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Tài liệu Customer emotion recognition through facial expression

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Customer Emotion Recognition Through Facial Expression by Hoa T. Le Bachelor of Information Technology Thai Nguyen University of Information and Communication Technology – Vietnam, 2012 A Thesis Proposal Submitted to the School of Graduate Studies in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science Mapúa Institute of Technology June 2016 ii ACKNOWLEDGEMENTS The Author would like to express her sincere gratitude to God and to other significant persons for giving the opportunity to complete this study; To the greatest Adviser, Sir Larry A. Vea, for the continuous support of this Master thesis study and related research, for his patience, motivation, and immense knowledge. His guidance made this research in completion; To the Thesis Committee, Dean Kelly Balan, Sir Joel De Goma, and Sir Aresh Saharkhiz, for their time, insightful comments and encouragement, and for the hard questions which incented the author to widen and improve her research from various perspectives; To the School of Graduate Studies, Dr. Jonathan Salvacion, and Sir Omar Ombergado, for their instruction to complete the format of this paper and other requirements needed; To Ms. Grace Panahon – Star Circle manager and Ms. Rizza Faustino, for the help to have the permission to gather data in the stores; To the Editor, for the time spent in patiently checking the errors and reviewing this manuscript; To the Family, Parents, Brother and Sister-in-law, for the support that they provided through the entire life of the author; To the Friends and Housemates, especially Jocel Marie T. Gebora, for the support and provision of food and prayers to have this thesis achieved in full completion. Hoa T. Le iii TABLE OF CONTENTS TITLE PAGE i APPROVAL PAGE ii ACKNOWLEDGEMENTS iii TABLE OF CONTENTS iv LIST OF TABLE vii LIST OF FIGURES ix ABSTRACT xi Chapter 1: INTRODUCTION 1 Chapter 2: REVIEW OF RELATED LITREATURE 5 Emotion Typologies 7 Customer Emotion 9 Expression of Interest 9 Expression of Happiness 10 Expression of Sadness 11 Expression of Boredom 12 Expression of Surprise 12 Facial Affect Analysis 13 Microsoft Kinect SDK and Face Tracking Outputs 13 Kinect for Xbox 360 Face Tracking Outputs 16 Kinect v2 – High Definition Face Tracking 20 Comparison of Face Tracking Results Between Kinect v1 and Kinect v2 24 Piecewise Bezier Volume Deformation 24 iv Candide-3 25 Classifiers for Emotion Detection 25 Related Works 26 Chapter 3: CUSTOMER EMOTION RECOGNITION THROUGH FACIAL EXPRESSION 29 Abstract 29 Introduction 29 Methodology 33 Research Paradigm 34 Methodology Parameters 35 Data Collection 36 Gathering Setup 36 Feature Extraction and Annotation 38 Feature Selection 41 Annotation 42 Training Classifiers 43 Model Testing 44 Prototype Development 45 Prototype Testing 45 Real World Testing 45 Analysis of the Results 45 Machine Learning and Classification 47 Results and Discussion 48 v Dataset Description 48 Animation Unit Interpretation 49 Annotation Results 52 Correlation Between the AUs. 54 Test Machine 55 Definition of Terms 55 Model Development 56 Model Testing 58 Model Performance of thirty-three (33) customers of Kinect 2. 59 Feature Selection 60 Classifier Analysis 62 Prototype Testing Result 66 Real World Testing 67 Conclusion 67 References 68 Chapter 4: CONCLUSIONS 76 Chapter 5: RECOMMENDATIONS 77 REFERENCES 78 vi LIST OF TABLE Table 1: Basic Emotions 8 Table 2: The Angles are expressed in Degrees 18 Table 3: Action Units [AUs] which represent “deltas “from the neutral shape of the face 19 Table 4: Shape Units [SUs] which determine head shape and neutral face 20 Table 5: Face Shape Animations Enumeration 22 Table 6: Kinect v1 and Kinect v2 Face Tracking Outputs 24 Table 7: Emotion Behaviors 42 Table 8: Instances in Kinect v1 and v2 dataset 49 Table 9: Animation Unit Interpretation (Microsoft) for Kinect 1 49 Table 10: Animation Unit Interpretation (Microsoft) for Kinect 2 50 Table 11: AUs detected from Sample Face by Kinect 1 51 Table 12: AUs detected from Sample Face by Kinect 2 52 Table 13: Features Observed by the Dataset 53 Table 14: Comparison of Magnitudes of “Happy", “Interest”, "Bored”, ”Surprise”" and “Sad” in the Dataset. 53 Table 15: AUs Correlation 54 Table 16: Selected features using CfsSubsetEval and BestFrist 61 Table 17: Accuracy result by using CfsSubsetEval and BestFrist Kinect 2 61 Table 18: Accuracy result by using CfsSubsetEval and BestFrist Kinect 1 62 Table 19: Base Classifiers of the Random Committee 63 Table 20: Movements considered by the Classifier 63 Table 21: Movements considered by the Classifier 63 vii Table 22: New Patterns Discovered of Customer’s Affect via the Notable Features 65 Table 23: Prototype Testing Results 66 viii LIST OF FIGURES Figure 1: Camera Space 14 Figure 2: Kinect-1-vs-Kinect-2-Tech-Comparison 16 Figure 3: Tracked Points 17 Figure 4: Head Pose Angles 18 Figure 5: Candide -3 face model 25 Figure 6: The Conceptual Framework 34 Figure 7: Research Paradigm 35 Figure 8: Star Circle, Starmall, Alabang 36 Figure 9: Camera Set-Up 37 Figure 10: Setup for Kinect Sensor Captures Full Body 38 Figure 11: Setup for Two (2) Kinect Sensors. 