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Deepfake

Realistic artificially generated media

  • 40 min read
  • 6 chapters

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Through Deep learning, Generative AI and Machine learning

While the act of creating fake content is not new, deepfakes uniquely leverage machine learning and artificial intelligence techniques, including facial recognition algorithms and artificial neural networks such as variational autoencoders and generative adversarial networks (GANs). In turn, the field of image forensics has worked to develop techniques to detect manipulated images. Deepfakes have garnered widespread attention for their potential use in creating child sexual abuse material, celebrity pornographic videos, revenge porn, fake news, hoaxes, bullying, and financial fraud.

Academics have raised concerns about the potential for deepfakes to promote disinformation and hate speech, as well as interfere with elections. In response, the information technology industry and governments have proposed recommendations and methods to detect and mitigate their use. Academic research has also delved deeper into the factors driving deepfake engagement online as well as potential countermeasures to malicious application of deepfakes.

From traditional entertainment to gaming, deepfake technology has evolved to be increasingly convincing and available to the public, allowing for the disruption of the entertainment and media industries.

History

Photo manipulation was developed in the 19th century and soon applied to motion pictures. Technology steadily improved during the 20th century, and more quickly with the advent of digital video.

Deepfake technology has been developed by researchers at academic institutions beginning in the 1990s, and later by amateurs in online communities. More recently, the methods have been adopted by industry.

The development of generative adversarial networks (GANs) in the mid-2010s represented a key technical turning point in the evolution of deepfakes. GANs allowed for the creation of highly realistic fake images and videos by training competing neural networks, achieving a much improved visual fidelity over previous methods of creating the content using rules or by using autoencoders, and formed the basis for modern deepfake methods.

Academic research

Academic research related to deepfakes is split between the field of computer vision, a sub-field of computer science, which develops techniques for creating and identifying deepfakes, and humanities and social science approaches that study the social, ethical, aesthetic implications as well as journalistic and informational implications of deepfakes. As deepfakes have become more sophisticated and more common, with innovations provided by AI tools, significant research has gone into developing detection methods and defining the factors driving engagement with deepfakes on the internet. Deepfakes have been shown to appear on social media platforms and other parts of the internet for purposes including entertainment, education related to deepfakes, and misinformation intended to elicit strong reactions. There are gaps in research related to the propagation of deepfakes on social media. Negativity and emotional response are the primary driving factors for users sharing deepfakes.

Social science and humanities approaches to deepfakes

In cinema studies, deepfakes illustrate how "the human face is emerging as a central object of ambivalence in the digital age". Video artists have used deepfakes to "playfully rewrite film history by retrofitting canonical cinema with new star performers". Film scholar Christopher Holliday analyses how altering the gender and race of performers in familiar movie scenes destabilizes gender classifications and categories. The concept of "queering" deepfakes is also discussed in Oliver M. Gingrich's discussion of media artworks that use deepfakes to reframe gender, including British artist Jake Elwes' Zizi: Queering the Dataset, an artwork that uses deepfakes of drag queens to intentionally play with gender. The aesthetic potentials of deepfakes are also beginning to be explored. Theatre historian John Fletcher notes that early demonstrations of deepfakes are presented as performances, and situates these in the context of theatre, discussing "some of the more troubling paradigm shifts" that deepfakes represent as a performance genre.

While most English-language academic studies of deepfakes focus on the Western anxieties about disinformation and pornography, digital anthropologist Gabriele de Seta has analysed the Chinese reception of deepfakes, which are known as huanlian, meaning "changing faces". The Chinese term does not contain the "fake" of the English deepfake, and de Seta argues that this cultural context may explain why the Chinese response has centered on practical regulatory measures to "fraud risks, image rights, economic profit, and ethical imbalances".

Computer science research on deepfakes

A landmark early project was the "Video Rewrite" system by principal architect Christoph Bregler, published in 1997. The system modified existing video footage of a person speaking to depict that person mouthing the words from a different audio track. It was the first system to fully automate this kind of facial reanimation, and it did so using machine learning techniques to make connections between the sounds produced by a video's subject and the shape of the subject's face.

Contemporary academic projects have focused on creating more realistic videos and improving deepfake techniques. The "Synthesizing Obama" program, published in 2017, modifies video footage of former president Barack Obama to depict him mouthing the words contained in a separate audio track. The project lists as a main research contribution to its photorealistic technique for synthesizing mouth shapes from audio. The "Face2Face" program, published in 2016, modifies video footage of a person's face to depict them mimicking another person's facial expressions. The project highlights its primary research contribution as the development of the first method for re-enacting facial expressions in real time using a camera that does not capture depth, enabling the technique to work with common consumer cameras.

