• Title/Summary/Keyword: Facial expression

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A Study on Appearance-Based Facial Expression Recognition Using Active Shape Model (Active Shape Model을 이용한 외형기반 얼굴표정인식에 관한 연구)

  • Kim, Dong-Ju;Shin, Jeong-Hoon
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.1
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    • pp.43-50
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    • 2016
  • This paper introduces an appearance-based facial expression recognition method using ASM landmarks which is used to acquire a detailed face region. In particular, EHMM-based algorithm and SVM classifier with histogram feature are employed to appearance-based facial expression recognition, and performance evaluation of proposed method was performed with CK and JAFFE facial expression database. In addition, performance comparison was achieved through comparison with distance-based face normalization method and a geometric feature-based facial expression approach which employed geometrical features of ASM landmarks and SVM algorithm. As a result, the proposed method using ASM-based face normalization showed performance improvements of 6.39% and 7.98% compared to previous distance-based face normalization method for CK database and JAFFE database, respectively. Also, the proposed method showed higher performance compared to geometric feature-based facial expression approach, and we confirmed an effectiveness of proposed method.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

Image-based Realistic Facial Expression Animation

  • Yang, Hyun-S.;Han, Tae-Woo;Lee, Ju-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.133-140
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    • 1999
  • In this paper, we propose a method of image-based three-dimensional modeling for realistic facial expression. In the proposed method, real human facial images are used to deform a generic three-dimensional mesh model and the deformed model is animated to generate facial expression animation. First, we take several pictures of the same person from several view angles. Then we project a three-dimensional face model onto the plane of each facial image and match the projected model with each image. The results are combined to generate a deformed three-dimensional model. We use the feature-based image metamorphosis to match the projected models with images. We then create a synthetic image from the two-dimensional images of a specific person's face. This synthetic image is texture-mapped to the cylindrical projection of the three-dimensional model. We also propose a muscle-based animation technique to generate realistic facial expression animations. This method facilitates the control of the animation. lastly, we show the animation results of the six represenative facial expressions.

Synthesis of Realistic Facial Expression using a Nonlinear Model for Skin Color Change (비선형 피부색 변화 모델을 이용한 실감적인 표정 합성)

  • Lee Jeong-Ho;Park Hyun;Moon Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.67-75
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    • 2006
  • Facial expressions exhibit not only facial feature motions, but also subtle changes in illumination and appearance. Since it is difficult to generate realistic facial expressions by using only geometric deformations, detailed features such as textures should also be deformed to achieve more realistic expression. The existing methods such as the expression ratio image have drawbacks, in that detailed changes of complexion by lighting can not be generated properly. In this paper, we propose a nonlinear model for skin color change and a model-based synthesis method for facial expression that can apply realistic expression details under different lighting conditions. The proposed method is composed of the following three steps; automatic extraction of facial features using active appearance model and geometric deformation of expression using warping, generation of facial expression using a model for nonlinear skin color change, and synthesis of original face with generated expression using a blending ratio that is computed by the Euclidean distance transform. Experimental results show that the proposed method generate realistic facial expressions under various lighting conditions.

A Realtime Expression Control for Realistic 3D Facial Animation (현실감 있는 3차원 얼굴 애니메이션을 위한 실시간 표정 제어)

  • Kim Jung-Gi;Min Kyong-Pil;Chun Jun-Chul;Choi Yong-Gil
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.23-35
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    • 2006
  • This work presents o novel method which extract facial region und features from motion picture automatically and controls the 3D facial expression in real time. To txtract facial region and facial feature points from each color frame of motion pictures a new nonparametric skin color model is proposed rather than using parametric skin color model. Conventionally used parametric skin color models, which presents facial distribution as gaussian-type, have lack of robustness for varying lighting conditions. Thus it needs additional work to extract exact facial region from face images. To resolve the limitation of current skin color model, we exploit the Hue-Tint chrominance components and represent the skin chrominance distribution as a linear function, which can reduce error for detecting facial region. Moreover, the minimal facial feature positions detected by the proposed skin model are adjusted by using edge information of the detected facial region along with the proportions of the face. To produce the realistic facial expression, we adopt Water's linear muscle model and apply the extended version of Water's muscles to variation of the facial features of the 3D face. The experiments show that the proposed approach efficiently detects facial feature points and naturally controls the facial expression of the 3D face model.

