The growing demand for diverse and high-quality facial datasets for training and testing biometric systems is challenged by privacy regulations, data scarcity, and ethical concerns. Synthetic facial images offer a potential solution, yet existing generative models often struggle to balance realism, diversity, and identity preservation. This paper presents SCHIGAND, a novel synthetic face generation pipeline integrating StyleCLIP, HyperStyle, InterfaceGAN, and Diffusion models to produce highly realistic and controllable facial datasets. SCHIGAND enhances identity preservation while generating realistic intra-class variations and maintaining inter-class distinctiveness, making it suitable for biometric testing. The generated datasets were evaluated using ArcFace, a leading facial verification model, to assess their effectiveness in comparison to real-world facial datasets. Experimental results demonstrate that SCHIGAND achieves a balance between image quality and diversity, addressing key limitations of prior generative models. This research highlights the potential of SCHIGAND to supplement and, in some cases, replace real data for facial biometric applications, paving the way for privacy-compliant and scalable solutions in synthetic dataset generation.
Social-physical human-robot interaction (spHRI) is difficult to study: building and programming robots that integrate multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact, breaking users' visuo-tactile expectations. We present XR$^3$, a co-located dual-VR-headset platform for HRI research in which an attendee and a hidden operator share the same physical space while experiencing different virtual embodiments. The attendee sees an expressive virtual robot that interacts face-to-face in a shared virtual environment. In real time, the robot's upper-body motion, head and gaze behavior, and facial expressions are mapped from the operator's tracked limbs and face signals. Because the operator is co-present and calibrated in the same coordinate frame, the operator can also touch the attendee, enabling perceived robot touch synchronized with the robot's visible hands. Finger and hand motion is mapped to the robot avatar using inverse kinematics to support precise contact. Beyond motion retargeting, XR$^3$ supports social retargeting of multiple nonverbal cues that can be experimentally varied while keeping physical interaction constant. We detail the system design and calibration, and demonstrate the platform in a touch-based Wizard-of-Oz study, lowering the barrier to prototyping and evaluating embodied, contact-based robot behaviors.
In the realm of Virtual Reality (VR) and Human-Computer Interaction (HCI), real-time emotion recognition shows promise for supporting individuals with Autism Spectrum Disorder (ASD) in improving social skills. This task requires a strict latency-accuracy trade-off, with motion-to-photon (MTP) latency kept below 140 ms to maintain contingency. However, most off-the-shelf Deep Learning models prioritize accuracy over the strict timing constraints of commodity hardware. As a first step toward accessible VR therapy, we benchmark State-of-the-Art (SOTA) models for Zero-Shot Facial Expression Recognition (FER) on virtual characters using the UIBVFED dataset. We evaluate Medium and Nano variants of YOLO (v8, v11, and v12) for face detection, alongside general-purpose Vision Transformers including CLIP, SigLIP, and ViT-FER.Our results on CPU-only inference demonstrate that while face detection on stylized avatars is robust (100% accuracy), a "Latency Wall" exists in the classification stage. The YOLOv11n architecture offers the optimal balance for detection (~54 ms). However, general-purpose Transformers like CLIP and SigLIP fail to achieve viable accuracy (<23%) or speed (>150 ms) for real-time loops. This study highlights the necessity for lightweight, domain-specific architectures to enable accessible, real-time AI in therapeutic settings.
Creating high-fidelity, real-time drivable 3D head avatars is a core challenge in digital animation. While 3D Gaussian Splashing (3D-GS) offers unprecedented rendering speed and quality, current animation techniques often rely on a "one-size-fits-all" global tuning approach, where all Gaussian primitives are uniformly driven by a single expression code. This simplistic approach fails to unravel the distinct dynamics of different facial regions, such as deformable skin versus rigid teeth, leading to significant blurring and distortion artifacts. We introduce Conditionally-Adaptive Gaussian Avatars (CAG-Avatar), a framework that resolves this key limitation. At its core is a Conditionally Adaptive Fusion Module built on cross-attention. This mechanism empowers each 3D Gaussian to act as a query, adaptively extracting relevant driving signals from the global expression code based on its canonical position. This "tailor-made" conditioning strategy drastically enhances the modeling of fine-grained, localized dynamics. Our experiments confirm a significant improvement in reconstruction fidelity, particularly for challenging regions such as teeth, while preserving real-time rendering performance.
The rapid evolution of diffusion models has democratized face swapping but also raises concerns about privacy and identity security. Existing proactive defenses, often adapted from image editing attacks, prove ineffective in this context. We attribute this failure to an oversight of the structural resilience and the unique static conditional guidance mechanism inherent in face swapping systems. To address this, we propose VoidFace, a systemic defense method that views face swapping as a coupled identity pathway. By injecting perturbations at critical bottlenecks, VoidFace induces cascading disruption throughout the pipeline. Specifically, we first introduce localization disruption and identity erasure to degrade physical regression and semantic embeddings, thereby impairing the accurate modeling of the source face. We then intervene in the generative domain by decoupling attention mechanisms to sever identity injection, and corrupting intermediate diffusion features to prevent the reconstruction of source identity. To ensure visual imperceptibility, we perform adversarial search in the latent manifold, guided by a perceptual adaptive strategy to balance attack potency with image quality. Extensive experiments show that VoidFace outperforms existing defenses across various diffusion-based swapping models, while producing adversarial faces with superior visual quality.
