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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using facial recognition services as implicit feedback for recommenders</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Toon De Pessemier</string-name>
          <email>toon.depessemier@ugent.be</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ine Coppens</string-name>
          <email>ine.coppens@ugent.be</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luc Martens</string-name>
          <email>luc1.martens@ugent.be</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>imec - WAVES - Ghent University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <abstract>
        <p>User authentication and feedback gathering are crucial aspects for recommender systems. The most common implementations, a username / password login and star rating systems, require user interaction and a cognitive efort from the user. As a result, users opt to save their password in the interface and optional feedback with a star rating system is often skipped, especially for applications such as video watching in a home environment. In this article, we propose an alternative method for user authentication based on facial recognition and an automatic feedback gathering method by detecting various face characteristics. Using facial recognition with a camera in a tablet, smartphone, or smart TV, the persons in front of the screen can be identified in order to link video watching sessions to their user profile. During video watching, implicit feedback is automatically gathered through emotion recognition, attention measurements, and behavior analysis. An emotion fingerprint, which is defined as a unique spectrum of expected emotions for a video scene, is compared to the recognized emotions in order to estimate the experience of a user while watching. An evaluation with a test panel showed that happiness can be most accurately detected and the recognized emotions are correlated with the user's star rating.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Information systems applications;
Data analytics; Data mining.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>Many video services generate personal recommendations for their
customers to assist them in the content selection process that
becomes more dificult by the abundance of available content. In the
application domain of video watching, the content is often
consumed simultaneously by multiple people (e.g., a family watching
together) or the device is shared by multiple people (e.g., a tablet is
used by multiple people of the family). Moreover, in the context of
a household, people may join and leave the watching activity while
the video is playing. However, classic recommender systems are
not adjusted to this dynamic situation. Typically, recommendations
are generated based on the profile of the individual who initiates
the video session. Family profiles can be created, but do not take
into account who is actually in front of the screen or changes in the
number of spectators during the video watching. However,
manually logging in each individual user, one by one, would be time
consuming and user-unfriendly. The same issues are applicable for
the feedback process. Explicit feedback is not requested separately
for each individual. For implicit feedback, such as viewing time, it is
unclear to whom this refers. Moreover, since star rating systems are
often ignored by the user, an automatic implicit feedback system
would be more suitable.</p>
      <p>This article presents a more user-friendly and practical approach
based on facial recognition to log in automatically every viewer and
fetch their preferences to compose a dynamic group for group
recommendations. These preferences are derived from their implicit
feedback, which is gathered automatically by detecting various
facial characteristics during past video watching sessions. We
evaluated this implicit feedback gathering by using facial recognition
services based on a dataset of photos as well as with a user test.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Face detection is the technique that locates the face of a person
in a photo. It is the prerequisite of all facial analysis and diferent
approaches for the detection have been studied [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Facial
recognition is the process of matching a detected face to a person who was
previously detected by the system. In the study of Yang et al., this
is also called face authentication and defined as the identification
of an individual in a photo [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Related to this is the analysis of
faces for the purpose of age detection and gender detection.
Automatically detecting the gender and age group of the user (child,
young-adult, adult, or senior) can be useful for initial profiling of
the user. In this paper, various commercial services for gender and
age detection are used: Microsoft’s Facial Recognition Software:
Face [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Face++ [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], and Kairos [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Even more recognition
services exist, such as FaceReader [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], but some are rather expensive
or are not available as a web service that can be queried from a
mobile device. So, the first research question of this study is: “How
accurately are these commercial services for age detection and gender
detection in view of an initial user profile for video watching?”
      </p>
      <p>
        While watching video content or using an app or service in
general, facial expressions of users might reveal their feelings about the
content or their usage. In the field of psychology, the relationship
between distinctive patterns of the facial muscles and particular
emotions have been demonstrated to be universal across diferent
cultures [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The psychologists conducted experiments in which
they showed still photographs of faces to people from diferent
cultures in order to determine whether the same facial behavior
would be judged as the same emotion, regardless of the observers’
culture. These studies demonstrated the recognizability of emotions
(happiness, sadness, anger, fear, surprise, disgust, interest).
