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One of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. Hence, auxiliary means of sensing and conveying these expressions are needed. We present an algorithm to automatically infer expressions by analyzing only a partially occluded face while the user is engaged in a virtual reality experience. Specifically, we show that images of the users eyes captured from an IR gaze-tracking camera within a VR headset are sufficient to infer a select subset of facial expressions without the use of any fixed external camera. Using these inferences, we can generate dynamic avatars in real-time which function as an expressive surrogate for the user. We propose a novel data collection pipeline as well as a novel approach for increasing CNN accuracy via personalization. Our results show a mean accuracy of 74% ($F1$ of 0.73) among 5 `emotive expressions and a mean accuracy of 70% ($F1$ of 0.68) among 10 distinct facial action units, outperforming human raters.
One of the goals of the ICML workshop on representation and learning is to establish benchmark scores for a new data set of labeled facial expressions. This paper presents the performance of a Null model consisting of convolutions with random weights
This work explores facial expression bias as a security vulnerability of face recognition systems. Despite the great performance achieved by state-of-the-art face recognition systems, the algorithms are still sensitive to a large range of covariates.
We describe a deep learning based method for estimating 3D facial expression coefficients. Unlike previous work, our process does not relay on facial landmark detection methods as a proxy step. Recent methods have shown that a CNN can be trained to r
In this paper, we use semi-definite programming and generalized principal component analysis (GPCA) to distinguish between two or more different facial expressions. In the first step, semi-definite programming is used to reduce the dimension of the i
Parkinsons Disease (PD) is a neurological disorder that affects facial movements and non-verbal communication. Patients with PD present a reduction in facial movements called hypomimia which is evaluated in item 3.2 of the MDS-UPDRS-III scale. In thi