Reliable stress recognition is critical in applications such as medical monitoring and safety-critical systems, including real-world driving. While stress is commonly detected using physiological signals such as perinasal perspiration and heart rate, facial activity provides complementary cues that can be captured unobtrusively from video. We propose a multimodal stress estimation framework that combines facial videos and physiological signals, remaining effective even when biosignal acquisition is challenging. Facial behavior is represented using a dense 3D Morphable Model, yielding a 56-dimensional descriptor that captures subtle expression and head-pose dynamics over time. To investigate the correlation between stress and facial motions, we perform extensive experiments involving also physiological markers. Paired hypothesis tests between baseline and stressor phases show that 38 of 56 facial components exhibit consistent, phase-specific stress responses comparable to physiological markers. Building on these findings, we introduce a Transformer-based temporal modeling framework and evaluate unimodal, early-fusion, and cross-modal attention strategies. Combining 3D-derived facial features with physiological signals via cross-modal attention substantially improves performance over physiological signals alone, increasing AUROC from 52.7% and accuracy from 51.0% to 92.0% and 86.7% , respectively. Although evaluated on driving data, the proposed framework and protocol may readily generalize to other stress estimation settings. Code and additional information is available on the project website - https://vivianval.github.io/stress_driving.html .
Traditional craft education relies heavily on hands-on practice; however, novice learners often struggle with procedural complexity, material behavior, and the tacit knowledge typically transmitted through prolonged apprenticeship. This paper presents an integrated framework that combines semantic Knowledge Graphs (KGs), real-time Finite Element Method (FEM) simulation, and high-fidelity physically based rendering (PBR) to support the teaching, understanding, and preservation of traditional crafts. Craft processes are modelled as ontologically grounded KGs that capture tools, materials, actions, decision points, and common procedural errors through an extensible representation aligned with CIDOC-CRM. These semantic structures drive an interactive FEM-based simulation that enables learners to enact craft actions in a virtual environment while receiving predictive feedback and corrective guidance derived from expert-defined execution parameters. The resulting workpiece states are visualized using PBR techniques, providing perceptually accurate cues essential for assessing surface changes, deformation patterns, and material conditions. The methodology is embedded within an eLearning ecosystem that supports the generation of structured courses, multimodal exemplars, and instructional design informed by Cognitive Load Theory. A use case involving wood and aluminum carving demonstrates the system's ability to simulate realistic tool-material interactions and produce visually interpretable outcomes. The results indicate that coupling executable semantic knowledge modelling with physically grounded simulation offers a viable pathway toward scalable, safe, and contextually rich craft training while supporting the long-term preservation of domain expertise.
The proposed work presents a new approach to craft education that combines semantic knowledge graphs (KGs) with real-time 3D interactive simulations using the Finite Element Method (FEM). Crafting processes are modelled as KGs, outlining each procedural step, possible errors, and their consequences. Learners practise tasks in a virtual environment where their actions are checked against the KG, enabling real-time feedback and correction. After each task, the workpiece is rendered with physically based visualisation to show realistic outcomes. This method enhances learning by providing predictive guidance, error correction, and high-quality visual feedback.
Real-time 3D face manipulation has significant applications in virtual reality, social media and human-computer interaction. This paper introduces a novel system, which we call Mirror of Diversity (MOD), that combines Generative Adversarial Networks (GANs) for texture manipulation and 3D Morphable Models (3DMMs) for facial geometry to achieve realistic face transformations that reflect various demographic characteristics, emphasizing the beauty of diversity and the universality of human features. As participants sit in front of a computer monitor with a camera positioned above, their facial characteristics are captured in real time and can further alter their digital face reconstruction with transformations reflecting different demographic characteristics, such as gender and ethnicity (e.g., a person from Africa, Asia, Europe). Another feature of our system, which we call Collective Face, generates an averaged face representation from multiple participants' facial data. A comprehensive evaluation protocol is implemented to assess the realism and demographic accuracy of the transformations. Qualitative feedback is gathered through participant questionnaires, which include comparisons of MOD transformations with similar filters on platforms like Snapchat and TikTok. Additionally, quantitative analysis is conducted using a pretrained Convolutional Neural Network that predicts gender and ethnicity, to validate the accuracy of demographic transformations.