      </p>
      <p>Based on these concepts, facial expression recognition is
described as the identification of the emotions. The automatic
recognition of facial expressions, and especially emotions, enables the
automatic exploitation of emotions for profiling and
recommendation purposes. Therefore, the same three commercial services
are used for facial expression recognition during video watching in
this study.</p>
      <p>
        Various researchers have investigated the role of emotions in
recommender systems. Emotions can be used to improve the quality
of recommender systems in three diferent stages [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]:
(1) The entry stage: when a user starts to use a content delivery
system with or without recommendations, the user is in an
afective state, the entry mood. The user’s decision making
process is influenced by this entry mood. A recommender
can adapt the list of recommended items to the user’s entry
mood by considering this as contextual information [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
(2) The consumption stage: after the user starts to consume
content, the user experiences afective responses that are
induced by the content [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Moreover, by automatic
emotion detection from facial expressions, an afective profile
of movie scenes can be constructed. Such an item profile
structure labels changes of users’ emotions through time,
relative to the video timestamp [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
(3) The exit stage: after the user has finished with the content
consumption, the user is in the exit mood. The exit mood
will influence the user’s next decisions. In case that the user
continues to use the content delivery system, the exit mood
for the content just consumed is the entry mood for the next
content to be consumed [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>In this paper the focus is on the consumption stage. Users watch
movies and their facial expressions are captured as a vector of
emotions that change over time. The facial expressions, such as
emotions, are used as an indicator of the user’s satisfaction with
the content. The assumption is that users appreciate a video if they
sympathize with the video and express their emotions in accordance
with the expected emotions.</p>
      <p>Therefore, the second research question of this study is: “Can
facial expression recognition during video watching be used as an
unobtrusive (implicit) feedback collection technique?”
3</p>
    </sec>
    <sec id="sec-4">
      <title>METHOD</title>
      <p>To facilitate human-computer interaction for video watching
services, an Android application has been developed with the following
three subsequent phases: 1) User authentication with an automated
login procedure and user profiling (gender and age) based on facial
recognition to identify all people who are in front of the screen. 2)
Personalized recommendations (group recommendations in case
multiple people are in front of the screen). 3) Automatic feedback
gathering while the chosen video is playing. Using the front-facing
camera of the tablet/smartphone or a camera connected to a smart
TV, the app takes photos of all people in front of the screen and
sends requests to diferent facial recognition services.</p>
    </sec>
    <sec id="sec-5">
      <title>Phase 1: User authentication and profiling</title>
      <p>Although facial recognition is often used to unlock smartphones
automatically, the applications in a group context, to identify
multiple people simultaneously, are less common. In other words, facial
recognition is used to give an answer to the question: “who is in
front of the screen?”. In a real world scenario, it can be several
people, all of whom will be individually identified.</p>
      <p>For the authentication of recurring users (who have been
identiifed by our app in a previous session), our Android app uses Face
Storage of the Microsoft service. This saves persons with their faces
in a Person Group, which is trained based on the photos of the
camera. This enables to link the user in front of the screen with one
of the existing user profiles. For new users, the age and gender is
estimated (Section 4.1). To cope with the cold-start problem, initial
recommendations are based on these demographics.</p>
      <p>In practice, user authentication and profiling works as follows.
Using the app, users can log in by ensuring that their face is visible
for the front-facing camera when they push the start button. A
photo is made that is used as input for the facial recognition services.
Recurring users are logged in automatically; their existing profile
(age, gender, and watching history) is retrieved, and the new photo
is a new training sample for Face Storage. For new users, a profile is
created based on their estimated age and gender. After every login,
the age estimation is adjusted based on the new photo. This update
can correct age estimations based on previous photos, but also takes
into account the aging of users when using the system for multiple
years. This is especially useful for children who can get access to
more content as they fulfill the minimum age requirements over
time. Moreover, storing a photo for every session has the advantage
that changes to the user’s appearance (e.g., diferent hairstyle) can
be taken into account.
3.2</p>
    </sec>
    <sec id="sec-6">
      <title>Phase 2: Group recommendations</title>
      <p>
        Group recommendations are generated by aggregating individual
user models (consisting of age, gender, ratings, and watching
history), one for every user in front of the screen. From the eleven
strategies proposed by Judith Masthof [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], the “Average without
misery” strategy was adopted in our group recommender algorithm.
