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