Abstract:Decoding speech information directly from scalp electroencephalography (EEG) into text provides a potential non-invasive neural communication pathway for individuals with severe speech and motor impairments. Compared with invasive approaches such as electrocorticography, EEG is safer and more widely deployable, yet substantially more challenging to decode.This challenge is exacerbated for Chinese sentence decoding, which must handle a high-dimensional output space with thousands of characters, severe inter-subject variability, and low signal-to-noise ratios for text alignment.Existing methods commit to a single supervisory axis---either text semantics or audio acoustic features---yet neither can simultaneously satisfy the demands of sentence-level discriminability and fine-grained temporal resolution required for large-vocabulary Chinese decoding. We introduce EEGAlign, a novel parameter-efficient framework that jointly aligns EEG with two axes---text alignment with BGE-M3 text embeddings and audio alignment with wav2vec~2.0 speech features via contrastive learning followed by CTC character-sequence decoding. On ChineseEEG-2 data, EEGAlign yields state-of-the-art closed-set sentence classification performance, reaching up to 82.37% Top-1 accuracy on Reading Aloud EEG and 41.43% on Passive Listening EEG out of 101 candidates. Ablation studies show that the two alignment axes are highly complementary: combining them yields consistently better performance than either alone. To the best of our knowledge, this is the first study on decoding large-vocabulary Chinese sentences from non-invasive EEG during overt speech production, and achieving strong classification performance with relatively large closed-set candidate-sentence setting.




Abstract:Animating virtual characters has always been a fundamental research problem in virtual reality (VR). Facial animations play a crucial role as they effectively convey emotions and attitudes of virtual humans. However, creating such facial animations can be challenging, as current methods often involve utilization of expensive motion capture devices or significant investments of time and effort from human animators in tuning animation parameters. In this paper, we propose a holistic solution to automatically animate virtual human faces. In our solution, a deep learning model was first trained to retarget the facial expression from input face images to virtual human faces by estimating the blendshape coefficients. This method offers the flexibility of generating animations with characters of different appearances and blendshape topologies. Second, a practical toolkit was developed using Unity 3D, making it compatible with the most popular VR applications. The toolkit accepts both image and video as input to animate the target virtual human faces and enables users to manipulate the animation results. Furthermore, inspired by the spirit of Human-in-the-loop (HITL), we leveraged user feedback to further improve the performance of the model and toolkit, thereby increasing the customization properties to suit user preferences. The whole solution, for which we will make the code public, has the potential to accelerate the generation of facial animations for use in VR applications.