// // Copyright (c) Microsoft. All rights reserved. // Licensed under the MIT license. // // Microsoft Cognitive Services: http://www.microsoft.com/cognitive // // Microsoft Cognitive Services Github: // https://github.com/Microsoft/Cognitive // // Copyright (c) Microsoft Corporation // All rights reserved. // // MIT License: // Permission is hereby granted, free of charge, to any person obtaining // a copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to // permit persons to whom the Software is furnished to do so, subject to // the following conditions: // // The above copyright notice and this permission notice shall be // included in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED ""AS IS"", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION // WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Microsoft.ProjectOxford.Emotion.Contract; using Microsoft.ProjectOxford.Face.Contract; namespace LiveCameraSample { internal class Aggregation { public static Tuple GetDominantEmotion(Scores scores) { float maxScore = 0; string dominant = ""; if (scores.Anger > maxScore) { maxScore = scores.Anger; dominant = "Anger"; } if (scores.Contempt > maxScore) { maxScore = scores.Contempt; dominant = "Contempt"; } if (scores.Disgust > maxScore) { maxScore = scores.Disgust; dominant = "Disgust"; } if (scores.Fear > maxScore) { maxScore = scores.Fear; dominant = "Fear"; } if (scores.Happiness > maxScore) { maxScore = scores.Happiness; dominant = "Happiness"; } if (scores.Neutral > maxScore) { maxScore = scores.Neutral; dominant = "Neutral"; } if (scores.Sadness > maxScore) { maxScore = scores.Sadness; dominant = "Sadness"; } if (scores.Surprise > maxScore) { maxScore = scores.Surprise; dominant = "Surprise"; } return new Tuple(dominant, maxScore); } public static string SummarizeEmotion(Scores scores) { var bestEmotion = Aggregation.GetDominantEmotion(scores); return string.Format("{0}: {1:N1}", bestEmotion.Item1, bestEmotion.Item2); } public static string SummarizeFaceAttributes(FaceAttributes attr) { List attrs = new List(); if (attr.Gender != null) attrs.Add(attr.Gender); if (attr.Age > 0) attrs.Add(attr.Age.ToString()); if (attr.HeadPose != null) { // Simple rule to estimate whether person is facing camera. bool facing = Math.Abs(attr.HeadPose.Yaw) < 25; attrs.Add(facing ? "facing camera" : "not facing camera"); } return string.Join(", ", attrs); } } }