Computer-assisted Sign Language (SL) systems offer a promising solution for real-time communication and education within Deaf and Hard-of-Hearing (DHH) communities. In this paper we tackle the production of Sign Language videos from text sentences by proposing a novel two-way transformer-based translation system. We use extended 2D skeletal poses from MediaPipe as an intermediate representation step. Following our Sign Language Production (SLP) pipeline, we generate a synthetic, highly-detailed SL output, that mimics signers from the original dataset, by performing neural rendering on the transformer-generated skeletal poses. This enables the creation of signer-specific SLP systems from a relatively limited training set. We evaluate on a large-scale Greek Sign Language Dataset and conduct an extended user evaluation study, proving our pipeline’s effectiveness across different signers and a broad Greek vocabulary.
Sign Languages are the primary form of communication for Deaf communities across the world. To break the communication barriers between the Deaf and Hard-of-Hearing and the hearing communities, it is imperative to build systems capable of translating the spoken language into sign language and vice versa. Building on insights from previous research, we propose a deep learning model for Sign Language Production (SLP), which to our knowledge is the first attempt on Greek SLP. We tackle this task by utilizing a transformer-based architecture that enables the translation from text input to human pose keypoints, and the opposite. We evaluate the effectiveness of the proposed pipeline on the Greek SL dataset Elementary23, through a series of comparative analyses and ablation studies. Our pipeline's components, which include data-driven gloss generation, training through video to text translation and a scheduling algorithm for teacher forcing - auto-regressive decoding seem to actively enhance the quality of produced SL videos.
Background and objective : Facial cues and expressions constitute a component of bodily responses that provide useful information about one’s stress levels. According to the Facial Action Coding System, they can be modelled consistently in terms of fundamental facial muscle movements, called facial Action Units (AUs). This article investigates automatic acute stress recognition based on AUs using conventional Machine and Deep Learning techniques. Methods : We created a new experimental dataset containing 58 participants performing 4 experimental phases and 11 stress and non-stress tasks in which the proposed system performs automatic facial AUs recognition. A computational feature selection method was employed to select a robust relevant AU combinations subset, which integrated with conventional Machine Learning and Deep Learning methods using the Layer-Wise Relevance Propagation algorithm to assess and model the implication of AUs under acute stress conditions. Ordinal modelling was used following the pairwise transformation to establish a common reference based on the personalized values of each participant. Results : The results indicate that, under acute stress conditions, participants’ faces presented significantly more AUs and with greater intensity compared to neutral conditions. The most relevant combination of AUs to each stress type was computationally identified, ranked and selected. The mean yielded classification accuracy of stress condition versus neutral achieved across all experimental tasks was greater than 93%. Conclusions : There are specific combinations of AUs that are relevant to the stress conditions of each experimental phase leading in each case to better neutral and stress separability.
While existing methods for 3D face reconstruction from in-the-wild images excel at recovering the overall face shape, they commonly miss subtle, extreme, asymmetric, or rarely observed expressions. We improve upon these methods with SMIRK (Spatial Modeling for Image-based Reconstruction of Kinesics), which faithfully reconstructs expressive 3D faces from images. We identify two key limitations in existing methods: shortcomings in their self-supervised training formulation, and a lack of expression diversity in the training images. For training, most methods employ differentiable rendering to compare a predicted face mesh with the input image, along with a plethora of additional loss functions. This differentiable rendering loss not only has to provide supervision to optimize for 3D face geometry, camera, albedo, and lighting, which is an ill-posed optimization problem, but the domain gap between rendering and input image further hinders the learning process. Instead, SMIRK replaces the differentiable rendering with a neural rendering module that, given the rendered predicted mesh geometry, and sparsely sampled pixels of the input image, generates a face image. As the neural rendering gets color information from sampled image pixels, supervising with neural rendering-based reconstruction loss can focus solely on the geometry. Further, it enables us to generate images of the input identity with varying expressions while training. These are then utilized as input to the reconstruction model and used as supervision with ground truth geometry. This effectively augments the training data and enhances the generalization for diverse expressions. Our qualitative, quantitative and particularly our perceptual evaluations demonstrate that SMIRK achieves the new state-of-the art performance on accurate expression reconstruction. Project webpage: https://georgeretsi.github.io/smirk/.
