This study quantifies gender and skin-tone bias in two widely deployed commercial image generators - Gemini Flash 2.5 Image (NanoBanana) and GPT Image 1.5 - to test the assumption that neutral prompts yield demographically neutral outputs. We generated 3,200 photorealistic images using four semantically neutral prompts. The analysis employed a rigorous pipeline combining hybrid color normalization, facial landmark masking, and perceptually uniform skin tone quantification using the Monk (MST), PERLA, and Fitzpatrick scales. Neutral prompts produced highly polarized defaults. Both models exhibited a strong "default white" bias (>96% of outputs). However, they diverged sharply on gender: Gemini favored female-presenting subjects, while GPT favored male-presenting subjects with lighter skin tones. This research provides a large-scale, comparative audit of state-of-the-art models using an illumination-aware colorimetric methodology, distinguishing aesthetic rendering from underlying pigmentation in synthetic imagery. The study demonstrates that neutral prompts function as diagnostic probes rather than neutral instructions. It offers a robust framework for auditing algorithmic visual culture and challenges the sociolinguistic assumption that unmarked language results in inclusive representation.
Thermal infrared imaging captures skin temperature changes driven by autonomic regulation and can potentially provide contactless estimation of electrodermal activity (EDA), heart rate (HR), and breathing rate (BR). While visible-light methods address HR and BR, they cannot access EDA, a standard marker of sympathetic activation. This paper characterizes the extraction of these three biosignals from facial thermal video using a signal-processing pipeline that tracks anatomical regions, applies spatial aggregation, and separates slow sudomotor trends from faster cardiorespiratory components. For HR, we apply an orthogonal matrix image transformation (OMIT) decomposition across multiple facial regions of interest (ROIs), and for BR we average nasal and cheek signals before spectral peak detection. We evaluate 288 EDA configurations and the HR/BR pipeline on 31 sessions from the public SIMULATOR STUDY 1 (SIM1) driver monitoring dataset. The best fixed EDA configuration (nose region, exponential moving average) reaches a mean absolute correlation of $0.40 \pm 0.23$ against palm EDA, with individual sessions reaching 0.89. BR estimation achieves a mean absolute error of $3.1 \pm 1.1$ bpm, while HR estimation yields $13.8 \pm 7.5$ bpm MAE, limited by the low camera frame rate (7.5 Hz). We report signal polarity alternation across sessions, short thermodynamic latency for well-tracked signals, and condition-dependent and demographic effects on extraction quality. These results provide baseline performance bounds and design guidance for thermal contactless biosignal estimation.
Audio-driven 3D talking avatar generation is increasingly important in virtual communication, digital humans, and interactive media, where avatars must preserve identity, synchronize lip motion with speech, express emotion, and exhibit lifelike spatial dynamics, collectively defining a broader objective of expressivity. However, achieving this remains challenging due to insufficient training data with limited subject identities, narrow audio representations, and restricted explicit controllability. In this paper, we propose 3DXTalker, an expressive 3D talking avatar through data-curated identity modeling, audio-rich representations, and spatial dynamics controllability. 3DXTalker enables scalable identity modeling via 2D-to-3D data curation pipeline and disentangled representations, alleviating data scarcity and improving identity generalization. Then, we introduce frame-wise amplitude and emotional cues beyond standard speech embeddings, ensuring superior lip synchronization and nuanced expression modulation. These cues are unified by a flow-matching-based transformer for coherent facial dynamics. Moreover, 3DXTalker also enables natural head-pose motion generation while supporting stylized control via prompt-based conditioning. Extensive experiments show that 3DXTalker integrates lip synchronization, emotional expression, and head-pose dynamics within a unified framework, achieves superior performance in 3D talking avatar generation.
Accurate facial landmark detection under occlusion remains challenging, especially for human-like faces with large appearance variation and rotation-driven self-occlusion. Existing detectors typically localize landmarks while handling occlusion implicitly, without predicting per-point visibility that downstream applications can benefits. We present OccFace, an occlusion-aware framework for universal human-like faces, including humans, stylized characters, and other non-human designs. OccFace adopts a unified dense 100-point layout and a heatmap-based backbone, and adds an occlusion module that jointly predicts landmark coordinates and per-point visibility by combining local evidence with cross-landmark context. Visibility supervision mixes manual labels with landmark-aware masking that derives pseudo visibility from mask-heatmap overlap. We also create an occlusion-aware evaluation suite reporting NME on visible vs. occluded landmarks and benchmarking visibility with Occ AP, F1@0.5, and ROC-AUC, together with a dataset annotated with 100-point landmarks and per-point visibility. Experiments show improved robustness under external occlusion and large head rotations, especially on occluded regions, while preserving accuracy on visible landmarks.
Ensuring compliance with ISO/IEC and ICAO standards for facial images in machine-readable travel documents (MRTDs) is essential for reliable identity verification, but current manual inspection methods are inefficient in high-demand environments. This paper introduces the DFIC dataset, a novel comprehensive facial image dataset comprising around 58,000 annotated images and 2706 videos of more than 1000 subjects, that cover a broad range of non-compliant conditions, in addition to compliant portraits. Our dataset provides a more balanced demographic distribution than the existing public datasets, with one partition that is nearly uniformly distributed, facilitating the development of automated ICAO compliance verification methods. Using DFIC, we fine-tuned a novel method that heavily relies on spatial attention mechanisms for the automatic validation of ICAO compliance requirements, and we have compared it with the state-of-the-art aimed at ICAO compliance verification, demonstrating improved results. DFIC dataset is now made public (https://github.com/visteam-isr-uc/DFIC) for the training and validation of new models, offering an unprecedented diversity of faces, that will improve both robustness and adaptability to the intrinsically diverse combinations of faces and props that can be presented to the validation system. These results emphasize the potential of DFIC to enhance automated ICAO compliance methods but it can also be used in many other applications that aim to improve the security, privacy, and fairness of facial recognition systems.
