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Gamifying Facial Emotion Recognition for Both Human Training �and Machine Learning Data Collection
Yeonsun Yang1
Ahyeon Shin1
Nayoung Kim1
Huidam Woo1
John Joon Young Chung2
Jean Y. Song1
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Midjourney
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Facial Emotion Recognition In the Real-world
Motivation
Spontaneous facial expressions are diverse, subjective, and ambiguous.
😀
Happy
😭
Sad
An example of in-the-wild FER datasets
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The Impact of FER on Interactions
FER is important for both human-human interactions and human-machine interactions.
Motivation
# Family
# Workplace
# Law Enforcement
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Who Needs FER Training?
Motivation
Clinical Populations
Professionals
General Populations
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Training Interfaces to Enhance Human FER
Related Work
Learner
Image 1/20
Emotion
Feedback
Happy
Sad
Disgust
Neutral
The inner corners of the eyebrows and angled downward
NEXT
Micro Expressions Training Tool (METT)
Ekman et al., 2003
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Training Interfaces to Enhance Human FER
Related Work
Image 1/20
Emotion
Feedback
Happy
Sad
Disgust
Neutral
NEXT
Micro Expressions Training Tool (METT)
Ekman et al., 2003
The inner corners of the eyebrows and angled downward
Limitations
Sign-based explanation of emotion with action units
Facial expression images taken in controlled environments with action units
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Image 1/20
Emotion
Happy
Sad
Disgust
Neutral
NEXT
Labeling Interfaces to Enhance Machine FER
Related Work
AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild
Mollahosseini et al., IEEE Transactions on Affective Computing (2017)
“Judgement-based approach”
Interprets facial expression based on how it is universally and heuristically perceived by a large common population
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Image 1/20
Emotion
Happy
Sad
Disgust
Neutral
NEXT
Labeling Interfaces to Enhance Machine FER
Related Work
Limitations
AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild
Mollahosseini et al., IEEE Transactions on Affective Computing (2017)
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Research Goal: Building an Integrated Interface
Approach
Simultaneously addressing limitations
FER Training
Data Collection
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To effectively address the challenges identified in current interfaces within a single application,
Emotion Categories
# of Responses
(1) Engaging and motivating groups of general populations
(2) Group learning through interaction with each other
(3) Aggregating all socially-agreed emotional judgments collected from user groups
Research Goal: Building an Integrated Interface
Approach
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Emotion Categories
# of Responses
”Gamification”
Research Goal: Building an Integrated Interface
Approach
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Design Probing
Approach
Based on iterative design probes (N=9):
[DG1]
[DG2]
[DG3]
Enable diverse layers of interactions to support learning socially agreed-upon interpretations of emotions�
Observational learning, real-time personalized feedback, and reflection
Minimize the difficulty and effort required for the labeling actions during the game
Breaking labeling actions into smaller unit of work (i.e., binary labeling)
Provide game rules and elements that are easy to learn
�Using mainstream game plot
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Design Probing
Approach
“Mafia Game Plot”
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Find the Bot! : Strategies
Approach
Find the Bot! seamlessly incorporate a wide range of suggestions and guidelines from gamification, education, and crowdsourcing to motivate players using a combination of game elements.
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Find the Bot! : Gameplay
Approach
Player1
Player5
Player2
Player3
Player4
Round 1
HAPPY
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Find the Bot! : Gameplay
Approach
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Player1
Player5
Player2
Player3
Player4
Round 1
HAPPY
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Find the Bot! : Gameplay
Approach
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Player1
Player5
Player2
Player3
Player4
Round 1
HAPPY
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Find the Bot! : Gameplay
Approach
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Player1
Player5
Player2
Player3
Player4
Round 1
HAPPY
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Find the Bot! : Gameplay
Approach
Labeling
Game stages
Skimming
Pointing out
Voting
Last defense
Advice
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Find the Bot! : Gameplay
Approach
Labeling
Skimming
Pointing out
Voting
Last defense
Advice
Game stages
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Find the Bot! : Gameplay
Approach
Labeling
Skimming
Pointing out
Voting
Last defense
Advice
Game stages
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Find the Bot! : Gameplay
Approach
Labeling
Skimming
Pointing out
Voting
Last defense
Advice
Game stages
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Find the Bot! : Gameplay
Approach
Labeling
Skimming
Pointing out
Voting
Last defense
Advice
Game stages
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Find the Bot! : Gameplay
Approach
Labeling
Skimming
Pointing out
Voting
Last defense
Advice
Game stages
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Ground-truth measures* (N=275)
*Japanese and Caucasian Facial Expressions of Emotion (JACFEE) and Neutral Faces (JACNeuF)
Matsumoto et al., (1988)
User study (N=59)
Experiment
Evaluation Setup
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Ground-truth measures* (N=275)
*Japanese and Caucasian Facial Expressions of Emotion (JACFEE) and Neutral Faces (JACNeuF)
Matsumoto et al., (1988)
User study (N=59)
Experiment
Evaluation Setup
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Playing Find the Bot!
Plain labeling task
Learner group
(N=11)
Player group
(N=37)
Control group
(N=11)
Two 90-mins lab sessions
A 90-mins lab session
Experiment
Evaluation Setup
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Playing Find the Bot!
Plain labeling task
Learner group
(N=11)
Player group
(N=37)
Control group
(N=11)
Two 90-mins lab sessions
A 90-mins lab session
Experiment
Evaluation Setup
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Experiment
Evaluation of Game Design (for All Players)
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Experiment
Improvement on Judgment-based FER (Learner vs. Control)
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Experiment
Increase on Social Agreement of Collected Labels
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Generalizability
Discussion
Findings from the Study
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Guidelines for Game with a Purpose
Discussion
Findings from the Study
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Yeonsun Yang1
Ahyeon Shin1
Nayoung Kim1
Huidam Woo1
John Joon Young Chung2
Jean Y. Song1
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Midjourney
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Find the Bot!
Project page: https://github.com/diag-dgist/FindtheBot
Gamifying Facial Emotion Recognition for Both Human Training �and Machine Learning Data Collection