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Abstract

Affective computing studies and develops systems capable of detecting humans affects. The search for universal well-performing features for speech-based emotion recognition is ongoing. In this paper, a small set of features with support vector machines as the classifier is evaluated on Surrey Audio-Visual Expressed Emotion database, Berlin Database of Emotional Speech, Polish Emotional Speech database and Serbian emotional speech database. It is shown that a set of 87 features can offer results on-par with state-of-the-art, yielding 80.21, 88.6, 75.42 and 93.41% average emotion recognition rate, respectively. In addition, an experiment is conducted to explore the significance of gender in emotion recognition using random forests. Two models, trained on the first and second database, respectively, and four speakers were used to determine the effects. It is seen that the feature set used in this work performs well for both male and female speakers, yielding approximately 27% average emotion recognition in both models. In addition, the emotions for female speakers were recognized 18% of the time in the first model and 29% in the second. A similar effect is seen with male speakers: the first model yields 36%, the second 28% a verage emotion recognition rate. This illustrates the relationship between the constitution of training data and emotion recognition accuracy.
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Abstract

The use of virtual reality (VR) has been exponentially increasing and due to that many researchers have started to work on developing new VR based social media. For this purpose it is important to have an avatar of the user which look like them to be easily generated by the devices which are accessible, such as mobile phones. In this paper, we propose a novel method of recreating a 3D human face model captured with a phone camera image or video data. The method focuses more on model shape than texture in order to make the face recognizable. We detect 68 facial feature points and use them to separate a face into four regions. For each area the best fitting models are found and are further morphed combined to find the best fitting models for each area. These are then combined and further morphed in order to restore the original facial proportions. We also present a method of texturing the resulting model, where the aforementioned feature points are used to generate a texture for the resulting model.
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