Abstract:Artificial Intelligence (AI) has demonstrated significant capabilities in various fields, and in areas such as human-computer interaction (HCI), embodied intelligence, and the design and animation of virtual digital humans, both practitioners and users are increasingly concerned with AI's ability to understand and express emotion. Consequently, the question of whether AI can accurately interpret human emotions remains a critical challenge. To date, two primary classes of AI models have been involved in human emotion analysis: generative models and Multimodal Large Language Models (MLLMs). To assess the emotional capabilities of these two classes of models, this study introduces MEMO-Bench, a comprehensive benchmark consisting of 7,145 portraits, each depicting one of six different emotions, generated by 12 Text-to-Image (T2I) models. Unlike previous works, MEMO-Bench provides a framework for evaluating both T2I models and MLLMs in the context of sentiment analysis. Additionally, a progressive evaluation approach is employed, moving from coarse-grained to fine-grained metrics, to offer a more detailed and comprehensive assessment of the sentiment analysis capabilities of MLLMs. The experimental results demonstrate that existing T2I models are more effective at generating positive emotions than negative ones. Meanwhile, although MLLMs show a certain degree of effectiveness in distinguishing and recognizing human emotions, they fall short of human-level accuracy, particularly in fine-grained emotion analysis. The MEMO-Bench will be made publicly available to support further research in this area.
Abstract:Although 3D generated content (3DGC) offers advantages in reducing production costs and accelerating design timelines, its quality often falls short when compared to 3D professionally generated content. Common quality issues frequently affect 3DGC, highlighting the importance of timely and effective quality assessment. Such evaluations not only ensure a higher standard of 3DGCs for end-users but also provide critical insights for advancing generative technologies. To address existing gaps in this domain, this paper introduces a novel 3DGC quality assessment dataset, 3DGCQA, built using 7 representative Text-to-3D generation methods. During the dataset's construction, 50 fixed prompts are utilized to generate contents across all methods, resulting in the creation of 313 textured meshes that constitute the 3DGCQA dataset. The visualization intuitively reveals the presence of 6 common distortion categories in the generated 3DGCs. To further explore the quality of the 3DGCs, subjective quality assessment is conducted by evaluators, whose ratings reveal significant variation in quality across different generation methods. Additionally, several objective quality assessment algorithms are tested on the 3DGCQA dataset. The results expose limitations in the performance of existing algorithms and underscore the need for developing more specialized quality assessment methods. To provide a valuable resource for future research and development in 3D content generation and quality assessment, the dataset has been open-sourced in https://github.com/zyj-2000/3DGCQA.