290 research outputs found

    An Actor-Centric Approach to Facial Animation Control by Neural Networks For Non-Player Characters in Video Games

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    Game developers increasingly consider the degree to which character animation emulates facial expressions found in cinema. Employing animators and actors to produce cinematic facial animation by mixing motion capture and hand-crafted animation is labor intensive and therefore expensive. Emotion corpora and neural network controllers have shown promise toward developing autonomous animation that does not rely on motion capture. Previous research and practice in disciplines of Computer Science, Psychology and the Performing Arts have provided frameworks on which to build a workflow toward creating an emotion AI system that can animate the facial mesh of a 3d non-player character deploying a combination of related theories and methods. However, past investigations and their resulting production methods largely ignore the emotion generation systems that have evolved in the performing arts for more than a century. We find very little research that embraces the intellectual process of trained actors as complex collaborators from which to understand and model the training of a neural network for character animation. This investigation demonstrates a workflow design that integrates knowledge from the performing arts and the affective branches of the social and biological sciences. Our workflow begins at the stage of developing and annotating a fictional scenario with actors, to producing a video emotion corpus, to designing training and validating a neural network, to analyzing the emotion data annotation of the corpus and neural network, and finally to determining resemblant behavior of its autonomous animation control of a 3d character facial mesh. The resulting workflow includes a method for the development of a neural network architecture whose initial efficacy as a facial emotion expression simulator has been tested and validated as substantially resemblant to the character behavior developed by a human actor

    The Art of Expressing Emotions in Virtual Humans

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    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

    E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters.

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    This paper describes a multi-user role-playing environment, e-drama, which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research – edrama – is a 2D graphical environment in which users are represented by static cartoon figures. An application has been developed to enable integration of the existing edrama tool with several new components to support avatars with emotionally expressive behaviours, rendered in a 3D environment. The functionality includes the extraction of affect from open-ended improvisational text. The results of the affective analysis are then used to: (a) control an automated improvisational AI actor – EMMA (emotion, metaphor and affect) that operates a bit-part character in the improvisation; (b) drive the animations of avatars using the Demeanour framework in the user interface so that they react bodily in ways that are consistent with the affect that they are expressing. Finally, we describe user trials that demonstrate that the changes made improve the quality of social interaction and users’ sense of presence. Moreover, our system has the potential to evolve normal classroom education for young people with or without learning disabilities by providing 24/7 efficient personalised social skill, language and career training via role-play and offering automatic monitoring

    Real-time expressive internet communications

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    This research work "Real-time Expressive Internet Communications" focuses on two subjects: One is the investigation of methods of automatic emotion detection and visualisation under real-time Internet communication environment, the other is the analysis of the influences of presenting visualised emotion expressivei mages to Internet users. To detect emotion within Internet communication, the emotion communication process over the Internet needs to be examined. An emotion momentum theory was developed to illustrate the emotion communication process over the Internet communication. It is argued in this theory that an Internet user is within a certain emotion state, the emotion state is changeable by internal and external stimulus (e.g. a received chat message) and time; stimulus duration and stimulus intensity are the major factors influencing the emotion state. The emotion momentum theory divides the emotions expressed in Internet communication into three dimensions: emotion category, intensity and duration. The emotion momentum theory was implemented within a prototype emotion extraction engine. The emotion extraction engine can analyse input text in an Internet chat environment, detect and extract the emotion being communicated, and deliver the parameters to invoke an appropriate expressive image on screen to the every communicating user's display. A set of experiments were carried out to test the speed and the accuracy of the emotion extraction engine. The results of the experiments demonstrated an acceptable performance of the emotion extraction engine. The next step of this study was to design and implement an expressive image generator that generates expressive images from a single neutral facial image. Generated facial images are classified into six categories, and for each category, three different intensities were achieved. Users need to define only six control points and three control shapes to synthesise all the expressive images and a set of experiments were carried out to test the quality of the synthesised images. The experiment results demonstrated an acceptable recognition rate of the generated facial expression images. With the emotion extraction engine and the expressive image generator,a test platform was created to evaluate the influences of emotion visualisation in the Internet communication context. The results of a series of experiments demonstratedthat emotion visualisation can enhancethe users' perceived performance and their satisfaction with the interfaces. The contributions to knowledge fall into four main areas; firstly, the emotion momentum theory that is proposed to illustrate the emotion communication process over the Internet; secondly, the innovations built into an emotion extraction engine, which senses emotional feelings from textual messages input by Internet users; thirdly, the innovations built into the expressive image generator, which synthesises facial expressions using a fast approach with a user friendly interface; and fourthly, the identification of the influence that the visualisation of emotion has on human computer interaction

    A conceptual affective design framework for the use of emotions in computer game design

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    The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to review contemporary techniques to design for them in the aim of devising a model that brings current disparate parts of the game design process together. Emotions sit at the heart of a game player’s level of engagement. They are evoked across many of the components that facilitate gameplay including the interface, the player’s avatar, non-player characters and narrative. Understanding the role of emotion in creating truly immersive and believable environments is critical for game designers. After discussing a taxonomy of emotion, this paper will present a systematic literature review of designing for emotion in computer games. Following this, a conceptual framework for affective design is offered as a guide for the future of computer game design
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