Human facial action units (AUs) are mutually related in a hierarchical manner, as not only they are associated with each other in both spatial and temporal domains but also AUs located in the same/close facial regions show stronger relationships than those of different facial regions. While none of existing approach thoroughly model such hierarchical inter-dependencies among AUs, this paper proposes to comprehensively model multi-scale AU-related dynamic and hierarchical spatio-temporal relationship among AUs for their occurrences recognition. Specifically, we first propose a novel multi-scale temporal differencing network with an adaptive weighting block to explicitly capture facial dynamics across frames at different spatial scales, which specifically considers the heterogeneity of range and magnitude in different AUs' activation. Then, a two-stage strategy is introduced to hierarchically model the relationship among AUs based on their spatial distribution (i.e., local and cross-region AU relationship modelling). Experimental results achieved on BP4D and DISFA show that our approach is the new state-of-the-art in the field of AU occurrence recognition. Our code is publicly available at https://github.com/CVI-SZU/MDHR.
Adversarial examples generated by a surrogate model typically exhibit limited transferability to unknown target systems. To address this problem, many transferability enhancement approaches (e.g., input transformation and model augmentation) have been proposed. However, they show poor performances in attacking systems having different model genera from the surrogate model. In this paper, we propose a novel and generic attacking strategy, called Deformation-Constrained Warping Attack (DeCoWA), that can be effectively applied to cross model genus attack. Specifically, DeCoWA firstly augments input examples via an elastic deformation, namely Deformation-Constrained Warping (DeCoW), to obtain rich local details of the augmented input. To avoid severe distortion of global semantics led by random deformation, DeCoW further constrains the strength and direction of the warping transformation by a novel adaptive control strategy. Extensive experiments demonstrate that the transferable examples crafted by our DeCoWA on CNN surrogates can significantly hinder the performance of Transformers (and vice versa) on various tasks, including image classification, video action recognition, and audio recognition. Code is made available at https://github.com/LinQinLiang/DeCoWA.
In dyadic interactions, humans communicate their intentions and state of mind using verbal and non-verbal cues, where multiple different facial reactions might be appropriate in response to a specific speaker behaviour. Then, how to develop a machine learning (ML) model that can automatically generate multiple appropriate, diverse, realistic and synchronised human facial reactions from an previously unseen speaker behaviour is a challenging task. Following the successful organisation of the first REACT challenge (REACT 2023), this edition of the challenge (REACT 2024) employs a subset used by the previous challenge, which contains segmented 30-secs dyadic interaction clips originally recorded as part of the NOXI and RECOLA datasets, encouraging participants to develop and benchmark Machine Learning (ML) models that can generate multiple appropriate facial reactions (including facial image sequences and their attributes) given an input conversational partner's stimulus under various dyadic video conference scenarios. This paper presents: (i) the guidelines of the REACT 2024 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of the baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at https://github.com/reactmultimodalchallenge/baseline_react2024.
WHO's report on environmental noise estimates that 22 M people suffer from chronic annoyance related to noise caused by audio events (AEs) from various sources. Annoyance may lead to health issues and adverse effects on metabolic and cognitive systems. In cities, monitoring noise levels does not provide insights into noticeable AEs, let alone their relations to annoyance. To create annoyance-related monitoring, this paper proposes a graph-based model to identify AEs in a soundscape, and explore relations between diverse AEs and human-perceived annoyance rating (AR). Specifically, this paper proposes a lightweight multi-level graph learning (MLGL) based on local and global semantic graphs to simultaneously perform audio event classification (AEC) and human annoyance rating prediction (ARP). Experiments show that: 1) MLGL with 4.1 M parameters improves AEC and ARP results by using semantic node information in local and global context aware graphs; 2) MLGL captures relations between coarse and fine-grained AEs and AR well; 3) Statistical analysis of MLGL results shows that some AEs from different sources significantly correlate with AR, which is consistent with previous research on human perception of these sound sources.
Most deep learning-based acoustic scene classification (ASC) approaches identify scenes based on acoustic features converted from audio clips containing mixed information entangled by polyphonic audio events (AEs). However, these approaches have difficulties in explaining what cues they use to identify scenes. This paper conducts the first study on disclosing the relationship between real-life acoustic scenes and semantic embeddings from the most relevant AEs. Specifically, we propose an event-relational graph representation learning (ERGL) framework for ASC to classify scenes, and simultaneously answer clearly and straightly which cues are used in classifying. In the event-relational graph, embeddings of each event are treated as nodes, while relationship cues derived from each pair of nodes are described by multi-dimensional edge features. Experiments on a real-life ASC dataset show that the proposed ERGL achieves competitive performance on ASC by learning embeddings of only a limited number of AEs. The results show the feasibility of recognizing diverse acoustic scenes based on the audio event-relational graph. Visualizations of graph representations learned by ERGL are available here (https://github.com/Yuanbo2020/ERGL).
