Local binary pattern from three orthogonal planes (LBP-TOP) has been widely used in emotion recognition in the wild. However, it suffers from illumination and pose changes. This paper mainly focuses on the robustness of LBP-TOP to unconstrained environment. Recent proposed method, spatiotemporal local monogenic binary pattern (STL MBP) [14], was verified to work promisingly in different illumination conditions. Thus this paper proposes an improved spatiotemporal feature descriptor based on STLMBP. The improved descriptor uses not only magnitude and orientation, but also the phase information, which provide complementary information. In detail, the magnitude, orientation and phase images are obtained by using an effective monogenic filter, and multiple feature vectors are finally fused by multiple kernel learning. STLMBP and the proposed method are evaluated in the Acted Facial Expression in the Wild as part of the 2014 Emotion Recognition in the Wild Challenge. They achieve competitive results, with an accuracy gain of 6.35% and 7.65% above the challenge baseline (LBP-TOP) over video.
Data is in a very important position for pattern recognition tasks including eye gaze estimation. In the literature, most researchers used normal face datasets, which are not specifically designed for eye gaze estimation. As a result, it is difficult to obtain fine labeled eye gaze direction. Therefore large datasets with well-defined gaze directions are desired. To facilitate related researches, we collect and establish the Oulu Multi-pose Eye Gaze Dataset. Inspired by the psychological observation that gaze direction is intrinsically linked with the head orientation, we are devoted to a new data set of eye gaze images captured under multiple head poses. It finally results in a dataset containing over 40K images from 50 subjects, who were asked to fixate on 10 special points on screen under different poses respectively. We investigate a new eye gaze estimation approach by using the IGO based description, and compare it with other popular eye gaze estimation approaches to provide the baseline results on our dataset.
Lack of awareness of potential fire hazards is a leading factor of fire, especially when the child is alone. This paper presents a simulation training system to help children learn fire hazards knowledge and escape skills. The first part of this system is an application designed for theoretical study, which is featured by gesture interaction using Microsoft Kinect and large screen display environment. It includes three modules, namely animation, quizzes, and a 3D serious game. The second part is a simulated environment of fire escape route, which aims to test learning outcomes. Experimental results show the fire escape skills of 100 children are greatly improved.
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