further suggest that configural information is closely involved in the decoding of affective attributes of facial expressions. Configural measures are also suggested as a common ground for dimensional as well as categorical perception of emotional faces.Este estudio investiga la percepción de las expresiones faciales de la emoción y explora la relación entre las propiedades configurales de las expresiones y su atribución subjetiva. Los estímulos eran una serie de expresiones faciales transformadas por ordenador, interpuestas entre los prototipos de siete emociones (felicidad, tristeza, miedo, ira, sorpresa, asco y neutral) tomados de Ekman y Friesen (1976). Las propiedades topográficas de los estímulos se cuantificaron mediante el esquema Facial Expression Measurement (FACEM). Las disimilaridades percibidas entre las expresiones emocionales se elicitaron mediante un procedimiento de clasificación y se procesaron con escalonamiento multidimensional. Se retuvieron cuatro dimensiones en el espacio facial-expresión reconstruido, con expresiones positivas y negativas contrapuestas a lo largo de D1, y las restantes tres dimensiones se interpretaron como atributos afectivos, distinguiendo clusters de expresiones clasificadas como “Sorpresa/Miedo”, “Ira”, y “Asco”. Se hallaron relaciones significativas entre estos atributos afectivos y las medidas faciales objetivas de los estímulos. Los resultados apoyan un esquema explicativo componencial para el procesamiento de las expresiones, en el que cada componente de un estímulo facial conlleva un valor afectivo separable de su contexto, más que un esquema categórico de tipo Gestalt. Además sugieren que la información configural juega un papel importante en la decodificación de los atributos afectivos de las expresiones faciales Además, sugieren que las medidas configurales constituyen en terreno común de la percepción dimensional y categórica de las caras emocionales

    CGAMES'2009

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    Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology

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    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

    E-Learning

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    Technology development, mainly for telecommunications and computer systems, was a key factor for the interactivity and, thus, for the expansion of e-learning. This book is divided into two parts, presenting some proposals to deal with e-learning challenges, opening up a way of learning about and discussing new methodologies to increase the interaction level of classes and implementing technical tools for helping students to make better use of e-learning resources. In the first part, the reader may find chapters mentioning the required infrastructure for e-learning models and processes, organizational practices, suggestions, implementation of methods for assessing results, and case studies focused on pedagogical aspects that can be applied generically in different environments. The second part is related to tools that can be adopted by users such as graphical tools for engineering, mobile phone networks, and techniques to build robots, among others. Moreover, part two includes some chapters dedicated specifically to e-learning areas like engineering and architecture

    3D Human Face Reconstruction and 2D Appearance Synthesis

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    3D human face reconstruction has been an extensive research for decades due to its wide applications, such as animation, recognition and 3D-driven appearance synthesis. Although commodity depth sensors are widely available in recent years, image based face reconstruction are significantly valuable as images are much easier to access and store. In this dissertation, we first propose three image-based face reconstruction approaches according to different assumption of inputs. In the first approach, face geometry is extracted from multiple key frames of a video sequence with different head poses. The camera should be calibrated under this assumption. As the first approach is limited to videos, we propose the second approach then focus on single image. This approach also improves the geometry by adding fine grains using shading cue. We proposed a novel albedo estimation and linear optimization algorithm in this approach. In the third approach, we further loose the constraint of the input image to arbitrary in the wild images. Our proposed approach can robustly reconstruct high quality model even with extreme expressions and large poses. We then explore the applicability of our face reconstructions on four interesting applications: video face beautification, generating personalized facial blendshape from image sequences, face video stylizing and video face replacement. We demonstrate great potentials of our reconstruction approaches on these real-world applications. In particular, with the recent surge of interests in VR/AR, it is increasingly common to see people wearing head-mounted displays. However, the large occlusion on face is a big obstacle for people to communicate in a face-to-face manner. Our another application is that we explore hardware/software solutions for synthesizing the face image with presence of HMDs. We design two setups (experimental and mobile) which integrate two near IR cameras and one color camera to solve this problem. With our algorithm and prototype, we can achieve photo-realistic results. We further propose a deep neutral network to solve the HMD removal problem considering it as a face inpainting problem. This approach doesn\u27t need special hardware and run in real-time with satisfying results
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