This strategy takes into account the (predicted) rating score of every
user by calculating a group average, while avoiding misery by
eliminating videos that are really hated by some group members, and
therefore considered as unacceptable for the group. The Lenskit [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
recommendation framework was used to calculate these rating
prediction scores and transform them into a Top-N recommendation
list.
      </p>
      <p>Besides personal preferences, other criteria, such as the age and
historical viewing activities of the users, are taken into account. Age
is modeled as classes of age ranges, firstly to filter out inappropriate
content for minors, secondly for estimating the ratings for
coldstart users based on other users of the same class. We used the age
ranges that are also used by IMDb: &lt;18, 18-29, 30-44, 45+.</p>
      <p>
        The age of the users is used to determine whether a video is
suitable for the viewers. For every video, the advised minimum
age is retrieved from the Common Sense Media website [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. If at
least one of the users is younger than this age threshold, the video
is marked as unsuitable for the group according to the average
without misery strategy. Likewise, if at least one of the users has
already seen the video, it is considered as unsuitable for the group
since this person probably does not want to see the video again.
      </p>
      <p>
        If a new user is present in front of the screen, i.e. a cold-start user,
user preferences for a movie are estimated based on demographics.
An estimation of the user’s age and gender, as provided by the facial
recognition services, is used to find users with similar demographics.
The preferences of that demographic group (age &amp; gender class)
are used to estimate the preferences of the cold-start user. In case
of an explicit rating for example, we use the mean rating of that
demographic group for the movie, as mentioned by IMDb [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The
mean rating provided by the demographic group is compared with
the mean rating over all users for this specific movie. This diference
(demographic group mean - global mean) indicates if the movie is
less or more suitable for a specific age/gender.
3.3
      </p>
    </sec>
    <sec id="sec-7">
      <title>Phase 3: Automatic feedback</title>
      <p>Commercial services that perform emotion recognition, attention
measurements, and behavior analysis are often based on the
analysis of photos. Therefore, our Android app continuously takes photos
from the users with the front-facing camera during video watching.
Every second, a photo is taken and sent to the Microsoft recognition
service for face detection and authentication in order to check if
all viewers are still in front of the screen. Subsequently, for each
identified face, the area of the photo containing the face is selected
and the photo is cropped so that only one person’s face is visible.
Next, the cropped photo is sent to each of the three recognition
services. Since photos are sent for every identified face, facial
expressions will be recognized for all identified individuals in front
of the screen.</p>
      <p>
        For recognizing the emotions on the users’ face, the Microsoft
service was used. But these recognized emotions cannot be directly
used as implicit feedback [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], since diferent videos evoke diferent
emotions. One can assume that users appreciate a video if they
sympathize with the video and express their emotions in accordance
with the expected emotions. E.g., during a comedy scene users may
laugh (‘happy’ emotion), whereas during a horror scene ‘fear’ can
be expected. Recognized emotions that are not expected, might be
due to external influences (e.g., other people in the room) or reflect
contempt for the video (e.g., laughing with terrifying scenes of a
horror movie). Therefore, unexpected emotions are not taken into
account.
      </p>
      <p>
        Thus, the similarity between the expressed emotions
(=recognized emotions) and the expected emotions is calculated to
determine the user’s experience while watching the video. The expected
emotions are based on the emotion fingerprint, which is defined
as a unique spectrum of expected emotions for a video scene. For
every second of the video, the emotion spectrum of the fingerprint
specifies the probability value of each of the six possible emotions:
anger, disgust, fear, happiness, sadness, and surprise. These emotion
dimensions have been identified in the field of psychology [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. So,
the emotion fingerprint shows which emotions the video typically
provokes among viewers at every second of the video. The
emotion fingerprint is composed by aggregating emotions expressed by
many users during watching this specific video. Section 4.4 explains
in detail how the fingerprint of a video scene is computed based on
an example.
