Although there has been much progress in the area of facial expression recognition (FER), most existing methods suffer when presented with images that have been captured from viewing angles that are non-frontal and substantially different from those used in the training process. In this paper, we propose ViewFX, a novel view-invariant FER framework based on contrastive learning, capable of accurately classifying facial expressions regardless of the input viewing angles during inference. ViewFX learns view-invariant features of expression using a proposed self-supervised contrastive loss which brings together different views of the same subject with a particular expression in the embedding space. We also introduce a supervised contrastive loss to push the learnt view-invariant features of each expression away from other expressions. Since facial expressions are often distinguished with very subtle differences in the learned feature space, we incorporate the Barlow twins loss to reduce the redundancy and correlations of the representations in the learned representations. The proposed method is a substantial extension of our previously proposed CL-MEx, which only had a self-supervised loss. We test the proposed framework on two public multi-view facial expression recognition datasets, KDEF and DDCF. The experiments demonstrate that our approach outperforms previous works in the area and sets a new state-of-the-art for both datasets while showing considerably less sensitivity to challenging angles and the number of output labels used for training. We also perform detailed sensitivity and ablation experiments to evaluate the impact of different components of our model as well as its sensitivity to different parameters.
Generative models can serve as surrogates for some real data sources by creating synthetic training datasets, but in doing so they may transfer biases to downstream tasks. We focus on protecting quality and diversity when generating synthetic training datasets. We propose quality-diversity generative sampling (QDGS), a framework for sampling data uniformly across a user-defined measure space, despite the data coming from a biased generator. QDGS is a model-agnostic framework that uses prompt guidance to optimize a quality objective across measures of diversity for synthetically generated data, without fine-tuning the generative model. Using balanced synthetic datasets generated by QDGS, we first debias classifiers trained on color-biased shape datasets as a proof-of-concept. By applying QDGS to facial data synthesis, we prompt for desired semantic concepts, such as skin tone and age, to create an intersectional dataset with a combined blend of visual features. Leveraging this balanced data for training classifiers improves fairness while maintaining accuracy on facial recognition benchmarks. Code available at: https://github.com/Cylumn/qd-generative-sampling
Machine unlearning is a crucial tool for enabling a classification model to forget specific data that are used in the training time. Recently, various studies have presented machine unlearning algorithms and evaluated their methods on several datasets. However, most of the current machine unlearning algorithms have been evaluated solely on traditional computer vision datasets such as CIFAR-10, MNIST, and SVHN. Furthermore, previous studies generally evaluate the unlearning methods in the class-unlearning setup. Most previous work first trains the classification models and then evaluates the machine unlearning performance of machine unlearning algorithms by forgetting selected image classes (categories) in the experiments. Unfortunately, these class-unlearning settings might not generalize to real-world scenarios. In this work, we propose a machine unlearning setting that aims to unlearn specific instance that contains personal privacy (identity) while maintaining the original task of a given model. Specifically, we propose two machine unlearning benchmark datasets, MUFAC and MUCAC, that are greatly useful to evaluate the performance and robustness of a machine unlearning algorithm. In our benchmark datasets, the original model performs facial feature recognition tasks: face age estimation (multi-class classification) and facial attribute classification (binary class classification), where a class does not depend on any single target subject (personal identity), which can be a realistic setting. Moreover, we also report the performance of the state-of-the-art machine unlearning methods on our proposed benchmark datasets. All the datasets, source codes, and trained models are publicly available at https://github.com/ndb796/MachineUnlearning.
Recently, GPT-4 with Vision (GPT-4V) has shown remarkable performance across various multimodal tasks. However, its efficacy in emotion recognition remains a question. This paper quantitatively evaluates GPT-4V's capabilities in multimodal emotion understanding, encompassing tasks such as facial emotion recognition, visual sentiment analysis, micro-expression recognition, dynamic facial emotion recognition, and multimodal emotion recognition. Our experiments show that GPT-4V exhibits impressive multimodal and temporal understanding capabilities, even surpassing supervised systems in some tasks. Despite these achievements, GPT-4V is currently tailored for general domains. It performs poorly in micro-expression recognition that requires specialized expertise. The main purpose of this paper is to present quantitative results of GPT-4V on emotion understanding and establish a zero-shot benchmark for future research. Code and evaluation results are available at: https://github.com/zeroQiaoba/gpt4v-emotion.
Emotion detection is a crucial component of Games User Research (GUR), as it allows game developers to gain insights into players' emotional experiences and tailor their games accordingly. However, detecting emotions in Virtual Reality (VR) games is challenging due to the Head-Mounted Display (HMD) that covers the top part of the player's face, namely, their eyes and eyebrows, which provide crucial information for recognizing the impression. To tackle this we used a Convolutional Neural Network (CNN) to train a model to predict emotions in full-face images where the eyes and eyebrows are covered. We used the FER2013 dataset, which we modified to cover eyes and eyebrows in images. The model in these images can accurately recognize seven different emotions which are anger, happiness, disgust, fear, impartiality, sadness and surprise. We assessed the model's performance by testing it on two VR games and using it to detect players' emotions. We collected self-reported emotion data from the players after the gameplay sessions. We analyzed the data collected from our experiment to understand which emotions players experience during the gameplay. We found that our approach has the potential to enhance gameplay analysis by enabling the detection of players' emotions in VR games, which can help game developers create more engaging and immersive game experiences.
