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Issue title: Special issue on the Interplay Between Natural and Artificial Computation (IWINAC 2019)
Guest editors: José Manuel Ferrández, Diego Andina and Eduardo Fernández
Article type: Research Article
Authors: García, Arturo S.a; b; * | Fernández-Sotos, Patriciac; d | Vicente-Querol, Miguel A.a | Lahera, Guillermod; e | Rodriguez-Jimenez, Robertod; f; g | Fernández-Caballero, Antonioa; b; d
Affiliations: [a] Departamento de Sistemas Informáticos, Universidad de Castilla-La Mancha, Albacete, Spain | [b] Instituto de Investigación en Informática de Albacete, Albacete, Spain | [c] Complejo Hospitalario Universitario de Albacete, Servicio de Salud Mental, Albacete, Spain | [d] CIBERSAM (Biomedical Research Networking Centre in Mental Health), Madrid, Spain | [e] Departamento de Medicina y Especialidades Médicas, Universidad de Alcalá, Madrid, Spain | [f] Department of Psychiatry, Instituto de Investigación Sanitaria Hospital 12 de Octubre, Madrid, Spain | [g] CogPsy-Group, Universidad Complutense de Madrid, Madrid, Spain
Correspondence: [*] Corresponding author: Arturo S. García, Departamento de Sistemas Informáticos, Universidad de Castilla-La Mancha, Albacete, Spain. E-mail: [email protected].
Abstract: The level of realism that real-time virtual humans have reached in the last years enables their use as an alternative to pictures and videos in the remediation of social cognition deficits. This paper presents the engineering principles and tools used to design facial expressions on virtual humans to play basic emotions. The proposal is based on the Facial Action Coding System that makes it possible to easily represent facial expressions. Then, the paper describes how the designed virtual human facial emotions have been assessed by healthy people. For that purpose, 204 healthy participants have taken part in an experiment in which they had to recognize the six basic emotions (each of them with two levels of intensity) depicted by the virtual humans. The overall accuracy of the emotion identification task was 88.25%, which outperforms most results obtained by other authors using virtual humans and/or pictures. The best recognized emotions were neutral, happiness and anger. Remarkably striking was the high success rate gotten for disgust, far superior to previous studies based on virtual reality. Unlike other works, no significant differences were found between women and men in the recognition of emotions, probably due to an enhanced dynamism and realism of the designed human faces. However, age-related differences were found for some emotions in favor of the younger participants. In addition, higher emotion identification rates were detected for higher intensity representations of each emotion, for more dynamic avatars and for faces shown frontally compared to lateral ones. Therefore, the results of the evaluation experiment have demonstrated that virtual humans perfectly convey emotions using facial expressions.
Keywords: Virtual human, facial expression, facial affect recognition, virtual reality, validation
DOI: 10.3233/ICA-200623
Journal: Integrated Computer-Aided Engineering, vol. 27, no. 3, pp. 287-299, 2020
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