      </p>
      <p>The distance between expressed and expected emotions is
calculated based on the euclidean distance between the values of these
two emotion spectra for every second i of the video and each
emotion j. For the expressed emotions, the output of the Microsoft
service is used in our online experiment (Section 4.4) because of
the results of the ofline evaluation (Section 4.3). The similarity
between expressed and expected emotions is calculated based on
the inverse of the emotion distance and an additional constant to
avoid a division by zero.</p>
      <p>vut Õn Õ6</p>
      <p>i=0 j=1
emotionDistance =
(expectedi, j − expressedi, j )2</p>
      <p>(1)
1
emotionSimilarity = (2)
1 + emotionDistance</p>
      <p>Besides emotions, also the attention level and user behavior are
analyzed during video watching as an additional implicit feedback
mechanism. The Microsoft service has an additional interesting
feature that recognizes occluded areas of the face. This occlusion is
used to recognize negative feedback during video watching in case
users respond to the video by holding their hands in front of their
mouth or eyes (typical for shocking content).</p>
      <p>Face++ is the only service that can detect closed eyes, which can
be an indication of sleeping. Also the user’s head pose is derived
from Face++. Although other services can recognize the head pose
as well, the estimation of Face++ showed to be the most accurate
one. In case users do not want to see a scene (negative feedback),
they might close their eyes or turn their head.</p>
      <p>The Kairos recognition service ofers a feature that represents
the attention level of the user, which is estimated based on eye
tracking and head pose. In our application, these behavioral aspects
are combined into the overallAttention level by aggregating the
service results over all photos taken during video watching. The
overall attention level is calculated as the percentage of photos in
which the user pays attention and following conditions are met:
Kairos’ attention level &gt; 0.5, both eyes open, no occlusion, and
head pose angles are between the margins: 30 degrees for the yaw
angle and 20 degrees for the pitch angle. The assumption is that the
user is not paying attention to the video if one of these conditions
is not met.
overallAttention =
#Photos(attention &amp; eyes &amp; noOcclusion &amp; headPose)
#Photos
(3)</p>
      <p>An implicitFeedbackScore on a scale ranging from 0 to 10 is
calculated by aggregating the diferent facial analysis features. The
similarity with the expected emotions has a contribution of six
points out of ten points. The overall attention level counts for the
remaining four points.
implicitFeedbackScore = 6 · emotionSimilarity + 4 · overallAttention (4)
4</p>
    </sec>
    <sec id="sec-8">
      <title>EVALUATION</title>
      <p>
        Evaluations of commercial facial recognition services have been
performed in literature, but are typically based on datasets with
high-quality photos that enable an accurate recognition: suficiently
illuminated, no shadow or reflections, high resolution, and a perfect
position of the face in the middle of the photo [
        <xref ref-type="bibr" rid="ref2 ref5">2, 5</xref>
        ]. In contrast,
for facial recognition and analysis during (mobile) video watching,
the front-facing camera of the device is used without flash, which
yields not always ideal photos.
      </p>
      <p>Therefore, we evaluated the three facial recognition services in
an ofline test (based on a publicly available dataset of photos) in
Section 4.3 as well as in an online setting (with real users). For the
evaluation of the age &amp; gender estimation (Section 4.1), 46 users
with age ranging from 0 to 66 were involved in our test. For the
evaluation of the attention level (Section 4.2), we used 76 photos of
our test users with diferent levels of attention. The evaluation of
emotion recognition during video playback (Section 4.4) requires
more time from the user and was therefore performed by only 20
users. Since the focus of this study was on age &amp; gender estimation
and emotion recognition, the group recommendations were not
evaluated, and all users used the app alone.</p>
      <p>The overall aim of this study is to improve the user friendliness
of devices for video watching in the living room. This evaluation
is the first step to reach the future goal of multi-user recognition
and is therefore carried out with a tablet, in a rather controlled
environment, with one person at a time. During the test, photos of
the test user were taken with the front-facing camera of the tablet
(Samsung Galaxy tab A6). If the tablet would have captured two
people in the photo, the recognition process would be performed
for both recognized faces.</p>
      <p>To have a realistic camera angle, the users were asked to hold
the tablet in front of them, as they would usually do for
watching a video. The users were sitting on a chair and the room was
suficiently illuminated. However, no guidelines were provided
regarding their behavior, head position, or attention; e.g., nothing
was said about looking away or closing eyes. The photos taken
Firstly, the authentication was evaluated: recognizing the user who
used the app in the past. The automatic authentication of the 46
users (login process) showed to be very accurate: 4 undetected faces
with Kairos (9%), 2 with Microsoft and Face++ (4%).</p>
      <p>Subsequently, for the recognized faces, the services were used
to estimate the users’ age and gender based on photos of the test
users taken while holding the tablet. The estimated age and gender,
as provided by the recognition services, were compared to the
people’s real age and gender. Figure 2 shows the diferences between
estimation and real age, sorted according to the real age of the users.