In contemporary society, the escalating pressures of life and work have propelled psychological disorders to the forefront of modern health concerns, an issue that has been further accentuated by the COVID-19 pandemic. The prevalence of depression among adolescents is steadily increasing, and traditional diagnostic methods, which rely on scales or interviews, prove particularly inadequate for detecting depression in young people. Addressing these challenges, numerous AI-based methods for assisting in the diagnosis of mental health issues have emerged. However, most of these methods center around fundamental issues with scales or use multimodal approaches like facial expression recognition. Diagnosis of depression risk based on everyday habits and behaviors has been limited to small-scale qualitative studies. Our research leverages adolescent census data to predict depression risk, focusing on children's experiences with depression and their daily life situations. We introduced a method for managing severely imbalanced high-dimensional data and an adaptive predictive approach tailored to data structure characteristics. Furthermore, we proposed a cloud-based architecture for automatic online learning and data updates. This study utilized publicly available NSCH youth census data from 2020 to 2022, encompassing nearly 150,000 data entries. We conducted basic data analyses and predictive experiments, demonstrating significant performance improvements over standard machine learning and deep learning algorithms. This affirmed our data processing method's broad applicability in handling imbalanced medical data. Diverging from typical predictive method research, our study presents a comprehensive architectural solution, considering a wider array of user needs.
Video-based facial affect analysis has recently attracted increasing attention owing to its critical role in human-computer interaction. Previous studies mainly focus on developing various deep learning architectures and training them in a fully supervised manner. Although significant progress has been achieved by these supervised methods, the longstanding lack of large-scale high-quality labeled data severely hinders their further improvements. Motivated by the recent success of self-supervised learning in computer vision, this paper introduces a self-supervised approach, termed Self-supervised Video Facial Affect Perceiver (SVFAP), to address the dilemma faced by supervised methods. Specifically, SVFAP leverages masked facial video autoencoding to perform self-supervised pre-training on massive unlabeled facial videos. Considering that large spatiotemporal redundancy exists in facial videos, we propose a novel temporal pyramid and spatial bottleneck Transformer as the encoder of SVFAP, which not only enjoys low computational cost but also achieves excellent performance. To verify the effectiveness of our method, we conduct experiments on nine datasets spanning three downstream tasks, including dynamic facial expression recognition, dimensional emotion recognition, and personality recognition. Comprehensive results demonstrate that SVFAP can learn powerful affect-related representations via large-scale self-supervised pre-training and it significantly outperforms previous state-of-the-art methods on all datasets. Codes will be available at https://github.com/sunlicai/SVFAP.
People naturally understand emotions, thus permitting a machine to do the same could open new paths for human-computer interaction. Facial expressions can be very useful for emotion recognition techniques, as these are the biggest transmitters of non-verbal cues capable of being correlated with emotions. Several techniques are based on Convolutional Neural Networks (CNNs) to extract information in a machine learning process. However, simple CNNs are not always sufficient to locate points of interest on the face that can be correlated with emotions. In this work, we intend to expand the capacity of emotion recognition techniques by proposing the usage of Facial Action Units (AUs) recognition techniques to recognize emotions. This recognition will be based on the Facial Action Coding System (FACS) and computed by a machine learning system. In particular, our method expands over EmotiRAM, an approach for multi-cue emotion recognition, in which we improve over their facial encoding module.
The rapid advancement in deep learning over the past decade has transformed Facial Expression Recognition (FER) systems, as newer methods have been proposed that outperform the existing traditional handcrafted techniques. However, such a supervised learning approach requires a sufficiently large training dataset covering all the possible scenarios. And since most people exhibit facial expressions based upon their age group, gender, and ethnicity, a diverse facial expression dataset is needed. This becomes even more crucial while developing a FER system for the Indian subcontinent, which comprises of a diverse multi-ethnic population. In this work, we present InFER, a real-world multi-ethnic Indian Facial Expression Recognition dataset consisting of 10,200 images and 4,200 short videos of seven basic facial expressions. The dataset has posed expressions of 600 human subjects, and spontaneous/acted expressions of 6000 images crowd-sourced from the internet. To the best of our knowledge InFER is the first of its kind consisting of images from 600 subjects from very diverse ethnicity of the Indian Subcontinent. We also present the experimental results of baseline & deep FER methods on our dataset to substantiate its usability in real-world practical applications.
Facial expression recognition (FER) is a crucial part of human-computer interaction. Existing FER methods achieve high accuracy and generalization based on different open-source deep models and training approaches. However, the performance of these methods is not always good when encountering practical settings, which are seldom explored. In this paper, we collected a new in-the-wild facial expression dataset for cross-domain validation. Twenty-three commonly used network architectures were implemented and evaluated following a uniform protocol. Moreover, various setups, in terms of input resolutions, class balance management, and pre-trained strategies, were verified to show the corresponding performance contribution. Based on extensive experiments on three large-scale FER datasets and our practical cross-validation, we ranked network architectures and summarized a set of recommendations on deploying deep FER methods in real scenarios. In addition, potential ethical rules, privacy issues, and regulations were discussed in practical FER applications such as marketing, education, and entertainment business.