This study centers around the design and implementation of the Maya Robot, a portable elephant-shaped social robot, intended to engage with children undergoing cancer treatment. Initial efforts were devoted to enhancing the robot's facial expression recognition accuracy, achieving a 98% accuracy through deep neural networks. Two subsequent preliminary exploratory experiments were designed to advance the study's objectives. The first experiment aimed to compare pain levels experienced by children during the injection process, with and without the presence of the Maya robot. Twenty-five children, aged 4 to 9, undergoing cancer treatment participated in this counterbalanced study. The paired T-test results revealed a significant reduction in perceived pain when the robot was actively present in the injection room. The second experiment sought to assess perspectives of hospitalized children and their mothers during engagement with Maya through a game. Forty participants, including 20 children aged 4 to 9 and their mothers, were involved. Post Human-Maya Interactions, UTAUT questionnaire results indicated that children experienced significantly less anxiety than their parents during the interaction and game play. Notably, children exhibited higher trust levels in both the robot and the games, presenting a statistically significant difference in trust levels compared to their parents (P-value < 0.05). This preliminary exploratory study highlights the positive impact of utilizing Maya as an assistant for therapy/education in a clinical setting, particularly benefiting children undergoing cancer treatment. The findings underscore the potential of social robots in pediatric healthcare contexts, emphasizing improved pain management and emotional well-being among young patients.
Recently, adversarial attacks for diffusion models as well as their fine-tuning process have been developed rapidly. To prevent the abuse of these attack algorithms from affecting the practical application of diffusion models, it is critical to develop corresponding defensive strategies. In this work, we propose an efficient defensive strategy, named Low-Rank Defense (LoRD), to defend the adversarial attack on Latent Diffusion Models (LDMs). LoRD introduces the merging idea and a balance parameter, combined with the low-rank adaptation (LoRA) modules, to detect and defend the adversarial samples. Based on LoRD, we build up a defense pipeline that applies the learned LoRD modules to help diffusion models defend against attack algorithms. Our method ensures that the LDM fine-tuned on both adversarial and clean samples can still generate high-quality images. To demonstrate the effectiveness of our approach, we conduct extensive experiments on facial and landscape images, and our method shows significantly better defense performance compared to the baseline methods.
Audio-driven talking head generation is a core component of digital avatars, and 3D Gaussian Splatting has shown strong performance in real-time rendering of high-fidelity talking heads. However, achieving precise control over fine-grained facial movements remains a significant challenge, particularly due to lip-synchronization inaccuracies and facial jitter, both of which can contribute to the uncanny valley effect. To address these challenges, we propose Fine-Grained 3D Gaussian Splatting (FG-3DGS), a novel framework that enables temporally consistent and high-fidelity talking head generation. Our method introduces a frequency-aware disentanglement strategy to explicitly model facial regions based on their motion characteristics. Low-frequency regions, such as the cheeks, nose, and forehead, are jointly modeled using a standard MLP, while high-frequency regions, including the eyes and mouth, are captured separately using a dedicated network guided by facial area masks. The predicted motion dynamics, represented as Gaussian deltas, are applied to the static Gaussians to generate the final head frames, which are rendered via a rasterizer using frame-specific camera parameters. Additionally, a high-frequency-refined post-rendering alignment mechanism, learned from large-scale audio-video pairs by a pretrained model, is incorporated to enhance per-frame generation and achieve more accurate lip synchronization. Extensive experiments on widely used datasets for talking head generation demonstrate that our method outperforms recent state-of-the-art approaches in producing high-fidelity, lip-synced talking head videos.
Realistic talking-head video generation is critical for virtual avatars, film production, and interactive systems. Current methods struggle with nuanced emotional expressions due to the lack of fine-grained emotion control. To address this issue, we introduce a novel two-stage method (AUHead) to disentangle fine-grained emotion control, i.e. , Action Units (AUs), from audio and achieve controllable generation. In the first stage, we explore the AU generation abilities of large audio-language models (ALMs), by spatial-temporal AU tokenization and an "emotion-then-AU" chain-of-thought mechanism. It aims to disentangle AUs from raw speech, effectively capturing subtle emotional cues. In the second stage, we propose an AU-driven controllable diffusion model that synthesizes realistic talking-head videos conditioned on AU sequences. Specifically, we first map the AU sequences into the structured 2D facial representation to enhance spatial fidelity, and then model the AU-vision interaction within cross-attention modules. To achieve flexible AU-quality trade-off control, we introduce an AU disentanglement guidance strategy during inference, further refining the emotional expressiveness and identity consistency of the generated videos. Results on benchmark datasets demonstrate that our approach achieves competitive performance in emotional realism, accurate lip synchronization, and visual coherence, significantly surpassing existing techniques. Our implementation is available at https://github.com/laura990501/AUHead_ICLR
Morphable Models (3DMMs) are a type of morphable model that takes 2D images as inputs and recreates the structure and physical appearance of 3D objects, especially human faces and bodies. 3DMM combines identity and expression blendshapes with a basic face mesh to create a detailed 3D model. The variability in the 3D Morphable models can be controlled by tuning diverse parameters. They are high-level image descriptors, such as shape, texture, illumination, and camera parameters. Previous research in 3D human reconstruction concentrated solely on global face structure or geometry, ignoring face semantic features such as age, gender, and facial landmarks characterizing facial boundaries, curves, dips, and wrinkles. In order to accommodate changes in these high-level facial characteristics, this work introduces a shape and appearance-aware 3D reconstruction system (named SARS by us), a c modular pipeline that extracts body and face information from a single image to properly rebuild the 3D model of the human full body.