Abstract
In this study, we address a cross-domain problem of applying computer vision approaches to reason about human facial behavior when people play The Resistance game. To capture the facial behaviors, we first collect several hours of video where the participants playing The Resistance game assume the roles of deceivers (spies) vs truth-tellers (villagers). We develop a novel attention-based neural network (NN) that advances the state of the art in understanding how a NN predicts the players’ roles. This is accomplished by discovering through learning those pixels and related frames which are discriminative and contributed the most to the NN’s inference. We demonstrate the effectiveness of our attention-based approach in discovering the frames and facial Action Units (AUs) that contributed to the NN’s class decision. Our results are consistent with the current communication theory on deception.
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Acknowledgement
We are grateful to the Army Research Office for funding much of the work reported in this book under Grant W911NF-16-1-0342.
Funding Disclosure
This research was sponsored by the Army Research Office and was accomplished under Grant Number W911NF-16-1-0342. The views and conclusions contained in this document are those of the authors and should not be interpreted as representing the official policies, either expressed or implied, of the Army Research Office or the U.S. Government. The U.S. Government is authorized to reproduce and distribute reprints for Government purposes notwithstanding any copyright notation herein.
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Wang, L. et al. (2021). Attention-Based Facial Behavior Analytics in Social Communication. In: Subrahmanian, V.S., Burgoon, J.K., Dunbar, N.E. (eds) Detecting Trust and Deception in Group Interaction. Terrorism, Security, and Computation. Springer, Cham. https://doi.org/10.1007/978-3-030-54383-9_7
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