The largest errors were obtained for estimating the age of children.
Kairos and Face++ typically estimate the children to be older than
they are. Table 1 reports the number of photos for which a detection
was not possible, the average absolute age error, the median age
error, and the percentage of photos for which the gender estimation
was wrong.</p>
      <p>The three facial recognition services were compared with a
hybrid solution that aggregates the results of the three. For the age
estimation, the aggregation is the average of the results of the three.
For the gender, the three gender estimations are aggregated using
a voting process. For each photo, the gender with the most votes is
the result of the aggregation. This voting aggregation showed to be
more reliable than each individual service for estimating gender.</p>
      <p>Microsoft has the best results in the age test, so we decided to
use only this service to estimate the user’s age. For the gender
estimation, the aggregation method is used.</p>
      <p>So as an answer to the first research question, we can say that
the facial recognition services provide an accurate age and gender
detection for creating an initial profile for a cold-start user.</p>
      <p>Anger Kairos
Anger Microsoft</p>
      <p>Anger Face++
The features that constitute the attention score of the user
(equation 3) are evaluated based on a dataset that we created with photos
of the users taken during the test. In addition, some photos were
added for which users were explicitly asked to cover part of their
face. The photos were manually annotated with the features (e.g.,
eyes closed or not) to obtain the ground truth. The result was a
dataset of 76 photos with a focus on these attention features (e.g.,
multiple users covering their eyes, mouth, etc.).</p>
      <p>Table 2 shows the percentage correctly recognized photos for
each attention feature. However, not all attention features are
available for the three services. Features that are not available are
indicated with N/A.</p>
      <p>Face++ provides two probability values for closed eyes (for left
and right eye). If both values have a probability of 40% or more, we
consider this as “Closed eyes”.</p>
      <p>Kairos estimates the attention of the user and expresses this with
a value between 0 (no attention at all) and 1 (full attention). Kairos
attention feature is based on eye tracking and head pose. To convert
this to a binary value (attention or not), we used a threshold of 0.5.</p>
      <p>Kairos and Face++ can recognize the head pose of the user. If
the head position is outside the boundaries (30 degrees for the
yaw angle and 20 degrees for the pitch angle), we interpret this
as “head turned away and not paying attention”. The estimation
of Face++ is more accurate than this of Kairos. Therefore, the head
pose specified by Face++ is used in the app.</p>
      <p>If the face is turned away too much from the camera or a large
part of the face is covered, then face detection might fail. The
percentage of “no detections” is also indicated in Table 2. Remember
that this dataset was created with the focus on attention level. For
many photos, users were explicitly asked to turn their head away.
Therefore, the number of no detections is rather high.
4.3</p>
    </sec>
    <sec id="sec-9">
      <title>Emotion recognition ofline</title>
      <p>
        The emotion recognition ability of the three facial recognition
services was evaluated using the Cohn Kanade dataset [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ], which
contains photos of people showing diferent emotions evolving
from neutral to a very explicit emotion. Six photo sets with the
very explicit emotions (one set for each emotion) are used as input
for the facial recognition services. The output of the recognition
services is a vector of 6 values, one for each emotion. For Kairos and
Face++, these output values range from 0 (meaning this emotion
has not been recognized at all) to 100 (meaning this emotion has
1
been recognized with great certainty). For the Microsoft service,
the output values range from 0 to 1 (with the same interpretation).
