426 research outputs found

    FACSGen 2.0 animation software: Generating 3D FACS-valid facial expressions for emotion research

    Get PDF
    In this article, we present FACSGen 2.0, new animation software for creating static and dynamic three-dimensional facial expressions on the basis of the Facial Action Coding System (FACS). FACSGen permits total control over the action units (AUs), which can be animated at all levels of intensity and applied alone or in combination to an infinite number of faces. In two studies, we tested the validity of the software for the AU appearance defined in the FACS manual and the conveyed emotionality of FACSGen expressions. In Experiment 1, four FACS-certified coders evaluated the complete set of 35 single AUs and 54 AU combinations for AU presence or absence, appearance quality, intensity, and asymmetry. In Experiment 2, lay participants performed a recognition task on emotional expressions created with FACSGen software and rated the similarity of expressions displayed by human and FACSGen faces. Results showed good to excellent classification levels for all AUs by the four FACS coders, suggesting that the AUs are valid exemplars of FACS specifications. Lay participants' recognition rates for nine emotions were high, and comparisons of human and FACSGen expressions were very similar. The findings demonstrate the effectiveness of the software in producing reliable and emotionally valid expressions, and suggest its application in numerous scientific areas, including perception, emotion, and clinical and neuroscience research

    Human observers and automated assessment of dynamic emotional facial expressions: KDEF-dyn database validation

    Get PDF
    Most experimental studies of facial expression processing have used static stimuli (photographs), yet facial expressions in daily life are generally dynamic. In its original photographic format, the Karolinska Directed Emotional Faces (KDEF) has been frequently utilized. In the current study, we validate a dynamic version of this database, the KDEF-dyn. To this end, we applied animation between neutral and emotional expressions (happy, sad, angry, fearful, disgusted, and surprised; 1,033-ms unfolding) to 40 KDEF models, with morphing software. Ninety-six human observers categorized the expressions of the resulting 240 video-clip stimuli, and automated face analysis assessed the evidence for 6 expressions and 20 facial action units (AUs) at 31 intensities. Low-level image properties (luminance, signal-to-noise ratio, etc.) and other purely perceptual factors (e.g., size, unfolding speed) were controlled. Human recognition performance (accuracy, efficiency, and confusions) patterns were consistent with prior research using static and other dynamic expressions. Automated assessment of expressions and AUs was sensitive to intensity manipulations. Significant correlations emerged between human observers' categorization and automated classification. The KDEF-dyn database aims to provide a balance between experimental control and ecological validity for research on emotional facial expression processing. The stimuli and the validation data are available to the scientific community

    A system for recognizing human emotions based on speech analysis and facial feature extraction: applications to Human-Robot Interaction

    Get PDF
    With the advance in Artificial Intelligence, humanoid robots start to interact with ordinary people based on the growing understanding of psychological processes. Accumulating evidences in Human Robot Interaction (HRI) suggest that researches are focusing on making an emotional communication between human and robot for creating a social perception, cognition, desired interaction and sensation. Furthermore, robots need to receive human emotion and optimize their behavior to help and interact with a human being in various environments. The most natural way to recognize basic emotions is extracting sets of features from human speech, facial expression and body gesture. A system for recognition of emotions based on speech analysis and facial features extraction can have interesting applications in Human-Robot Interaction. Thus, the Human-Robot Interaction ontology explains how the knowledge of these fundamental sciences is applied in physics (sound analyses), mathematics (face detection and perception), philosophy theory (behavior) and robotic science context. In this project, we carry out a study to recognize basic emotions (sadness, surprise, happiness, anger, fear and disgust). Also, we propose a methodology and a software program for classification of emotions based on speech analysis and facial features extraction. The speech analysis phase attempted to investigate the appropriateness of using acoustic (pitch value, pitch peak, pitch range, intensity and formant), phonetic (speech rate) properties of emotive speech with the freeware program PRAAT, and consists of generating and analyzing a graph of speech signals. The proposed architecture investigated the appropriateness of analyzing emotive speech with the minimal use of signal processing algorithms. 30 participants to the experiment had to repeat five sentences in English (with durations typically between 0.40 s and 2.5 s) in order to extract data relative to pitch (value, range and peak) and rising-falling intonation. Pitch alignments (peak, value and range) have been evaluated and the results have been compared with intensity and speech rate. The facial feature extraction phase uses the mathematical formulation (B\ue9zier curves) and the geometric analysis of the facial image, based on measurements of a set of Action Units (AUs) for classifying the emotion. The proposed technique consists of three steps: (i) detecting the facial region within the image, (ii) extracting and classifying the facial features, (iii) recognizing the emotion. Then, the new data have been merged with reference data in order to recognize the basic emotion. Finally, we combined the two proposed algorithms (speech analysis and facial expression), in order to design a hybrid technique for emotion recognition. Such technique have been implemented in a software program, which can be employed in Human-Robot Interaction. The efficiency of the methodology was evaluated by experimental tests on 30 individuals (15 female and 15 male, 20 to 48 years old) form different ethnic groups, namely: (i) Ten adult European, (ii) Ten Asian (Middle East) adult and (iii) Ten adult American. Eventually, the proposed technique made possible to recognize the basic emotion in most of the cases

    Affective Computing

    Get PDF
    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Geometric Expression Invariant 3D Face Recognition using Statistical Discriminant Models

    No full text
    Currently there is no complete face recognition system that is invariant to all facial expressions. Although humans find it easy to identify and recognise faces regardless of changes in illumination, pose and expression, producing a computer system with a similar capability has proved to be particularly di cult. Three dimensional face models are geometric in nature and therefore have the advantage of being invariant to head pose and lighting. However they are still susceptible to facial expressions. This can be seen in the decrease in the recognition results using principal component analysis when expressions are added to a data set. In order to achieve expression-invariant face recognition systems, we have employed a tensor algebra framework to represent 3D face data with facial expressions in a parsimonious space. Face variation factors are organised in particular subject and facial expression modes. We manipulate this using single value decomposition on sub-tensors representing one variation mode. This framework possesses the ability to deal with the shortcomings of PCA in less constrained environments and still preserves the integrity of the 3D data. The results show improved recognition rates for faces and facial expressions, even recognising high intensity expressions that are not in the training datasets. We have determined, experimentally, a set of anatomical landmarks that best describe facial expression e ectively. We found that the best placement of landmarks to distinguish di erent facial expressions are in areas around the prominent features, such as the cheeks and eyebrows. Recognition results using landmark-based face recognition could be improved with better placement. We looked into the possibility of achieving expression-invariant face recognition by reconstructing and manipulating realistic facial expressions. We proposed a tensor-based statistical discriminant analysis method to reconstruct facial expressions and in particular to neutralise facial expressions. The results of the synthesised facial expressions are visually more realistic than facial expressions generated using conventional active shape modelling (ASM). We then used reconstructed neutral faces in the sub-tensor framework for recognition purposes. The recognition results showed slight improvement. Besides biometric recognition, this novel tensor-based synthesis approach could be used in computer games and real-time animation applications
    • …
    corecore