Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea.
Hanwha Systems Co., Ltd., Seongnam 13524, Republic of Korea.
Sensors (Basel). 2023 Mar 29;23(7):3580. doi: 10.3390/s23073580.
With the rapid development of virtual reality (VR) technology and the market growth of social network services (SNS), VR-based SNS have been actively developed, in which 3D avatars interact with each other on behalf of the users. To provide the users with more immersive experiences in a metaverse, facial recognition technologies that can reproduce the user's facial gestures on their personal avatar are required. However, it is generally difficult to employ traditional camera-based facial tracking technology to recognize the facial expressions of VR users because a large portion of the user's face is occluded by a VR head-mounted display (HMD). To address this issue, attempts have been made to recognize users' facial expressions based on facial electromyogram (fEMG) recorded around the eyes. fEMG-based facial expression recognition (FER) technology requires only tiny electrodes that can be readily embedded in the HMD pad that is in contact with the user's facial skin. Additionally, electrodes recording fEMG signals can simultaneously acquire electrooculogram (EOG) signals, which can be used to track the user's eyeball movements and detect eye blinks. In this study, we implemented an fEMG- and EOG-based FER system using ten electrodes arranged around the eyes, assuming a commercial VR HMD device. Our FER system could continuously capture various facial motions, including five different lip motions and two different eyebrow motions, from fEMG signals. Unlike previous fEMG-based FER systems that simply classified discrete expressions, with the proposed FER system, natural facial expressions could be continuously projected on the 3D avatar face using machine-learning-based regression with a new concept named the virtual blend shape weight, making it unnecessary to simultaneously record fEMG and camera images for each user. An EOG-based eye tracking system was also implemented for the detection of eye blinks and eye gaze directions using the same electrodes. These two technologies were simultaneously employed to implement a real-time facial motion capture system, which could successfully replicate the user's facial expressions on a realistic avatar face in real time. To the best of our knowledge, the concurrent use of fEMG and EOG for facial motion capture has not been reported before.
随着虚拟现实 (VR) 技术的快速发展和社交网络服务 (SNS) 的市场增长,基于 VR 的 SNS 得到了积极的发展,其中 3D 化身代表用户进行相互交互。为了在元宇宙中为用户提供更具沉浸感的体验,需要使用能够在用户的个人化身上再现用户面部手势的面部识别技术。然而,由于 VR 头戴式显示器 (HMD) 会遮挡用户面部的很大一部分,因此通常难以采用传统的基于摄像头的面部跟踪技术来识别 VR 用户的面部表情。为了解决这个问题,人们尝试基于眼部周围记录的面部肌电图 (fEMG) 来识别用户的面部表情。基于 fEMG 的面部表情识别 (FER) 技术仅需要可以轻松嵌入与用户面部皮肤接触的 HMD 垫中的微小电极。此外,记录 fEMG 信号的电极可以同时获取眼电图 (EOG) 信号,这些信号可用于跟踪用户的眼球运动并检测眨眼。在这项研究中,我们使用十个围绕眼睛排列的电极实现了一个基于 fEMG 和 EOG 的 FER 系统,假设使用的是一款商业 VR HMD 设备。我们的 FER 系统可以从 fEMG 信号中连续捕捉各种面部运动,包括五种不同的嘴唇运动和两种不同的眉毛运动。与之前简单地对离散表情进行分类的基于 fEMG 的 FER 系统不同,使用所提出的 FER 系统,可以使用基于机器学习的回归以及一个名为虚拟混合形状权重的新概念,将自然的面部表情连续投射到 3D 化身的面部上,从而无需为每个用户同时记录 fEMG 和相机图像。还实现了基于 EOG 的眼动跟踪系统,用于使用相同的电极检测眨眼和眼球注视方向。同时使用这两种技术实现了一个实时面部运动捕捉系统,该系统可以实时成功地在逼真的化身面部上再现用户的面部表情。据我们所知,以前没有报告过同时使用 fEMG 和 EOG 进行面部运动捕捉的情况。