• Title/Summary/Keyword: Facial expressions

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Song Player by Distance Measurement from Face (얼굴에서 거리 측정에 의한 노래 플레이어)

  • Shin, Seong-Yoon;Lee, Min-Hye;Shin, Kwang-Seong;Lee, Hyun-Chang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.667-669
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    • 2022
  • In this paper, Face Song Player, which is a system that recognizes the facial expression of an individual and plays music that is appropriate for such person, is presented. It studies information on the facial contour lines and extracts an average, and acquires the facial shape information. MUCT DB was used as the DB for learning. For the recognition of facial expression, an algorithm was designed by using the differences in the characteristics of each of the expressions on the basis of expressionless images.

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Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Kang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tai;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.1-5
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    • 2009
  • This paper suggests to apply mirror-reflected method based 2D emotion recognition database to 3D application. Also, it makes facial expression of fuzzy modeling using probability of emotion. Suggested facial expression function applies fuzzy theory to 3 basic movement for facial expressions. This method applies 3D application to feature vector for emotion recognition from 2D application using mirror-reflected multi-image. Thus, we can have model based on fuzzy nonlinear facial expression of a 2D model for a real model. We use average values about probability of 6 basic expressions such as happy, sad, disgust, angry, surprise and fear. Furthermore, dynimic facial expressions are made via fuzzy modelling. This paper compares and analyzes feature vectors of real model with 3D human-like avatar.

Local Feature Based Facial Expression Recognition Using Adaptive Decision Tree (적응형 결정 트리를 이용한 국소 특징 기반 표정 인식)

  • Oh, Jihun;Ban, Yuseok;Lee, Injae;Ahn, Chunghyun;Lee, Sangyoun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39A no.2
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    • pp.92-99
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    • 2014
  • This paper proposes the method of facial expression recognition based on decision tree structure. In the image of facial expression, ASM(Active Shape Model) and LBP(Local Binary Pattern) make the local features of a facial expressions extracted. The discriminant features gotten from local features make the two facial expressions of all combination classified. Through the sum of true related to classification, the combination of facial expression and local region are decided. The integration of branch classifications generates decision tree. The facial expression recognition based on decision tree shows better recognition performance than the method which doesn't use that.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Robust Facial Expression-Recognition Against Various Expression Intensity (표정 강도에 강건한 얼굴 표정 인식)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.395-402
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    • 2009
  • This paper proposes an approach of a novel facial expression recognition to deal with different intensities to improve a performance of a facial expression recognition. Various expressions and intensities of each person make an affect to decrease the performance of the facial expression recognition. The effect of different intensities of facial expression has been seldom focused on. In this paper, a face expression template and an expression-intensity distribution model are introduced to recognize different facial expression intensities. These techniques, facial expression template and expression-intensity distribution model contribute to improve the performance of facial expression recognition by describing how the shift between multiple interest points in the vicinity of facial parts and facial parts varies for different facial expressions and its intensities. The proposed method has the distinct advantage that facial expression recognition with different intensities can be very easily performed with a simple calibration on video sequences as well as still images. Experimental results show a robustness that the method can recognize facial expression with weak intensities.

CREATING JOYFUL DIGESTS BY EXPLOITING SMILE/LAUGHTER FACIAL EXPRESSIONS PRESENT IN VIDEO

  • Kowalik, Uwe;Hidaka, Kota;Irie, Go;Kojima, Akira
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.267-272
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    • 2009
  • Video digests provide an effective way of confirming a video content rapidly due to their very compact form. By watching a digest, users can easily check whether a specific content is worth seeing in full. The impression created by the digest greatly influences the user's choice in selecting video contents. We propose a novel method of automatic digest creation that evokes a joyful impression through the created digest by exploiting smile/laughter facial expressions as emotional cues of joy from video. We assume that a digest presenting smiling/laughing faces appeals to the user since he/she is assured that the smile/laughter expression is caused by joyful events inside the video. For detecting smile/laughter faces we have developed a neural network based method for classifying facial expressions. Video segmentation is performed by automatic shot detection. For creating joyful digests, appropriate shots are automatically selected by shot ranking based on the smile/laughter detection result. We report the results of user trials conducted for assessing the visual impression with automatically created 'joyful' digests produced by our system. The results show that users tend to prefer emotional digests containing laughter faces. This result suggests that the attractiveness of automatically created video digests can be improved by extracting emotional cues of the contents through automatic facial expression analysis as proposed in this paper.

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Study on the Relationship Between 12Meridians Flow and Facial Expressions by Emotion (감정에 따른 얼굴 표정변화와 12경락(經絡) 흐름의 상관성 연구)

  • Park, Yu-Jin;Moon, Ju-Ho;Choi, Su-Jin;Shin, Seon-Mi;Kim, Ki-Tae;Ko, Heung
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.26 no.2
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    • pp.253-258
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    • 2012
  • Facial expression was an important communication methods. In oriental medicine, according to the emotion the face has changed shape and difference occurs in physiology and pathology. To verify such a theory, we studied the correlation between emotional facial expressions and meridian and collateral flow. The facial region divided by meridian, outer brow was Gallbladder meridian, inner brow was Bladder meridian, medial canthus was Bladder meridian, lateral canthus was Gallbladder meridian, upper eyelid was Bladder meridian, lower eyelid was Stomach meridian, central cheeks was Stomach meridian, lateral cheeks was Small intestine meridian, upper and lower lips, lip corner, chin were Small and Large intestine meridian. Meridian and collateral associated with happiness was six. This proves happiness is a high importance on facial expression. Meridian and collateral associated with anger was five. Meridian and Collateral associated with fear and sadness was four. This shows fear and sadness are a low importance on facial expression than different emotion. Based on yang meridian which originally descending flow in the body, the ratio of anterograde and retrograde were happiness 3:4, angry 2:5, sadness 5:3, fear 4:1. Based on face of the meridian flow, the ratio of anterograde and retrograde were happiness 5:2, angry 3:4, sadness 3:5, fear 4:1. We found out that practical meridian and collateral flow change by emotion does not correspond to the expected meridian and collateral flow change by emotion.

A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.47-55
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    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

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A Face Robot Actuated with Artiflcial Muscle (인공근육을 이용한 얼굴로봇)

  • 곽종원;지호준;정광목;남재도;전재욱;최혁렬
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.11
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    • pp.991-999
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    • 2004
  • Face robots capable of expressing their emotional status, can be adopted as an efficient tool for friendly communication between the human and the machine. In this paper, we present a face robot actuated with artificial muscle based on dielectric elastomer. By exploiting the properties of polymers, it is possible to actuate the covering skin, eyes as well as provide human-like expressivity without employing complicated mechanisms. The robot is driven by seven types of actuator modules such as eye, eyebrow, eyelid, brow, cheek, jaw and neck module corresponding to movements of facial muscles. Although they are only part of the whole set of facial motions, our approach is sufficient to generate six fundamental facial expressions such as surprise, fear, anger, disgust, sadness, and happiness. Each module communicates with the others via CAN communication protocol fur the desired emotional expressions, the facial motions are generated by combining the motions of each actuator module. A prototype of the robot has been developed and several experiments have been conducted to validate its feasibility.