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A FACEREADER- DRIVEN 3D EXPRESSIVE AVATAR Crystal Butler | Amsterdam 2013.

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Presentation on theme: "A FACEREADER- DRIVEN 3D EXPRESSIVE AVATAR Crystal Butler | Amsterdam 2013."— Presentation transcript:

1 A FACEREADER- DRIVEN 3D EXPRESSIVE AVATAR Crystal Butler | Amsterdam 2013

2 2 Key FramesAction Units Quantitative Basis Action unit combinations for the basic emotions of disgust (hindering) and happiness (facilitating) were chosen from the Facial Action Coding System by Ekman, Friesen and Hagar (2002) and varied based on happiness response intensity of the source data. Action Units Examining inflection points on the averaged response curve in conjunction with visual inspection of the video stimulus revealed key transition points for facial expressions. Key Frames Happiness response curves gathered by FaceReader analysis from a prior study were transformed to create intensity dynamics for animated avatars. The avatars were designed to hinder or facilitate happiness responses of participants. Quantitative Basis Facial Mimicry Experiments THE ANIMATION DEVELOPMENT PROCESS 2

3 3 Data from Source Experiment FACIAL EXPRESSIONS OF HAPPINESS, CONTROL CONDITION Below is an intensity graph of averaged participant happiness responses over the course of viewing an amusing commercial. From the original data set, only 12 participants who had consistently good quality facial fitting results in FaceReader were used. Of a potential peak intensity of 1, the maximum average happiness score was.2433. 3

4 4 Data from Source, Normalized (H i - H min )/(H max/ H min ) In order to develop more discriminable facial expressions for the avatar animation, the original data was normalized to span the full range of possible FaceReader emotion scores from 0-1. 4

5 5 Video Fear Face HAPPINESS DIPS DURING FEAR DISPLAY 5

6 6 Inflection points are frames at which the slope of the curve, dy/dx calculated using happiness measurements on either side of the frame, changes sign, indicating that a local maximum or minimum has been reached and a change in trend of expressive intensity has occured. Areas of high standard deviation were determined by calculating the SD at a point using its value plus the five frames to either side. Frames with SDs in the top 30% form areas where rapid changes in happiness intensities are occuring relative to the average. vs Determining Key Frames High SD Areas Inflection Points 6

7 7 Key Frames: The Eyes Have It 7 VISUAL INSPECTION OF INFLECTION POINTS ON THE VIDEO WINS

8 8 Hindering Expressions: Disgust The FACS Investigators Guide lists six Action Unit (AU) combinations typical of disgust. Three involve action unit 9, which wrinkles the nose and is thought to be an innate physiological response to noxious odors. Action Unit 10 is indicated in the other three combinations; it is also found in expressions of anger. Because of these differences, combinations with AU 9 were reserved for video scenes focused on food (Doritos) or the goat. Action Unit 10 combinations were applied to scenes in which the focus was on the human actor. In order to create expressions strong enough to be recognizable, an intensity floor of.3 was applied to the average happiness measurements and then the AU intensities were normalized to range from 0-1. Combinations with a greater number of AUs were considered to be more intense, and were further broken down into slight, moderate, and strong expressions. Thresholds for AU intensities were determined by dividing each group by nine. Applied to happiness intensities from 0-.33. Slight:.11 =.377 normalized Moderate:.22 =.454 normalized Strong:.33 =.531 normalized AU 9AU 10 9+17 8 Applied to happiness intensities from.34-.66. Slight:.44 =.608 normalized Moderate:.55 =.685 normalized Strong:.66 =.762 normalized 9 9+16+ 25+26 Applied to happiness intensities from.67-.99. Slight:.77 =.839 normalized Moderate:.88 =.916 normalized Strong:.99 =.993 normalized 10 Applied to happiness intensities from 0-.33. Slight:.11 =.377 normalized Moderate:.22 =.454 normalized Strong:.33 =.531 normalized Applied to happiness intensities from.34-.66. Slight:.44 =.608 normalized Moderate:.55 =.685 normalized Strong:.66 =.762 normalized Applied to happiness intensities from.67-.99. Slight:.77 =.839 normalized Moderate:.88 =.916 normalized Strong:.99 =.993 normalized 10+17 10+16+ 25+26

9 9 About us Key frames are illustrated with clips from the Doritos Goat 4 Sale video and renderings of the avatars expression as it would appear at that moment. The video frame number is given, along with the point Happiness Average (HA) and corresponding Action Unit designations per key frame. Key Frames Indicated within red arrow boxes Based on intensity dynamics of the happiness graph Subjective use of additional AUs or modified intensities to create a more natural flow Transitions Storyboarding: Disgust 9