In this work, we introduce the first pipeline that combines a refraction-aware structure from motion (SfM) method with a deep learning model specifically designed for airborne bathymetry. We accurately estimate the 3D positions of the submerged points by integrating refraction geometry within the SfM optimization problem. This way, no refraction correction as post-processing is required. Experiments with simulated data that approach real-world capturing conditions demonstrate that SfM with refraction correction is extremely accurate, with submillimeter errors. We integrate our refraction-aware SfM within a deep learning framework that also takes into account radiometrical information, developing a combined spectral and geometry-based approach, with further improvements in accuracy and robustness to different seafloor types, both textured and textureless. We conducted experiments with real-world data at two locations in the southern Mediterranean Sea, with varying seafloor types, which demonstrate the benefits of refraction correction for the deep learning framework. We made our refraction-aware SfM open source, providing researchers in airborne bathymetry with a practical tool to apply SfM in shallow water areas.
The recent state of the art on monocular 3D face reconstruction from image data has made some impressive advancements, thanks to the advent of Deep Learning. However, it has mostly focused on input coming from a single RGB image, overlooking the following important factors: a) Nowadays, the vast majority of facial image data of interest do not originate from single images but rather from videos, which contain rich dynamic information. b) Furthermore, these videos typically capture individuals in some form of verbal communication (public talks, teleconferences, audiovisual human-computer interactions, interviews, monologues/dialogues in movies, etc). When existing 3D face reconstruction methods are applied in such videos, the artifacts in the reconstruction of the shape and motion of the mouth area are often severe, since they do not match well with the speech audio.To overcome the aforementioned limitations, we present the first method for visual speech-informed perceptual reconstruction of 3D mouth expressions. We do this by proposing a "lipreading" loss, which guides the fitting process so that the elicited perception from the 3D reconstructed talking head resembles that of the original video footage. We demonstrate that, interestingly, the lipreading loss is better suited for 3D reconstruction of mouth movements compared to traditional landmark losses, and even direct 3D supervision. Furthermore, the devised method does not rely on any text transcriptions or corresponding audio, rendering it ideal for training in unlabeled datasets. We verify the efficiency of our method through objective evaluations on three large-scale datasets, as well as subjective evaluation with two web-based user studies. Project webpage: https://filby89.github.io/spectre/
Editing and manipulating facial features in videos is an interesting and important field of research with a plethora of applications, ranging from movie post-production and visual effects to realistic avatars for video games and virtual assistants. Our method supports semantic video manipulation based on neural rendering and 3D-based facial expression modelling. We focus on interactive manipulation of the videos by altering and controlling the facial expressions, achieving promising photorealistic results. The proposed method is based on a disentangled representation and estimation of the 3D facial shape and activity, providing the user with intuitive and easy-to-use control of the facial expressions in the input video. We also introduce a user-friendly, interactive AI tool that processes human-readable semantic labels about the desired expression manipulations in specific parts of the input video and synthesizes photorealistic manipulated videos. We achieve that by mapping the emotion labels to points on the Valence-Arousal space (where Valence quantifies how positive or negative is an emotion and Arousal quantifies the power of the emotion activation), which in turn are mapped to disentangled 3D facial expressions through an especially-designed and trained expression decoder network. The paper presents detailed qualitative and quantitative experiments, which demonstrate the effectiveness of our system and the promising results it achieves.
Recent advances in deep learning for sequential data have given rise to fast and powerful models that produce realistic videos of talking humans. The state of the art in talking face generation focuses mainly on lip-syncing, being conditioned on audio clips. However, having the ability to synthesize talking humans from text transcriptions rather than audio is particularly beneficial for many applications and is expected to receive more and more attention, following the recent breakthroughs in large language models. For that, most methods implement a cascaded 2-stage architecture of a text-to-speech module followed by an audio-driven talking face generator, but this ignores the highly complex interplay between audio and visual streams that occurs during speaking. In this paper, we propose the first, to the best of our knowledge, text-driven audiovisual speech synthesizer that uses Transformers and does not follow a cascaded approach. Our method, which we call NEUral Text to ARticulate Talk (NEUTART), is a talking face generator that uses a joint audiovisual feature space, as well as speech-informed 3D facial reconstructions and a lip-reading loss for visual supervision. The proposed model produces photorealistic talking face videos with human-like articulation and well-synced audiovisual streams. Our experiments on audiovisual datasets as well as in-the-wild videos reveal state-of-the-art generation quality both in terms of objective metrics and human evaluation.
