Abstract
Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified method of acquiring annotated
facial emotion data without an explicit labeling effort by humans. The game, which we named Facegame, challenges the players to
imitate a displayed image of a face that portrays a particular basic emotion. Every round played by the player creates new data
that consists of a set of facial features and landmarks, already annotated with the emotion label of the target facial expression. Such an approach effectively creates a robust, sustainable, and
continuous machine learning training process. We evaluated Facegame with an experiment that revealed several contributions to the field of affective computing. First, the gamified data
collection approach allowed us to access a rich variation of facial expressions of each basic emotion due to the natural variations in the players’ facial expressions and their expressive abilities. We report improved accuracy when the collected data were used to enrich well-known in-the-wild facial emotion datasets and consecutively used for training facial emotion recognition models. Second, the natural language prescription method used by the Facegame constitutes a novel approach for interpretable explainability that can be applied to any facial emotion recognition model. Finally, we observed significant improvements in the facial emotion perception and expression skills of the players through repeated game play. Index Terms—Affective comp
facial emotion data without an explicit labeling effort by humans. The game, which we named Facegame, challenges the players to
imitate a displayed image of a face that portrays a particular basic emotion. Every round played by the player creates new data
that consists of a set of facial features and landmarks, already annotated with the emotion label of the target facial expression. Such an approach effectively creates a robust, sustainable, and
continuous machine learning training process. We evaluated Facegame with an experiment that revealed several contributions to the field of affective computing. First, the gamified data
collection approach allowed us to access a rich variation of facial expressions of each basic emotion due to the natural variations in the players’ facial expressions and their expressive abilities. We report improved accuracy when the collected data were used to enrich well-known in-the-wild facial emotion datasets and consecutively used for training facial emotion recognition models. Second, the natural language prescription method used by the Facegame constitutes a novel approach for interpretable explainability that can be applied to any facial emotion recognition model. Finally, we observed significant improvements in the facial emotion perception and expression skills of the players through repeated game play. Index Terms—Affective comp
Original language | English |
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Title of host publication | 2022 10th International Conference on Affective Computing and Intelligent Interaction, ACII 2022 |
Publisher | IEEE |
Number of pages | 8 |
ISBN (Electronic) | 9781665459082 |
ISBN (Print) | 9781665459099 |
DOIs | |
Publication status | Published - 25 Nov 2022 |
Event | 10th International Conference on Affective Computing and Intelligent Interaction - Nara, Japan Duration: 18 Oct 2022 → 21 Oct 2022 |
Conference
Conference | 10th International Conference on Affective Computing and Intelligent Interaction |
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Abbreviated title | ACII |
Country/Territory | Japan |
City | Nara |
Period | 18/10/22 → 21/10/22 |
Keywords
- Affective computing
- explainable AI
- facial emotion recognition
- gamification
- interpretable machine learning
- TRUSTWORTHY_AI