1,027 research outputs found

    Facial Emotional Expressions Of Life-Like Character Based On Text Classifier And Fuzzy Logic

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    A system consists of a text classifier and Fuzzy Inference System FIS to build a life-like virtual character capable of expressing emotion from a text input is proposed. The system classifies emotional content of sentences from text input and expresses corresponding emotion by a facial expression. Text input is classified using the text classifier while facial expression of the life-like character are controlled by FIS utilizing results from the text classifier. A number of text classifier methods are employed and their performances are evaluated using Leave-One-Out Cross Validation. In real world application such as animation movie the lifelike virtual character of proposed system needs to be animated. As a demonstration examples of facial expressions with corresponding text input as results from the implementation of our system are shown. The system is able to show facial expressions with admixture blending emotions. This paper also describes animation characteristics of the system using neutral expression as center of facial expression transition from one emotion to another. Emotion transition can be viewed as gradual decrease or increase of emotion intensity from one emotion toward other emotion. Experimental results show that animation of lifelike character expressing emotion transition can be generated automatically using proposed system

    Animating Unpredictable Effects

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    Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters’ flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R&D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing

    Generating realistic, animated human gestures in order to model, analyse and recognize Irish Sign Language

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    The aim of this thesis is to generate a gesture recognition system which can recognize several signs of Irish Sign Language (ISL). This project is divided into three parts. The first part provides background information on ISL. An overview of the ISL structure is a prerequisite to identifying and understanding the difficulties encountered in the development of a recognition system. The second part involves the generation of a data repository: synthetic and real-time video. Initially the synthetic data is created in a 3D animation package in order to simplify the creation of motion variations of the animated signer. The animation environment in our implementation allows for the generation of different versions of the same gesture with slight variations in the parameters of the motion. Secondly a database of ISL real-time video was created. This database contains 1400 different signs, including motion variation in each gesture. The third part details step by step my novel classification system and the associated prototype recognition system. The classification system is constructed as a decision tree to identify each sign uniquely. The recognition system is based on only one component of the classification system and has been implemented as a Hidden Markov Model (HMM)

    Interaction Design in Virtual Reality Game Using Arduino Sensors

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    Virtual reality (VR) is the use of computer simulation to produce a virtual world, providing users with a variety of sensory simulation, which enables users to feel as though they are in the virtual world. Currently, mature three-dimensional (3D) computer graphics technology can present realistic 3D visual effects. However, system interaction is still mainly through specific interactive devices for system control, such as the Vive controller for HTC Vive. In order to enable the user to control the game intuitively, this study employed a currently popular Arduino technology to carry out design of interactive control devices for virtual reality. The interaction design in this study is based mainly on a virtual reality baseball game. To let users carry out swings more intuitively in the baseball game, this study used actual baseball bat–installed sensors, called “Arduino baseball bat,” as a replacement for the VR joystick. The implemented system was roughly divided into two components: a transmitter system module on the bat and a receiver system module connecting to the server host. According to the results, our system cannot only realistically display 3D visual effects, but the Arduino baseball bat can also provide intuitive real-time game interaction for the user

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    Grendel Grendel Grendel

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    This open access study of the film Grendel Grendel Grendel, directed by Alexander Stitt, presents it as a masterpiece of animation and design which has attained a national and international cult status since its release in 1981. The film, based on the novel, Grendel, by John Gardner, is a loose adaptation of the Beowulf legend, but told from the point of view of the monster, Grendel. Grendel Grendel Grendel is a mature, intelligent, irreverent and quite unique animated film - it is a movie, both in terms of content and of an aesthetic that was well ahead of its time. Along with a brief overview of Australian animation and a contextualization of where this animated feature fits within the broader continuum of Australian (and global) film history, Dan Torre and Lienors Torre provide an intriguing analysis of this significant Australian animated feature. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com
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