Emotion Recognition from Body Movements with AS-LSTM

Haiyan Zhang, Pengfei Yi, R. Liu, D. Zhou
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引用次数: 4

Abstract

With the development of artificial intelligence, people's demand for emotional interaction in virtual reality experience is becoming higher and higher. When the traditional emotion recognition method is used in virtual reality emotion recognition, it has some problems, such as tedious wearing, high demand on image clarity, inaccurate emotion recognition in motion, etc. Therefore, we propose a stack LSTM network based on attention (AS-LSTM) for emotion recognition from whole body movements in VR environment. According to the importance degree, different attention values are set for the feature sequences data of each joint point in the frame sequence of human body motion by adding attention mechanism to the basis of traditional LSTM network, which will build a particular distribution of attention, focus on the key joint points affecting emotion recognition, and reduce the invalid information. Then the proposed method can improve the learning ability of network and emotion recognition accuracy. Moreover, the equipment is simple and easy to operate, which provides users a more immersive emotional interaction experience. One can observe, this method achieves higher recognition accuracy on classification of seven kinds of emotions (happy, sad, fear, anger, surprised and disgust) compared with other deep learning methods in VR. In addition, the accuracy of emotion recognition in six categories (happy, sad, fear, anger, surprise, disgust) and four categories (happy, sad, fear, and anger) is also improved.
基于AS-LSTM的肢体动作情绪识别
随着人工智能的发展,人们对虚拟现实体验中情感交互的需求越来越高。将传统的情感识别方法应用于虚拟现实情感识别时,存在佩戴繁琐、对图像清晰度要求高、运动中情感识别不准确等问题。因此,我们提出了一种基于注意力的堆栈LSTM网络(AS-LSTM),用于VR环境下全身动作的情绪识别。根据重要程度,在传统LSTM网络的基础上,通过增加注意机制,对人体运动帧序列中每个关节点的特征序列数据设置不同的注意值,构建特定的注意分布,关注影响情绪识别的关键关节点,减少无效信息。从而提高了网络的学习能力和情感识别的准确率。而且设备简单易操作,为用户提供更加身临其境的情感交互体验。可以看到,与VR中其他深度学习方法相比,该方法对快乐、悲伤、恐惧、愤怒、惊讶、厌恶七种情绪的分类识别准确率更高。此外,六类(快乐、悲伤、恐惧、愤怒、惊讶、厌恶)和四类(快乐、悲伤、恐惧、愤怒)情绪识别的准确性也有所提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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