      </p>
      <p>Figure 3 shows for each of the six photo sets how the emotions
are recognized by the services. The emotion values are shown on
the Y-axis for each photo set that was used as input (photo index
on the X-axis). Each recognized emotion has a diferent color. For a
specific photo set, the ideal emotion recognition should result in
the detection of only one emotion with a value of 1 for Microsoft
and 100 for Kairos and Face++, while the other emotion values are
0. For a limited number of photos, the person’s face could not be
detected. This resulted in no output of the service. Therefore, not
all indices have an emotion value in the graphs of Kairos. In general,
the results clearly show that some emotions, such as happiness and
surprise, are more easy to detect with a high certainty, whereas
other emotions, such as fear, are more dificult to detect and can
easily be confused. Although the people of these photos are
expressively showing their emotions, the automatic recognition of these
emotions is not yet perfect.</p>
      <p>Anger is accurately recognized by Kairos and Microsoft, whereas
Face++ confuses anger with disgust and sadness for some photos.
Fear is the most dificult to detect: Kairos detects fear in most photos;
but Microsoft and Face++ sometimes incorrectly recognize sadness
and disgust. Happiness is very accurately detected by all three
services. With the Microsoft service, the results are almost perfect:
only happiness is detected and no other emotions. Also surprise
is very well recognized by all three service with high emotion
values. Sadness is recognized for most photos, but in comparison to
happiness and surprise, the emotion values are lower. This indicates
that sadness is less clearly recognizable for emotion recognition</p>
      <p>Emotions expressed by user 3
Emotions expressed by user 4
Emotions expressed by user 13
services. Disgust is sometimes confused with anger, but Microsoft
and Face++ rightly assign a much lower value to anger for most
photos.</p>
      <p>In conclusion, the comparison between the recognized emotions
and the true emotion labels of the photos, revealed that the
Microsoft service has the most accurate emotion recognition.
Therefore, the Microsoft service was chosen as solution for emotion
recognition in Section 4.4. The evaluation based on the Cohn Kanade
dataset also indicated that - even with the most explicit emotion
photos - anger, disgust, and fear are always detected with a low
probability value. Happiness can be detected with high probability
values. So, happiness can be considered as the emotion that is rather
easy to detect with a high confidence, whereas anger, disgust, and
fear are much harder to detect.
4.4</p>
    </sec>
    <sec id="sec-10">
      <title>Emotion recognition online</title>
      <p>Emotion recognition as a tool for gathering automatic feedback,
was evaluated with a test panel consisting of 20 users between the
ages of 5 and 72. During the test, each user watched six videos
on a tablet. For each of the six basic emotions, one characteristic
video was chosen (e.g., for happiness a comedy, for fear a scary
horror movie, etc.). During video watching, the front-facing camera
continuously took photos that were analyzed, and for which an
emotion score (based on equation 1 and 2), overall attention score
(equation 3), and implicit feedback score based on a complete facial
analysis (equation 4) were calculated.</p>
      <p>The emotion fingerprint of the video was obtained by
aggregating the expressed emotions over all the test users. Figure 4 gives an
example of this aggregation for a comedy video (a scene from the
movie “Dude, Where’s My Car?”). The emotion signal of the
fingerprint is the average emotion value over all users at each second
of the video. Because of the aggregation of emotions of multiple
test persons, the emotion fingerprint was constructed after the user
test. Subsequently, irrelevant emotion values are removed and only
the most dominant emotions are retained (e.g., happiness, surprise,
and sadness in this comedy movie). Key scenes of the video that
may provoke emotions are manually selected. During periods of
the video without expressive emotions, the fingerprint values are
set to zero. During these periods, we assume that the emotions
recognized from the users’ face are due to external factors. As visible
in Figure 5, the video contains no emotional scene from second 0
until 30. Next, the fluctuations of the emotion signal are reduced by
using the maximum observed emotion value over a time window of
10 seconds. This takes into account that an expression of emotions
typically takes multiple seconds. Figure 5 shows an example of a
resulting emotion fingerprint. We consider this emotion fingerprint
as the expected emotion spectrum for the specific video.</p>
      <p>To discuss the results, we elaborate on the emotion spectrum of
three users of the test. Figure 6 shows the expressed emotions of
users 3, 4, and 13, while watching the comedy video. The expressed
emotions of users 4 and 13 clearly show some similarities with the
emotion fingerprint. Happiness is the most dominant emotion, but
also some sad and surprising aspects are in the movie. The video
contains the most expressive emotions (funny scene) from second
30, which is visible in the expressed emotions of user 4 and 13.</p>
      <p>The explicit ratings for the video of users 3, 4, and 13 were
respectively: 3, 6, and 6.5 stars on a scale from 1 to 10. The low
explicit rating of user 3 is reflected in the emotion values of this
user (implicit feedback), which are significantly lower than with
the other users.</p>
      <p>For the test with 20 users, we achieved a significant positive
correlation of 0.37 between the explicit rating given by the user,
and the similarity between the user’s expressed emotions and the
expected emotion fingerprint (equation 2). Since the rating process
and emotion recognition are characterized by a lot of noise, the
correlation between both will never be very high. However, the
positive correlation indicates that expressed emotions clearly are
a form of implicit feedback that can be used as input for a
recommender system. Moreover, we expect that the correlation might
improve if users watch full movies or tv shows instead of movie
trailers, as in our user test. Therefore, we can consider the
recognized emotions as a valid alternative feedback method in case
ratings are not available, or as a feedback method ‘during’
content consumption instead of ‘after’ finishing the consumption. This
answers our second research question.</p>
      <p>Besides the emotion score, we also studied the implicit feedback
score (equation 4), which is the combination of emotion and
attention score. However, the variation in the attention score was limited
for our user test, since all trailers are rather short (2-3 minutes).