38 Figure 12: 3D Face Mask 40 Figure 13: Tracked Face 41 Figure 14: Annotation of Videos 43 Figure 15: Sample Face captured by Kinect 1 51 Figure 16: Sample Face Captured by Kinect 1 52 Figure 17: Accuracy of Model Development Results 57 Figure 18: Kappa of Model Development Results 57 Figure 19: Accuracy of Model Testing Results 58 Figure 20: Kappa Statistic of Model Testing Results 59 Figure 21: Accuracy of Model Testing 60 Figure 22: Kappa of Model Testing 60 ix Figure 23: A section of one of the Random Committee base classifiers x 64 ABSTRACT Products evoke positive or negative emotions to customers. Those with negative emotions towards the products are likely to reject it, while those with positive emotions toward the product are enticed to buy them. There were already some studies on customer emotion through facial expression using ordinary cameras. In this study, the Researcher aimed to develop models that recognize customer’s emotion through Kinect sensor v1 and the new Kinect sensor v2 and tried to compare these sensors in terms of recognition rates. The 2 sensors were placed one on top of the other and simultaneously recorded videos of the customers and extracted facial features from the captured facial expressions. Each instance of the extracted features was then labeled with the corresponding observed emotion of the customer from the recorded video. The resulting dataset were then processed using some classifiers. Results showed that Kinect sensor v2 performed better than Kinect sensor v1. For the results of prototype testing, Kinect v2 got the kappa statistic average 0.67371 in the “moderate” to “good” agreement range instead of Kinect 1 with the 0.5428 average. Keywords: Emotion Recognition, Facial Expressions, Microsoft Kinect, Classifications, Affective Computing xi Chapter 1 INTRODUCTION Human beings have been blessed with the ability to live according to their feelings, emotions and rationale. Emotions are related to behavior, decision-making and relationship and that is how emotions impact people lives. It is one of the most important fields of research today which is going to be explored by this study. The study of emotion, feeling and affect presents a considerable challenge for researchers due to lack of differentiation among these terms. Although feeling, emotion and affect are routinely used interchangeably, it is important not to confuse affect with feelings and emotions. As Massumi defined it “feelings are person-centered, biographical and conscious phenomena”; “emotions are social expressions of feelings and affect is influenced by culture”. It is a preconscious phenomenon which is capable of becoming conscious upon recall; and affects are prepersonal, that is affect exists outside of consciousness before personal selfawareness develops [20]. Affective computing was first popularized by Rosalind Picard’s book “Affective Computing” which called for research into automatic sensing, detection and interpretation of affect and identified its possible uses in human computer interaction [HCI] contexts [54]. “Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects”. Automatic affect sensing has attracted a lot of interest from various fields and research groups, including psychology, cognitive sciences, linguistics and computer vision, speech analysis, and machine learning. The progress in automatic affect recognition depends on the progress in all of these seemingly disparate fields. Affective computing has grown and 1 2 diversified over the past decades. It now encompasses automatic affect sensing, affect synthesis and the design of emotionally intelligent interfaces. Emotional factors are as important as classic functional aspects of product/service [42]. Products can evoke a wide range of emotions, both negative and positive. These emotions are expressed differently, according to situations. Negative emotions stimulate individuals to reject the object whereas positive emotions stimulate individuals to accept the object [38]. Positive emotions stimulate product purchase intentions. It means products that evoke positive emotions give positive results both on business and consumer perspective. Thus, it is indisputably worthwhile to design products that evoke positive emotions [47]. Recent advances in image analysis and pattern recognition open up the possibility of automatic detection and classification of emotional and conversational facial signals. Possible area that could use the advance technology of facial expression recognition system is the customer satisfaction measurement. A published study [33] proposed a system that measures the satisfaction level of the new customers during the registration process. The expression of customer being served at the counter is captured to evaluate the satisfaction of the customer. Another study proposed by Shergill [35] described a computerized intelligent sales assistant that gives sales personnel the ability to allocate their time. However, this is still a conceptual framework. They used an in-house camera and the computer software developed by the team to classify the different facial expressions of purchasers while they shop. Based on the result, the system gave information about shopper behavior and suggested interesting products. Although, there are already various studies on application of facial expression recognition system, previous studies focused more on academic emotions [33] while the other 3 one is still a conceptual framework [35] and they focused in single tracking although targets business realm. This paper addresses what is lacking from previous papers: provide a model of facial expression recognition system on business field. Another goal of this research is to define various direct emotions of customer-product interactions. Based on the background and the research gaps provided, the main objective of this study is to develop a model that recognizes customer’s emotion through facial expressions using Kinect sensor v1 and v2. The Researcher aims to extract and determine notable facial features that can be used to recognize customer’s emotions. A suitable classification algorithm is used to provide the highest prediction rate. The model is then validated by embedding it in a prototype and compares the performance of Kinect v1 and Kinect v2 based on the results. Being exposed everyday with human interactions, emotions play a vital role on relationship, academe and work. With this, the Researcher was curious as to how emotions play role in the business world or if emotions do really have a place in it. During the development of this study, she was able to come up with some questions that should be answered when this study is completed:  How is facial expression related to customer’s emotion?  