Sound events in daily life carry rich information about the objective world. The composition of these sounds affects the mood of people in a soundscape. Most previous approaches only focus on classifying and detecting audio events and scenes, but may ignore their perceptual quality that may impact humans' listening mood for the environment, e.g. annoyance. To this end, this paper proposes a novel hierarchical graph representation learning (HGRL) approach which links objective audio events (AE) with subjective annoyance ratings (AR) of the soundscape perceived by humans. The hierarchical graph consists of fine-grained event (fAE) embeddings with single-class event semantics, coarse-grained event (cAE) embeddings with multi-class event semantics, and AR embeddings. Experiments show the proposed HGRL successfully integrates AE with AR for AEC and ARP tasks, while coordinating the relations between cAE and fAE and further aligning the two different grains of AE information with the AR.
Verbal and non-verbal human reaction generation is a challenging task, as different reactions could be appropriate for responding to the same behaviour. This paper proposes the first multiple and multimodal (verbal and nonverbal) appropriate human reaction generation framework that can generate appropriate and realistic human-style reactions (displayed in the form of synchronised text, audio and video streams) in response to an input user behaviour. This novel technique can be applied to various human-computer interaction scenarios by generating appropriate virtual agent/robot behaviours. Our demo is available at \url{https://github.com/SSYSteve/MRecGen}.
The Multi-modal Multiple Appropriate Facial Reaction Generation Challenge (REACT2023) is the first competition event focused on evaluating multimedia processing and machine learning techniques for generating human-appropriate facial reactions in various dyadic interaction scenarios, with all participants competing strictly under the same conditions. The goal of the challenge is to provide the first benchmark test set for multi-modal information processing and to foster collaboration among the audio, visual, and audio-visual affective computing communities, to compare the relative merits of the approaches to automatic appropriate facial reaction generation under different spontaneous dyadic interaction conditions. This paper presents: (i) novelties, contributions and guidelines of the REACT2023 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at \url{https://github.com/reactmultimodalchallenge/baseline_react2023}.
Generating facial reactions in a human-human dyadic interaction is complex and highly dependent on the context since more than one facial reactions can be appropriate for the speaker's behaviour. This has challenged existing machine learning (ML) methods, whose training strategies enforce models to reproduce a specific (not multiple) facial reaction from each input speaker behaviour. This paper proposes the first multiple appropriate facial reaction generation framework that re-formulates the one-to-many mapping facial reaction generation problem as a one-to-one mapping problem. This means that we approach this problem by considering the generation of a distribution of the listener's appropriate facial reactions instead of multiple different appropriate facial reactions, i.e., 'many' appropriate facial reaction labels are summarised as 'one' distribution label during training. Our model consists of a perceptual processor, a cognitive processor, and a motor processor. The motor processor is implemented with a novel Reversible Multi-dimensional Edge Graph Neural Network (REGNN). This allows us to obtain a distribution of appropriate real facial reactions during the training process, enabling the cognitive processor to be trained to predict the appropriate facial reaction distribution. At the inference stage, the REGNN decodes an appropriate facial reaction by using this distribution as input. Experimental results demonstrate that our approach outperforms existing models in generating more appropriate, realistic, and synchronized facial reactions. The improved performance is largely attributed to the proposed appropriate facial reaction distribution learning strategy and the use of a REGNN. The code is available at https://github.com/TongXu-05/REGNN-Multiple-Appropriate-Facial-Reaction-Generation.
In dyadic interaction, predicting the listener's facial reactions is challenging as different reactions may be appropriate in response to the same speaker's behaviour. This paper presents a novel framework called ReactFace that learns an appropriate facial reaction distribution from a speaker's behaviour rather than replicating the real facial reaction of the listener. ReactFace generates multiple different but appropriate photo-realistic human facial reactions by (i) learning an appropriate facial reaction distribution representing multiple appropriate facial reactions; and (ii) synchronizing the generated facial reactions with the speaker's verbal and non-verbal behaviours at each time stamp, resulting in realistic 2D facial reaction sequences. Experimental results demonstrate the effectiveness of our approach in generating multiple diverse, synchronized, and appropriate facial reactions from each speaker's behaviour, with the quality of the generated reactions being influenced by the speaker's speech and facial behaviours. Our code is made publicly available at \url{https://github.com/lingjivoo/ReactFace}.