Valence/arousal estimation of occluded faces from VR headsets
File(s)EmoFAN_VR_paper.pdf (4.19 MB)
Accepted version
Author(s)
Gotsman, Tom
Polydorou, Neophytos
Edalat, Abbas
Type
Conference Paper
Abstract
Emotion recognition from facial visual signals is a challenge which has attracted enormous interest over the past two decades. Researchers are attempting to teach computers to better understand a person’s emotional state. Providing emotion recognition can massively enrich experiences. The benefits of this research for human–computer interactions are limitless. Emotions are intricate, and so we need a representative model of the full spectrum displayed by humans. A multi-dimensional emotion representation, which includes valence (how positive an emotion) and arousal (how calming or exciting an emotion), is a good fit. Virtual Reality (VR), a fully immersive computer-generated world, has witnessed significant growth over the past years. It has a wide range of applications including in mental health, such as exposure therapy and the self-attachment technique. In this paper, we address the problem of emotion recognition when the user is immersed in VR. Understanding emotions from facial cues is in itself a demanding task. It is made even harder when a head-mounted VR headset is worn, as now an occlusion blocks the upper half of the face. We attempt to overcome this issue by introducing EmoFAN-VR, a deep neural network architecture, to analyse facial affect in the presence of a severe occlusion from a VR headset with a high level of accuracy. We simulate an occlusion representing a VR headset and apply it to all datasets in this work. EmoFAN-VR predicts both discrete and continuous emotions in one step, meaning it can be used in real-time deployment. We fine-tune our network on the AffectNet dataset under VR occlusion and test it on the AFEW-VA dataset, setting a new baseline for this dataset whilst under VR occlusion.
Date Issued
2022-04-13
Date Acceptance
2021-11-15
Citation
2022, pp.96-105
Publisher
IEEE
Start Page
96
End Page
105
Copyright Statement
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Identifier
https://ieeexplore.ieee.org/document/9750297
Source
2021 IEEE Third International Conference on Cognitive Machine Intelligence (CogMI)
Subjects
Science & Technology
Technology
Computer Science, Artificial Intelligence
Computer Science, Interdisciplinary Applications
Computer Science, Theory & Methods
Computer Science
dimensional affect recognition in-the-wild
valence
arousal
facial occlusion
transfer learning
virtual reality
mental health
VIRTUAL-REALITY
FACIAL EXPRESSIONS
EXPOSURE THERAPY
MENTAL-HEALTH
EMOTION
Publication Status
Published
Start Date
2021-12-13
Finish Date
2021-12-15
Coverage Spatial
Virtual
Date Publish Online
2022-04-13