Interpretable Explainability in Facial Emotion Recognition and Gamification for Data Collection
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 th...
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Published in | International Conference on Affective Computing and Intelligent Interaction and workshops pp. 1 - 8 |
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Main Authors | , , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
18.10.2022
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Subjects | |
Online Access | Get full text |
ISSN | 2156-8111 |
DOI | 10.1109/ACII55700.2022.9953864 |
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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 recog-nition model. Finally, we observed significant improvements in the facial emotion perception and expression skills of the players through repeated game play. |
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AbstractList | 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 recog-nition model. Finally, we observed significant improvements in the facial emotion perception and expression skills of the players through repeated game play. |
Author | Shingjergji, Krist Bottger, Felix Urlings, Corrie Iren, Deniz Klemke, Roland |
Author_xml | – sequence: 1 givenname: Krist surname: Shingjergji fullname: Shingjergji, Krist email: krist.shingjergji@ou.nl organization: Open University of the Netherlands,Educational Sciences,Heerlen,The Netherlands – sequence: 2 givenname: Deniz surname: Iren fullname: Iren, Deniz email: deniz.iren@ou.nl organization: Center for Actionable Research, Open University of the Netherlands,Heerlen,The Netherlands – sequence: 3 givenname: Felix surname: Bottger fullname: Bottger, Felix organization: Center for Actionable Research, Open University of the Netherlands,Heerlen,The Netherlands – sequence: 4 givenname: Corrie surname: Urlings fullname: Urlings, Corrie organization: Open University of the Netherlands,Educational Sciences,Heerlen,The Netherlands – sequence: 5 givenname: Roland surname: Klemke fullname: Klemke, Roland organization: Open University of the Netherlands,Educational Sciences,Heerlen,The Netherlands |
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Snippet | Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified... |
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SubjectTerms | Affective computing Emotion recognition explainable AI Face recognition facial emotion recognition Games gamification interpretable machine learning Machine learning Natural languages Training |
Title | Interpretable Explainability in Facial Emotion Recognition and Gamification for Data Collection |
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