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Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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3D Facial Animation with Head Motion Estimation and Facial Expression Cloning (얼굴 모션 추정과 표정 복제에 의한 3차원 얼굴 애니메이션)

  • Kwon, Oh-Ryun;Chun, Jun-Chul
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.311-320
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    • 2007
  • This paper presents vision-based 3D facial expression animation technique and system which provide the robust 3D head pose estimation and real-time facial expression control. Many researches of 3D face animation have been done for the facial expression control itself rather than focusing on 3D head motion tracking. However, the head motion tracking is one of critical issues to be solved for developing realistic facial animation. In this research, we developed an integrated animation system that includes 3D head motion tracking and facial expression control at the same time. The proposed system consists of three major phases: face detection, 3D head motion tracking, and facial expression control. For face detection, with the non-parametric HT skin color model and template matching, we can detect the facial region efficiently from video frame. For 3D head motion tracking, we exploit the cylindrical head model that is projected to the initial head motion template. Given an initial reference template of the face image and the corresponding head motion, the cylindrical head model is created and the foil head motion is traced based on the optical flow method. For the facial expression cloning we utilize the feature-based method, The major facial feature points are detected by the geometry of information of the face with template matching and traced by optical flow. Since the locations of varying feature points are composed of head motion and facial expression information, the animation parameters which describe the variation of the facial features are acquired from geometrically transformed frontal head pose image. Finally, the facial expression cloning is done by two fitting process. The control points of the 3D model are varied applying the animation parameters to the face model, and the non-feature points around the control points are changed by use of Radial Basis Function(RBF). From the experiment, we can prove that the developed vision-based animation system can create realistic facial animation with robust head pose estimation and facial variation from input video image.

Effects of Facial Expression of Others on Moral Judgment (타인의 얼굴 표정이 도덕적 판단에 미치는 영향)

  • Lee, WonSeob;Kim, ShinWoo
    • Korean Journal of Cognitive Science
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    • v.30 no.2
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    • pp.85-104
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    • 2019
  • Past research showed that presence of others induces morally desirable behavior and stricter judgments. That is, presence of others makes people become a moral being. On the other hand, little research has been conducted to test what effects facial expression of others have on moral judgments. In this research, we tested the effects of emotion exposed by facial expression on moral judgments. To this end, we presented descriptions of immoral or prosocial behavior along with facial expression of various emotions (in particular, disgust and happiness), and asked participants to make moral judgments on the behavior in the descriptions. In Experiment 1, facial expression did not affect moral judgments, but variability of judgments was increased when descriptions and facial expression were incongruent. In experiment 2, we modified potential reasons of the null effect and conducted the experiment using the same procedure. Subjects in Experiment 2 made stricter judgments with disgust faces than with happy faces for immoral behavior, but the effect did not occur for prosocial behavior. In Experiment 3, we repeated the same experiment after having subjects to consider themselves as the actor in the descriptions. The results replicated the effects of facial expression in Experiment 2 but there was no effect of the actor on moral judgments. This research showed that facial expression of others specifically affects moral judgments on immoral behavior but not on prosocial behavior. In general discussion, we provided further discussion on the results and the limitations of this research.

Data-driven Facial Expression Reconstruction for Simultaneous Motion Capture of Body and Face (동작 및 효정 동시 포착을 위한 데이터 기반 표정 복원에 관한 연구)

  • Park, Sang Il
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.9-16
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    • 2012
  • In this paper, we present a new method for reconstructing detailed facial expression from roughly captured data with a small number of markers. Because of the difference in the required capture resolution between the full-body capture and the facial expression capture, they hardly have been performed simultaneously. However, for generating natural animation, a simultaneous capture for body and face is essential. For this purpose, we provide a method for capturing the detailed facial expression only with a small number of markers. Our basic idea is to build a database for the facial expressions and apply the principal component analysis for reducing the dimensionality. The dimensionality reduction enables us to estimate the full data from a part of the data. We justify our method by applying it to dynamic scenes to show the viability of the method.

Facial Expression Recognition by Combining Adaboost and Neural Network Algorithms (에이다부스트와 신경망 조합을 이용한 표정인식)

  • Hong, Yong-Hee;Han, Young-Joon;Hahn, Hern-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.6
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    • pp.806-813
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    • 2010
  • Human facial expression shows human's emotion most exactly, so it can be used as the most efficient tool for delivering human's intention to computer. For fast and exact recognition of human's facial expression on a 2D image, this paper proposes a new method which integrates an Discrete Adaboost classification algorithm and a neural network based recognition algorithm. In the first step, Adaboost algorithm finds the position and size of a face in the input image. Second, input detected face image into 5 Adaboost strong classifiers which have been trained for each facial expressions. Finally, neural network based recognition algorithm which has been trained with the outputs of Adaboost strong classifiers determines final facial expression result. The proposed algorithm guarantees the realtime and enhanced accuracy by utilizing fastness and accuracy of Adaboost classification algorithm and reliability of neural network based recognition algorithm. In this paper, the proposed algorithm recognizes five facial expressions such as neutral, happiness, sadness, anger and surprise and achieves 86~95% of accuracy depending on the expression types in real time.