1,790 research outputs found

    The Art of Expressing Emotions in Virtual Humans

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    Emotional Facial Expression Based On Action Units and Facial Muscle

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    The virtual human play vital roles in virtual reality and game. The process of Enriching the virtual human through their expression is one of the aspect that most researcher studied and improved. This study aims to demonstrate the combination of facial action units (FACS) and facial muscle to produce a realistic facial expression. The result of experiment succeed on producing particular expression such as anger, happy, sad which are able to convey the emotional state of the virtual human. This achievement is believed to bring full mental immersion towards virtual human and audience. The future works will able to generate a complex virtual human expression that combine physical factos such as wrinkle, fluid dynamics for tears or sweating

    Intelligent Avatar on E-Learning using Facial Expression and Haptic

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     The process of introducing emotion can be improved through three-dimensional (3D) tutoring system. The problem that still not solved is how to provide realistic tutor (avatar) in virtual environment. This paper  propose an approach to teach children on understanding emotion sensation through facial expression and sense of touch (haptic).The algorithm is created by calculating constant factor (f) based on maximum value of RGB and magnitude force then magnitude force range will be associated into particular colour. The Integration process will be started from rendering the facial expression then followed by adjusting the vibration power to emotion value. The result that achieved on experiment, it show around 71% students agree with the classification of magnitude force into emotion representation. Respondents commented that high magnitude force create similar sensation when respondents feel anger, while low magnitude force is more relaxing to respondents. Respondents also said that haptic and facial expression is very interactive and realistic

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Interactive public "art-chitecture": engaging the city and its inhabitants

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    The era of technology, media and consumerism that exists in contemporary cities has diminished the opportunities to offer society direct encounters and personal dialogues with the urban realm. This has caused the visual sense to predominate over the rest of our senses, turning society into pure spectators in the city. Taste, sight, smell, sounds, touch and balance are all senses that need to be ordered, translated and processed by perception at the time we confront a place. The architectural space should be perceived with all senses in the emotional experience of it. Architectural Categories, such as shadows, lights, colors, textures, and materials, that complement architectural form, should be combined in the space for the purpose of impacting the perceptual process in humans and transcending their memory. Supporting the idea of a tactile rather than a visual city, this thesis attempts to analyze form and architectural categories to materialize a temporal "Art-chitectural" urban object adaptable to a variety of public situations. The exploration seeks to offer citizens different ways to perceive and experience urban spaces, while encouraging social participation and interaction through sensations, contemplation and physical engagement. The "Art-chitectural" object has been developed and tested through digital imaging and physical models; these evaluations confirmed the endless applications and basis for actual materialization

    Experimental Methodologies: Towards the Moving Image

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    The moving image - before it is anything else, before it delights an audience with beautiful stories, characters, before it communicates an idea - is the art of making us aware of movement; (Gunning 142) or, following Laszlo Moholy-Nagy, it is "the organization of light and shadow effects producing a new enrichment of vision."The methodologies in this thesis carry the legacy of experimental moving images, with its perspectives on formal aesthetics, emotion, and alternative modes of narrative. These methodologies informed my approach to physical interactions of objects and materials as a strategy to create unpredictable footage results - which through iterations yielded a poetic visual language from which I built a sequence focused on sensory impressions.These modes of inquiry and iterative experimentation generated two moving images - visualizing the human experiences from the current unstable immigration laws as manifested on the southern border with Mexico

    Design of a Virtual Reality Scenario and Scent Generator for Sensory Training

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    A thesis presented to the faculty of the Elmer R. Smith College of Business and Technology at Morehead State University in partial fulfillment of the requirements for the Degree of Master of Science by Yosselin Castro Islas on November 15, 2019

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

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    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models
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