In recent years, implicit surface representations through neural networks that encode the signed distance have gained popularity and have achieved state-of-the-art results in various tasks (e.g. shape representation, shape reconstruction, and learning shape priors). However, in contrast to conventional shape representations such as polygon meshes, the implicit representations cannot be easily edited and existing works that attempt to address this problem are extremely limited. In this work, we propose the first method for efficient interactive editing of signed distance functions expressed through neural networks, allowing free-form editing. Inspired by 3D sculpting software for meshes, we use a brush-based framework that is intuitive and can in the future be used by sculptors and digital artists. In order to localize the desired surface deformations, we regulate the network by using a copy of it to sample the previously expressed surface. We introduce a novel framework for simulating sculpting-style surface edits, in conjunction with interactive surface sampling and efficient adaptation of network weights. We qualitatively and quantitatively evaluate our method in various different 3D objects and under many different edits. The reported results clearly show that our method yields high accuracy, in terms of achieving the desired edits, while at the same time preserving the geometry outside the interaction areas.
Recently, Deep Neural Networks (DNNs) have been shown to outperform traditional methods in many disciplines such as computer vision, speech recognition and natural language processing. A prerequisite for the successful application of DNNs is the big number of data. Even though various facial datasets exist for the case of 2D images, there is a remarkable absence of datasets when we have to deal with 3D faces. The available facial datasets are limited either in terms of expressions or in the number of subjects. This lack of large datasets hinders the exploitation of the great advances that DNNs can provide. In this paper, we overcome these limitations by introducing MimicMe, a novel large-scale database of dynamic high-resolution 3D faces. MimicMe contains recordings of 4, 700 subjects with a great diversity on age, gender and ethnicity. The recordings are in the form of 4D videos of subjects displaying a multitude of facial behaviours, resulting to over 280, 000 3D meshes in total. We have also manually annotated a big portion of these meshes with 3D facial landmarks and they have been categorized in the corresponding expressions. We have also built very powerful blendshapes for parameterising facial behaviour. MimicMe will be made publicly available upon publication and we envision that it will be extremely valuable to researchers working in many problems of face modelling and analysis, including 3D/4D face and facial expression recognition ^† . We conduct several experiments and demonstrate the usefulness of the database for various applications. ( ^† https://github.com/apapaion/mimicme )
In this paper, we introduce a novel deep learning method for photo-realistic manipulation of the emotional state of actors in "in-the-wild" videos. The proposed method is based on a parametric 3D face representation of the actor in the input scene that offers a reliable disentanglement of the facial identity from the head pose and facial expressions. It then uses a novel deep domain translation framework that alters the facial expressions in a consistent and plausible manner, taking into account their dynamics. Finally, the altered facial expressions are used to photo-realistically manipulate the facial region in the input scene based on an especially-designed neural face renderer. To the best of our knowledge, our method is the first to be capable of controlling the actor's facial expressions by even using as a sole input the semantic labels of the manipulated emotions, while at the same time preserving the speech-related lip movements. We conduct extensive qualitative and quantitative evaluations and comparisons, which demonstrate the effectiveness of our approach and the especially promising results that we obtain. Our method opens a plethora of new possibilities for useful applications of neural rendering technologies, ranging from movie post-production and video games to photo-realistic affective avatars.
