19,241 research outputs found

    Using data visualization to deduce faces expressions

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    ConferĂȘncia Internacional, realizada na Turquia, de 6-8 de setembro de 2018.Collect and examine in real time multi modal sensor data of a human face, is an important problem in computer vision, with applications in medical and monitoring analysis, entertainment and security. Although its advances, there are still many open issues in terms of the identification of the facial expression. Different algorithms and approaches have been developed to find out patterns and characteristics that can help the automatic expression identification. One way to study data is through data visualizations. Data visualization turns numbers and letters into aesthetically pleasing visuals, making it easy to recognize patterns and find exceptions. In this article, we use information visualization as a tool to analyse data points and find out possible existing patterns in four different facial expressions.info:eu-repo/semantics/publishedVersio

    CGAMES'2009

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    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Refining personal and social presence in virtual meetings

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    Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinectℱ) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts
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