What classification algorithms yield the best recognition rate?  How does the prototype help both the business companies and customer?  What are the differences between the extracted facial features from Kinect v1 and v2? Based on the target goals of this study, this has significant impact on computer science and business world. That is, this paper incorporates affective computing by looking for a suitable affective intelligent model and implements it on a facial recognition system prototype, 4 which has benefit both consumers and business companies. This also has significant contribution on discovering new facial features and patterns that can be extracted from Kinect v2. These patterns can be used for future studies. This might also pave the way for new approach on business marketing and advertising. Since business companies want to optimize their resources, with this study, it helps them save time due to its high recognition rate. That is, it allows finding out what the customers truly feel about the products. Thus, the direct sales staff is able to easily point where a sale is more likely, at the same time providing customer satisfaction. The research focuses on the field of facial emotion recognition for Filipino customers. It covers positive and negative states of customer’s face: interest, happy, surprise, boredom and sad. The study planned to use two (2) parallel cameras: (1) Kinect for Xbox 360 and (2) Kinect for Xbox One v2 with separate adapter or Kinect for Window v2 (Kinect v2). Kinect for Xbox 360 can track only one face and Kinect v2 can track one to six people simultaneously in one range. The analysis of facial expressions in the study is limited to include thirty (30) respondents and small area of coverage for detecting the target facial expressions. The rest of the paper is organized as follows: Chapter 2 gives a background of facial expressions and how it motivates the paper’s experiment. Chapter 3 discusses the methodology, results and discussions. The conclusion is discussed in Chapter 4 and the recommendation is in the Chapter 5. Chapter 2 REVIEW OF RELATED LITREATURE Since the early 1970s, the pioneering work by Ekman and his colleagues have performed extensive studies of human facial expressions. They found evidence to support universality in facial expressions. Their studies indicated that there are six (6) universally recognized prototypes of face expressions: happiness, anger, disgust, sadness, fear, and surprise [6]. They studied facial expressions in different cultures, including preliterate cultures, and found much commonality in the expression and recognition of emotions on the face. However, these studies showed that the processes of expression and recognition of emotions on the face are common enough, despite differences imposed by social rules. For example, Japanese subjects and American subjects showed similar facial expressions while viewing the same stimulus film. However, in the presence of authorities, the Japanese viewers were more reluctant to show their real expressions. Babies seem to exhibit a wide range of facial expressions without being taught, thus suggesting that these expressions are innate. Their work on action units (AU], described in Facial Action Coding System (FACS), and inspired researchers in this field. They used FACS to code facial expressions as a combination of fortyfour () facial movements where movements on the face are described by a set of action units [AUs] and to manually describe facial expressions, using still images of, and usually extreme, facial expressions. Each AU has some related muscular basis. While much progress has been made in automatically classifying according to FACS a fully automated FACS based approach for video has yet to be developed. This work inspired the Researcher to analyze facial expressions by tracking prominent facial features or measuring the amount of facial movement, usually relying on the “universal expressions” or a defined subset of them. In 1990s, automatic 5 6 facial expression analysis research gained much interest, mainly thanks to progress, in the related fields such as image processing (face detection, tracking and recognition) and the increasing availability of relatively cheap computational power. The work in computer-assisted quantification of facial expressions did not start until the 1990s. Mase and Pentland (1990) used measurements of optical flow (OF) to recognize facial expressions. Mase was one of the first to use image processing techniques to recognize facial expressions. Another study by Lanitis et al., they used a flexible shape and appearance model for face identification, pose recovery, gender recognition and facial expression recognition. Local optical flow was also the basis of Rosenblum’s work, utilizing a radial basis function network for expression classification. The