Researchers have shown that deepfakes are expanding into other domains such as medical imagery. In this work, it was shown how an attacker can automatically inject or remove lung cancer in a patient's 3D CT scan. The result was so convincing that it fooled three radiologists and a state-of-the-art lung cancer detection AI. To demonstrate the threat, the authors successfully performed the attack on a hospital in a White hat penetration test.

A survey of deepfakes, published in May 2020, provides a timeline of how the creation and detection of deepfakes have advanced over the last few years. The survey identifies that researchers have been focusing on resolving the following challenges of deepfake creation:

  • Generalization. High-quality deepfakes are often achieved by training on hours of footage of the target. This challenge is to minimize the amount of training data and the time to train the model required to produce quality images and to enable the execution of trained models on new identities (unseen during training).
  • Paired Training. Training a supervised model can produce high-quality results, but requires data pairing. This is the process of finding examples of inputs and their desired outputs for the model to learn from. Data pairing is laborious and impractical when training on multiple identities and facial behaviors. Some solutions include self-supervised training (using frames from the same video), the use of unpaired networks such as Cycle-GAN, or the manipulation of network embeddings.
  • Identity leakage. This is where the identity of the driver (i.e., the actor controlling the face in a reenactment) is partially transferred to the generated face. Some solutions proposed include attention mechanisms, few-shot learning, disentanglement, boundary conversions, and skip connections.
  • Occlusions. When part of the face is obstructed with a hand, hair, glasses, or any other item then artifacts can occur. A common occlusion is a closed mouth which hides the inside of the mouth and the teeth. Some solutions include image segmentation during training and in-painting.
  • Temporal coherence. In videos containing deepfakes, artifacts such as flickering and jitter can occur because the network has no context of the preceding frames. Some researchers provide this context or use novel temporal coherence losses to help improve realism. As the technology improves, the interference is diminishing.

Overall, deepfakes are expected to have several implications in media and society, media production, media representations, media audiences, gender, law, and regulation, and politics.

Amateur development

The term deepfake originated in late 2017 from a Reddit user named "deepfakes". He, along with other members of Reddit's "r/deepfakes", shared deepfakes they created; many videos involved celebrities' faces swapped onto the bodies of actors in pornographic videos, while non-pornographic content included many videos with actor Nicolas Cage's face swapped into various movies.

After this first introduction, amateur development grew at a quick rate because of the presence of open-source software and tutorials on the Internet. The freely available tools like FakeApp, FaceSwap, and DeepFaceLab allowed users who did not have any formal education in computer science to assemble deepfake videos with consumer hardware. Online forums such as Reddit, GitHub and YouTube were important to the distribution of software, instructions, and sample content, and helped to spread and perfect amateur creation of deepfakes quicker.

Other online communities continue to share pornography on platforms that have not banned deepfake pornography.

Commercial development

In January 2018, a proprietary desktop application called "FakeApp" was launched. This app allows users to easily create and share videos with their faces swapped with each other. As of 2019, "FakeApp" had been largely replaced by open-source alternatives such as "Faceswap", command line-based "DeepFaceLab", and web-based apps such as DeepfakesWeb.

Larger companies started to use deepfakes. Corporate training videos can be created using deepfaked avatars and their voices, for example Synthesia, which uses deepfake technology with avatars to create personalized videos. The mobile app Momo created the application Zao which allows users to superimpose their face on television and movie clips with a single picture. As of 2019 the Japanese AI company DataGrid made a full body deepfake that could create a person from scratch.

By 2020, audio deepfakes and AI software capable of cloning human voices based on a few seconds of speech exist. Tools for deepfake detection also emerge. A mobile deepfake app, Impressions, was launched in March 2020. It was the first app for the creation of celebrity deepfake videos from mobile phones.

Resurrection

Deepfake technology's ability to fabricate messages and actions of others can extend to the deceased, such as in grief therapy that allows seeming communication with a deceased loved one. In October 2020, Kim Kardashian posted a video featuring a hologram of her late father, Robert Kardashian, created by the company Kaleida, which used a combination of performance, motion tracking, SFX, VFX and DeepFake technologies to create the illusion.

In 2020, a deepfake video of Joaquin Oliver, a victim of the Parkland shooting, was created as part of a gun safety campaign. Oliver's parents partnered with nonprofit Change the Ref and McCann Health to produce a video in which Oliver to encourage people to support gun safety legislation and politicians who back do so as well.

In 2022, a deepfake video of Elvis Presley was used on the program America's Got Talent 17.

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