10 10 Hindering Video DO EXPRESSIONS OF DISGUST REDUCE FEELINGS OF HAPPINESS? 10

11 11 Lip Corner Pull Duchenne Smile Open-lipped Smile Open-mouthed Smile Facilitating Expressions: Happy 11 The FACS Investigators Guide lists six only two AU combinations typical of happiness, both closed-mouth smiles. Two more were created by adding AU 25 and AU 25+26 for open smiles with greater intensity. In order to create expressions strong enough to be recognizable, an intensity floor of.3 was applied to the happiness measurements and then the AU intensities were normalized to range from 0-1. Combinations with a greater number of AUs were considered to be more intense, and were further broken down into slight, moderate, and strong expressions. Thresholds for AU intensities were determined by dividing the four combinations into three subgroups, for a total of twelve intensity ranges. 12 D Applied to happiness intensities from 0-.2475. Slight:.3583 normalized Moderate:.4167 normalized Strong:.475 normalized 6+12 Applied to happiness intensities from.2476-.495. Slight:.5333 normalized Moderate:.5917 normalized Strong:.6497 normalized 6+12+25 Applied to happiness intensities from.496-7425. Slight:.708 normalized Moderate:.7664 normalized Strong:.8247 normalized 6+12+ 25+26 Applied to happiness intensities from.7426-.99. Slight:.8831 normalized Moderate:.9414 normalized Strong:.9999 normalized

12 12 About us Key frames are illustrated with clips from the Doritos Goat 4 Sale video and renderings of the avatars expression as it would appear at that moment. The video frame number is given, along with the point Happiness Average (HA) and corresponding Action Unit designations per key frame. Key Frames Indicated within red arrow boxes Based on intensity dynamics of the happiness graph Subjective use of additional AUs or modified intensities to create a more natural flow Transitions Storyboarding: Happy 12

13 13 Facilitating Video DO EXPRESSIONS OF HAPPINESS MAGNIFY THAT EMOTION? 13

14 WHY AVATARS?

15 15 This group from Northeastern University, USA, is working on medical applications including: Relational Agents Group Some Current Research AVATARS AND AGENTS Affective Social Computing Lab Rachael Jack Institute for Creative Technologies 15 Christine Lisetti, Florida International University, develops FACS-based virtual counselors to provide mental healthcare: On-Demand VIrtual Counselor (ODVIC) In this project, we design and implement the prototype of On- Demand VIrtual Counselor (ODVIC) intelligent virtual characters who can provide people access to effective behavior change interventions and help them find and cultivate motivation to change unhealthy lifestyles (e.g. excessive alcohol use, overeating). An empathic Embodied Conversational Agent (ECA) delivers the intervention. The health dialog is directed by a computational model of Motivational Interviewing, a novel effective face-to-face patient- centered counseling style which respects an individuals pace toward behavior change. Dr. Jacks work at the University of Glasgow uses avatars generated by a FACS-based facial grammar to create expressions and test recognition across cultures: This University of Southern California group investigates a variety of uses for virtual humans, focusing on education and training:

16 16 About us Mirroring AU output for reliability checks or user feedback Anonymize participant videos to alleviate privacy concerns Create and identify a wide range of subtle expressions beyond the set of basics Potential Applications For FaceReader 16 Provide an instructional avatar within the interface to provide procedural guidelines and offer help Create customized avatars that allow for the study of reactions based on race, gender, and age Study the effect of the presence of an other in various scenarios Integrate as a tool for recognizing and coding Action Units (as in video at right) Use FaceReader as an engine rather than an end product for driving affective, human-agent interactions The Future?

17 Technology and Features Avatar Creation Process

18 Goal: Use FaceReaders Action Unit, Head and Eye Poses, and Mask Data to drive a 3D Avatar that Mirrors User Expressions in Real time

19 19 faceshift for Modeling AUTOMATED MODELING USING THE KINECT 19

20 20 Maya for Motion and Texture MANUAL ADJUSTMENTS AND ADDITIONS OF BLENDSHAPES 20

21 21 About us Read the Action Unit values from the live FaceReader feed via a comma-delimited text file Update the blendshapes in Maya using those AUs Get the head angle values from the FaceReader text file and apply them to the neck joint MEL Commands Scripting in Maya 21 Get the face mask texture from the live FaceReader feed and apply it to the UV map on the model Grab a point color from the current mask texture and apply it to the shading node for the head Set an animation key frame so the capture can be played back Check for a radio button change indicating that the current facial texture should be fixed Hair, eye movement, blending at the edge of the facial mask, and SPEED! Whats Missing?

22 22 The Beta PRIOR TO APPLYING TEXTURES OR ADJUSTING BLENDSHAPES (AND TO SHOW OFF VOICE ACTIVATION!) 22

23 23 The Avatar Now FACEREADER VS FACESHIFT SMACKDOWN 23

24 24 Subtle Expressions SOME EXAMPLES FROM FACEREADER AU VIDEO CAPTURES 24

25 25 About us Surprise is the most well-recognized emotion Disgust is the most poorly recognized emotion Anger and disgust are frequently confounded General Observations FaceReader AU Recognition 25 A PILOT STUDY OF FACEREADER RESPONSES TO TYPICAL AU COMBINATIONS FOUND IN BASIC EXPRESSIONS OF EMOTION Data is based on a series of 37 videos made to display the Action Units that comprise the prototypes and major variants of the basic emotions according to the FACS Investigators Guide. Each video is 30 seconds, with 3 seconds of neutral expression at the beginning and end and a full range of AU intensities that peak around 15 seconds. A full analysis of each video with emotion and AU recognition is available. Fear is often mistaken for surprise Due to the absence of AU 11, AUs 9 and 10 are mistakenly coded in sadness Discrimination between AUs 9 and 10 is poor, as is differentiation between AUs 23 and 24

26 WHO WANTS TO TRY IT?


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