Monitoring sedimentary bedforms is crucial for coastal planning projects. Detailed shallow bathymetry is a fundamental tool for analyzing sedimentary bedforms, however it is often unavailable due to fieldwork limitations. This study utilizes high resolution satellite-derived bathymetry (SDB) for monitoring nearshore bedforms at the northern coast of Chania (Crete, Greece). A random forest technique is employed for training and predicting SDB using two types of multispectral satellite imagery along with ground-truth sonar data. SDB maps have an error of 0.5 meter and allowed for identifying nearshore crescentic bar systems which are the result of local hydrodynamic activity. Bedform metrics were extracted by applying geomorphological indices. Crescentic bars found to be changing shape on annual scale. Nearshore seafloor with soft substrate, changes rapidly and temporal SDB mapping is a fundamental approach for effective coastal monitoring. Multi-temporal SDB maps provide observational evidence about local hydrodynamics which is beneficial in coastal engineering applications.
We present an overview of the SignGuide project. Its main goal is to develop a prototype interactive museum guide system for deaf visitors using mobile devices that will be able to receive visitors' questions in their native (sign language) with regard to the exhibits and to provide additional content also in sign language using an avatar or video, utilizing techniques from the field of computer vision and machine learning. The paper presents the basic ideas and technologies involved as well as some preliminary results.
In this paper, we introduce a neural rendering pipeline for transferring the facial expressions, head pose, and body movements of one person in a source video to another in a target video. We apply our method to the challenging case of Sign Language videos: given a source video of a sign language user, we can faithfully transfer the performed manual (e.g., handshape, palm orientation, movement, location) and non-manual (e.g., eye gaze, facial expressions, mouth patterns, head, and body movements) signs to a target video in a photo-realistic manner. Our method can be used for Sign Language Anonymization, Sign Language Production (synthesis module), as well as for reenacting other types of full body activities (dancing, acting performance, exercising, etc.). We conduct detailed qualitative and quantitative evaluations and comparisons, which demonstrate the particularly promising and realistic results that we obtain and the advantages of our method over existing approaches.
In this paper, we propose a novel method for the anonymization of sign language footage: given a source RGB video of a sign language user, we conceal the identity of the original signer by reproducing the video using animated cartoon characters. Our method pays particular attention to the cues that are important for sign language communication, transferring the motion and articulation of the hands, upper body and head of the real signer to the cartoon character in a faithful manner. To effectively capture these cues, we build upon an effective combination of the most robust and reliable deep learning methods for body, hand and face tracking that have been introduced lately. Our system first extracts the skeleton pose sequence from the input video as well as the cartoon's skeleton from its reference figure. The extracted skeletons are then fed into our skeleton retargeting algorithm, which combines the bone lengths from the cartoon character with the pose information from the human signer. The recombined parameters are then used as input to a recursive kinematic tree-based algorithm, which retargets the input skeleton pose sequence to the cartoon's skeleton. Finally, the reproduced frames of the signing cartoon are generated from the retargeted skeleton pose sequence. To the best of our knowledge, our method is the first to implement video reproduction using cartoon characters as a solution to the challenging task of sign language video anonymization. We conduct qualitative evaluations to demonstrate the effectiveness of our approach and the promising results that we obtain.
Shallow bathymetry mapping using proximal sensing techniques is an active field of research that offers a new perspective in studying the seafloor. Drone-based imagery with centimeter resolution allows for bathymetry retrieval in unprecedented detail in areas with adequate water transparency. The majority of studies apply either spectral or photogrammetric techniques for deriving bathymetry from remotely sensed imagery. However, spectral methods require a certain amount of ground-truth depth data for model calibration, while photogrammetric methods cannot perform on texture-less seafloor types. The presented approach takes advantage of the interrelation of the two methods, in order to predict bathymetry in a more efficient way. Thus, we combine structure-from-motion (SfM) outputs along with band-ratios of radiometrically corrected drone images within a specially designed deep convolutional neural network (CNN) that outputs a reliable and robust bathymetry estimation. To achieve effective training of our deep learning system, we utilize interpolated uncrewed surface vehicle (USV) sonar measurements. We perform several predictions at three locations in the southern Mediterranean Sea, with varying seafloor types. Our results show low root-mean-square errors over all study areas (average RMSE ≅ 0.3 m), when the method was trained and tested on the same area each time. In addition, we obtain promising cross-validation performance across different study areas (average RMSE ≅ 0.9 m), which demonstrates the potential of our proposed approach in terms of generalization capabilities on unseen data. Furthermore, areas with mixed seafloor types are suitable for building a model that can be applied in similar locations where only drone data is available.