High-fidelity 4D dynamic facial avatar reconstruction from monocular video is a critical yet challenging task, driven by increasing demands for immersive virtual human applications. While Neural Radiance Fields (NeRF) have advanced scene representation, their capacity to capture high-frequency facial details, such as dynamic wrinkles and subtle textures from information-constrained monocular streams, requires significant enhancement. To tackle this challenge, we propose a novel hybrid neural radiance field framework, called Geometry-Aware-Transformer Enhanced NeRF (GAT-NeRF) for high-fidelity and controllable 4D facial avatar reconstruction, which integrates the Transformer mechanism into the NeRF pipeline. GAT-NeRF synergistically combines a coordinate-aligned Multilayer Perceptron (MLP) with a lightweight Transformer module, termed as Geometry-Aware-Transformer (GAT) due to its processing of multi-modal inputs containing explicit geometric priors. The GAT module is enabled by fusing multi-modal input features, including 3D spatial coordinates, 3D Morphable Model (3DMM) expression parameters, and learnable latent codes to effectively learn and enhance feature representations pertinent to fine-grained geometry. The Transformer's effective feature learning capabilities are leveraged to significantly augment the modeling of complex local facial patterns like dynamic wrinkles and acne scars. Comprehensive experiments unequivocally demonstrate GAT-NeRF's state-of-the-art performance in visual fidelity and high-frequency detail recovery, forging new pathways for creating realistic dynamic digital humans for multimedia applications.
Social-physical human-robot interaction (HRI) is difficult to study: building and programming robots integrating multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact capabilities, breaking the visuo-tactile expectations of the user. We present VR2VR, a co-located dual-VR-headset platform for HRI research in which a participant and a hidden operator share the same physical space while experiencing different virtual embodiments. The participant sees an expressive virtual robot that interacts face-to-face in a shared virtual environment. In real time, the robot's upper-body movements, head and gaze behaviors, and facial expressions are mapped from the operator's tracked limbs and face signals. Since the operator is physically co-present and calibrated into the same coordinate frame, the operator can also touch the participant, enabling the participant to perceive robot touch synchronized with the visual perception of the robot's hands on their hands: the operator's finger and hand motion is mapped to the robot avatar using inverse kinematics to support precise contact. Beyond faithful motion retargeting for limb control, our VR2VR system supports social retargeting of multiple nonverbal cues, which can be experimentally varied and investigated while keeping the physical interaction constant. We detail the system design, calibration workflow, and safety considerations, and demonstrate how the platform can be used for experimentation and data collection in a touch-based Wizard-of-Oz HRI study, thus illustrating how VR2VR lowers barriers for rapidly prototyping and rigorously evaluating embodied, contact-based robot behaviors.
Generative models now produce imperceptible, fine-grained manipulated faces, posing significant privacy risks. However, existing AI-generated face datasets generally lack focus on samples with fine-grained regional manipulations. Furthermore, no researchers have yet studied the real impact of splice attacks, which occur between real and manipulated samples, on detectors. We refer to these as detector-evasive samples. Based on this, we introduce the DiffFace-Edit dataset, which has the following advantages: 1) It contains over two million AI-generated fake images. 2) It features edits across eight facial regions (e.g., eyes, nose) and includes a richer variety of editing combinations, such as single-region and multi-region edits. Additionally, we specifically analyze the impact of detector-evasive samples on detection models. We conduct a comprehensive analysis of the dataset and propose a cross-domain evaluation that combines IMDL methods. Dataset will be available at https://github.com/ywh1093/DiffFace-Edit.
Facial remote photoplethysmography (rPPG) methods estimate physiological signals by modeling subtle color changes on the 3D facial surface over time. However, existing methods fail to explicitly align their receptive fields with the 3D facial surface-the spatial support of the rPPG signal. To address this, we propose the Facial Spatiotemporal Graph (STGraph), a novel representation that encodes facial color and structure using 3D facial mesh sequences-enabling surface-aligned spatiotemporal processing. We introduce MeshPhys, a lightweight spatiotemporal graph convolutional network that operates on the STGraph to estimate physiological signals. Across four benchmark datasets, MeshPhys achieves state-of-the-art or competitive performance in both intra- and cross-dataset settings. Ablation studies show that constraining the model's receptive field to the facial surface acts as a strong structural prior, and that surface-aligned, 3D-aware node features are critical for robustly encoding facial surface color. Together, the STGraph and MeshPhys constitute a novel, principled modeling paradigm for facial rPPG, enabling robust, interpretable, and generalizable estimation. Code is available at https://samcantrill.github.io/facial-stgraph-rppg/ .
We present BioNIC, a multi-layer feedforward neural network for emotion classification, inspired by detailed synaptic connectivity graphs from the MICrONs dataset. At a structural level, we incorporate architectural constraints derived from a single cortical column of the mouse Primary Visual Cortex(V1): connectivity imposed via adjacency masks, laminar organization, and graded inhibition representing inhibitory neurons. At the functional level, we implement biologically inspired learning: Hebbian synaptic plasticity with homeostatic regulation, Layer Normalization, data augmentation to model exposure to natural variability in sensory input, and synaptic noise to model neural stochasticity. We also include convolutional layers for spatial processing, mimicking retinotopic mapping. The model performance is evaluated on the Facial Emotion Recognition task FER-2013 and compared with a conventional baseline. Additionally, we investigate the impacts of each biological feature through a series of ablation experiments. While connectivity was limited to a single cortical column and biologically relevant connections, BioNIC achieved performance comparable to that of conventional models, with an accuracy of 59.77 $\pm$ 0.27% on FER-2013. Our findings demonstrate that integrating constraints derived from connectomics is a computationally plausible approach to developing biologically inspired artificial intelligence systems. This work also highlights the potential of new generation peta-scale connectomics data in advancing both neuroscience modeling and artificial intelligence.