7,303 research outputs found
Dynamic Facial Expression of Emotion Made Easy
Facial emotion expression for virtual characters is used in a wide variety of
areas. Often, the primary reason to use emotion expression is not to study
emotion expression generation per se, but to use emotion expression in an
application or research project. What is then needed is an easy to use and
flexible, but also validated mechanism to do so. In this report we present such
a mechanism. It enables developers to build virtual characters with dynamic
affective facial expressions. The mechanism is based on Facial Action Coding.
It is easy to implement, and code is available for download. To show the
validity of the expressions generated with the mechanism we tested the
recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise,
disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and
evil). Additionally we investigated the effect of VC distance (z-coordinate),
the effect of the VC's face morphology (male vs. female), the effect of a
lateral versus a frontal presentation of the expression, and the effect of
intensity of the expression. Participants (n=19, Western and Asian subjects)
rated the intensity of each expression for each condition (within subject
setup) in a non forced choice manner. All of the basic emotions were uniquely
perceived as such. Further, the blends and confusion details of basic emotions
are compatible with findings in psychology
Investigating Macroexpressions and Microexpressions in Computer Graphics Animated Faces
Due to varied personal, social, or even cultural situations, people sometimes conceal or mask their true emotions. These suppressed emotions can be expressed in a very subtle way by brief movements called microexpressions. We investigate human subjectsâ perception of hidden emotions in virtual faces, inspired by recent psychological experiments. We created animations with virtual faces showing some facial expressions and inserted brief secondary expressions in some sequences, in order to try to convey a subtle second emotion in the character. Our evaluation methodology consists of two sets of experiments, with three different sets of questions. The first experiment verifies that the accuracy and concordance of the participantâs responses with synthetic faces matches the empirical results done with photos of real people in the paper by X.-b. Shen, Q. Wu, and X.-l. Fu, 2012, âEffects of the duration of expressions on the recognition of microexpressions,â Journal of Zhejiang University Science B, 13(3), 221â230. The second experiment verifies whether participants could perceive and identify primary and secondary emotions in virtual faces. The third experiment tries to evaluate the participantâs perception of realism, deceit, and valence of the emotions. Our results show that most of the participants recognized the foreground (macro) emotion and most of the time they perceived the presence of the second (micro) emotion in the animations, although they did not identify it correctly in some samples. This experiment exposes the benefits of conveying microexpressions in computer graphics characters, as they may visually enhance a characterâs emotional depth through subliminal microexpression cues, and consequently increase the perceived social complexity and believabilit
Affective Medicine: a review of Affective Computing efforts in Medical Informatics
Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as âcomputing that relates to, arises from, or deliberately influences emotionsâ. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field
Affective Computing
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
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