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Published byRosamund Stella Welch Modified over 9 years ago
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Sunee Holland University of South Australia School of Computer and Information Science Supervisor: Dr G Stewart Von Itzstein
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What is Facial Expression Synthesis? Background Motivation Methodology › Research Questions Implementation › Why the Source SDK? › System Architecture › Script Design › Voice Recording › Source SDK – Face Poser › Source SDK – Hammer User Study Results Conclusion
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Simulation of human facial communication into graphical form The goal is to increase realism and enhance the user’s experience Can extend facial expression synthesis techniques to show deception leakage in virtual faces
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Techniques for facial expression synthesis › Motion capture › Muscle based actuation › Deformations › Morphing or blending Toolkits › Source SDK (Face Poser), Xface, BEAT, Face Toolkit, Expression
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Embodied Conversational Agents (ECAs) › Realistic, virtual avatars › Gestures › Facial expressions › Speech Psychology › Deceptive expressions in humans › Paul Ekman’s universal emotions › Micro expressions › Duchenne de Boulogne
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The aim of this research is to evaluate the means of communication between human and computer › Specifically, deception in virtual agents › Using micro expressions Literature covers how facial expression synthesis is performed We want to focus on what these systems can be used for
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Question the feasibility of deceptive facial expression synthesis Develop a deceptive facial expression synthesis technique Evaluate this technique through a user study
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Is it feasible to create a facial expression synthesis technique that portrays deception? › Is the user able to detect and recognise deception leakage on a computer generated model? › What effect does the synthesised deception leakage of an animated 3D character have on the user's experience ?
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What are the challenges in implementing a technique for synthesising deception leakage in computer-generated characters? › What existing software is available for synthesising facial deception leakage and what is the optimal choice for portraying deception? › How can deception be implemented in facial expression synthesis with the tools currently available?
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Using the Source SDK Design the scenarios used in the experiment Generate audio dialogue to create choreographies in Face Poser Use those choreographies to make maps in Hammer Map runs through the Source Engine in Half Life 2
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Other toolkits evaluated: › Xface, rFace, Expression Need high level of detail so that subtlety can be accurately portrayed
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Need to create a script for the scenarios to be included in the experiment As we want to evaluate the expressions only, must remove other confounding factors Contextual bias could be a confounding factor › Bad: “I can’t wait to see your parents. It will be great” › Good: “I can’t wait to see my parents. It will be great” Need to express emotions equally › Anger, disgust, fear, happiness, sadness and surprise, Duchenne (genuine) smile and Pan American (non- genuine) smile Scenarios need to be realistic
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Choosing voice actors › One male and one female They were given a script and asked to voice the dialogue › Recorded using computer software › Encoded into a format Face Poser works with › WAV 16-bit PCM The speech was required to be said in a neutral tone as to avoid bias induced in the voice
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SDK tool that produces choreographed sequences Audio files are imported › Phoneme extraction/lip synching Choreographies are created using a timeline of events › Contains expressions and audio Result is exported into Valve Choreography Data (VCD) file
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SDK tool to create, edit, and export maps for Source Engine games Build the physical geometry Place entities in the map › Player spawn location, triggers, map changes, choreographies, characters Place an event on a generic character that links to a choreography file Compile and run through Half Life 2
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In the process of finalising the experiment Participants › Ideal population: over 30 participants › Students, researchers and staff Training phase › Some people will have a predisposition to recognising deception › Reduce this confounding factor by placing all participants on a similar experience level
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1. Evaluating the recognition of expressions › How well does the technique express emotion? › User is shown an expression or scenario and asked whether they thought it was genuine or deceptive, and/or what emotion they thought they were perceiving
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2. Evaluating subjective user experience › What level of quality is the interaction between computer and user? › Participants will be asked to fill out a feedback form › Subjective feedback wrt how easily they could identify deception and emotions
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Predict that there will be difficulty in accurately recognising deception › Similar with humans However, it should show a recognition rate that is slightly greater than chance › This is all that is required to validate the research
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The main contribution of this research is the evaluation of facial expression synthesis portraying deception The user study will answer the question regarding feasibility through recognition rate and subjective user experience Question regarding challenges is answered in the implementation through selecting a pre existing solution and describing how the deception was implemented
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More complex facial expressions More ways of portraying deception other than facially › Body leakage is important when detecting deception Possible applications in gaming to improve the immersive experience
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Want a way to randomise the choreography files for every participant in the experiment Solution: Custom software that inputs files from a location, randomises the ordering, then outputs in the Half Life 2 scenes directory Written in C#
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