31 research outputs found

    Multimodal Spontaneous Emotion Corpus for Human Behavior Analysis

    Get PDF
    Emotion is expressed in multiple modalities, yet most research has considered at most one or two. This stems in part from the lack of large, diverse, well-annotated, multimodal databases with which to develop and test algorithms. We present a well-annotated, multimodal, multidimensional spontaneous emotion corpus of 140 participants. Emotion inductions were highly varied. Data were acquired from a variety of sensors of the face that included high-resolution 3D dynamic imaging, high-resolution 2D video, and thermal (infrared) sensing, and contact physiological sensors that included electrical conductivity of the skin, respiration, blood pressure, and heart rate. Facial expression was annotated for both the occurrence and intensity of facial action units from 2D video by experts in the Facial Action Coding System (FACS). The corpus further includes derived features from 3D, 2D, and IR (infrared) sensors and baseline results for facial expression and action unit detection. The entire corpus will be made available to the research community

    Ubiquitous Emotion Recognition with Multimodal Mobile Interfaces

    Get PDF
    In 1997 Rosalind Picard introduced fundamental concepts of affect recognition. Since this time, multimodal interfaces such as Brain-computer interfaces (BCIs), RGB and depth cameras, physiological wearables, multimodal facial data and physiological data have been used to study human emotion. Much of the work in this field focuses on a single modality to recognize emotion. However, there is a wealth of information that is available for recognizing emotions when incorporating multimodal data. Considering this, the aim of this workshop is to look at current and future research activities and trends for ubiquitous emotion recognition through the fusion of data from various multimodal, mobile devices

    Capture, Learning, and Synthesis of 3D Speaking Styles

    Full text link
    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201
    corecore