study [11] used an optical flow regionbased method to recognize expressions. Donato et al. And Bartlett [8] tested different features for recognizing facial AUs and inferring the facial expression in the frame. Pantic and Rothkrantz [9] identified three (3) basic problems a facial expression analysis approach needs to deal with: face detection in a facial image or image sequence, facial expression data extraction and facial expression classification. Different methods for facial expression recognition differ in the feature extraction and representation method, type of classification, and whether the recognition is done from still image or video. For the facial feature extraction and representation method, there are three (3) main types: template-based, feature-based, and appearance-based. With regards to the method of classification, there are also two (2) major types: imagebased or sequence-based. Neural networks (NN), support vector machine (SVM), and Bayesian networks (BN) belonging to the image-based classification, while Hidden Markov Model (HMM) and Dynamic Bayesian Networks (DBN) to the latter. A comprehensive review 7 of these methods can be found in Michel [56], trisected an approach to expression recognition in live video. The results indicated that the properties of a Support Vector Machine learning system correlate well with the constraints placed on recognition accuracy and speed by a real time environment. In 2006, Yu-Li Xue, Xia Mao and Fan Zhang proposed a comprehensive video facial expression database, which involves human’s main emotional facial expressions and includes twenty-five (25) kinds of pure facial expressions [despair, grief, worry, surprise, flurry, horror, disgust, fury, fear, doubt, impatience, hate, contempt, disparagement, sneer, smile, plea, laugh], mixed facial expressions and complex facial expressions (using ANC camera, 380 thousand pixels). For the latest researches combined base algorithms to improve performance of system. For example: Facial expression recognition based on Hessian regularized support vector machine is the experimental results show that HR based SVM (HesSVM) outperforms SVM and LR base SVM (Lap SVM). Or [55] presented classifier operates only in off-line mode in three (3) isolated steps: 1. Feature extraction from clip 2. Evaluation using Candide model 3. Recognition of expressed emotion, and others. Emotion Typologies Table 1 on page 8 illustrates that basic emotion sets typically include two (2) or three (3) positive emotions. These can be combined to give five (5) basic positive emotions: Joy, Love, Interest, Anticipation, and Pleasant Surprise. Working with such small sets of basic emotions enables a shared research focus among academia, which supports comparisons among research initiatives. The disadvantage is that these sets are an oversimplified representation of the variety of human emotions. The emotion lexicon of most modern 8 languages contains hundreds of emotion names [57], and suggesting that all of these are mere variations of basic emotions marginalizes the richness of the emotional repertoire. Some researchers have been dissatisfied with the economy obtained with the basic emotion sets. In agreement with this critical stance, the Researcher proposes that the small set is too rudimentary to be useful for explaining the variety of positive emotions experienced in humanproduct interactions. Each basic emotion encompasses various different emotions. For example, the basic emotion of joy encompasses: pride, satisfaction, relief, and inspiration. Love encompasses: sympathy, admiration, kindness, lust, and respect. These are clearly different emotions, with different eliciting conditions, different feelings, and different behavioral manifestations. The set of twenty-five (25) positive emotion types was then assembled to function as a practical balance between the conciseness of basic emotion sets and the comprehensiveness of emotion sets. Table 1: Basic Emotions [47] 9 Customer Emotion According to the study of Consoli [42], the emotion becomes more important with the emergence of the principle of the consumer pleasure. The emotions represent another form of language universally spoken and understood. Emotions are distinctive element that must be added to enhance the basis of supply of product/service and especially they are designed and managed with rigor and ethical spirit. The consumer does not look for a product/service that meets both the needs and rational processes, but for an object that becomes a center of symbolic meanings, psychological and cultural, a source of feelings, relationships and emotions. The purchase decisions of customers are driven by two (2) kinds of needs: functional needs satisfied by product functions and emotional needs associated with the psychological aspects of product ownership. The products must generate emotions but also present good functionality (traditional attributes). Expression of Interest As discussed in Chapter 1, the interest of the customer with the products is very important. The questions are “Is interest an emotion?”, “What are the facial behaviors/features associated with a real customer?” and “How to define it through face features?” This study defines the interested expression as a lack of all of the remaining emotions. Following the study of the researchers of Changingminds Group [37] is based from [38] [39], [40] interested is found out: “Steady gaze of eyes at item of interest [may be squinting]; slightly raised eyebrows; lips slightly pressed together; head erect or pushed forward.”
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