We suspect that the duration of the trailers is too short to build
up intense emotional moments that make users inclined to cover
their eyes or mouth. Moreover, the trailers are too short to witness
a decreasing level of attention (e.g., falling asleep). Therefore, we
expect that the attention score and implicit feedback score might
be better suited as implicit feedback for content items with a longer
duration.
5</p>
    </sec>
    <sec id="sec-11">
      <title>DISCUSSION</title>
      <p>During the user test, it became clear that people do not express
their emotions much during video watching, even not if the videos
contain scenes with intense emotions as selected in our test.
Happiness is expressed most clearly, and is the only emotion that reached
the maximum probability value of 1, e.g., for person 13 as visible
in Figure 6. For the other basic emotions, the recognition services
typically register probabilities that are much lower. The second
most recognizable emotion was sadness. It has a maximum value
over all users of 0.68, with only 15% of the test users scoring a
sadness value of 0.60 or higher (for the sad video). For fear, the
maximum registered value over all test users was only 0.27 (during
the fearful video). Fear is the most dificult emotion to recognize,
as was also discussed in the ofline test.</p>
      <p>For this experiment, the emotion fingerprint was constructed by
aggregating the emotion values of all users. A big challenge is to
identify the correct expected emotions and their probability values
for the fingerprint spectrum. For this, we propose the following
guidelines: 1) Limit the fingerprint to a few emotions that are clearly
expressed in the video. 2) Some emotions, such as fear, are more
dificult to detect than others, such as happiness. The emotion
probabilities from the facial recognition services are often much
lower for the dificult emotions. This should be reflected in the
values of the fingerprint. 3) Limit the comparison of expected and
expressed emotions to the key scenes of the movie. Recognized
emotions during scenes without emotions might be due to other
causes than the video.
6</p>
    </sec>
    <sec id="sec-12">
      <title>CONCLUSION</title>
      <p>An Android app was developed to investigate if facial recognition
services can be used as a tool for automatic authentication, user
profiling, and feedback gathering during video watching. The idea
is to use this feedback as input for a recommender systems. In
contrast to ratings, this feedback is available during content
playback. An evaluation with a test panel of 20 users showed that the
authentication is almost perfect. Estimation of gender and age are
in most cases accurate enough to cope with the cold-start problem
by recommending movies typical for the user’s age and gender.
Facial analysis can be used to derive automatic feedback from the
user during video watching. Closed eyes, looking away (head pose,
attention level), covering eyes or mouth (occlusion), etc., are typical
indications that the user does not want to see the video, and can
be considered as negative implicit feedback for the recommender.
By emotion recognition and a comparison with an emotion
fingerprint, we calculated a user feedback value, which is positively
correlated to the user’s star rating. This indicates that recognized
emotions can be considered as valuable implicit feedback for the
recommender. Happiness can be most accurately detected. Taking
photos or making videos with the front-facing camera has been
expressed as a privacy-sensitive aspect by our test users and will
be further tackled in future research.</p>
    </sec>
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