13,100 research outputs found

    Dynamic Facial Expression of Emotion Made Easy

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    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

    On combining the facial movements of a talking head

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    We present work on Obie, an embodied conversational agent framework. An embodied conversational agent, or talking head, consists of three main components. The graphical part consists of a face model and a facial muscle model. Besides the graphical part, we have implemented an emotion model and a mapping from emotions to facial expressions. The animation part of the framework focuses on the combination of different facial movements temporally. In this paper we propose a scheme of combining facial movements on a 3D talking head

    A conceptual framework for interactive virtual storytelling

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    This paper presents a framework of an interactive storytelling system. It can integrate five components: management centre, evaluation centre, intelligent virtual agent, intelligent virtual environment, and users, making possible interactive solutions where the communication among these components is conducted in a rational and intelligent way. Environment plays an important role in providing heuristic information for agents through communicating with the management centre. The main idea is based on the principle of heuristic guiding of the behaviour of intelligent agents for guaranteeing the unexpectedness and consistent themes

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    Effects of Dynamic Attributes of Smiles in Human and Synthetic Faces: A Simulated Job Interview Setting

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    We examined the effects of the temporal quality of smile displays on impressions and decisions made in a simulated job interview. We also investigated whether similar judgments were made in response to synthetic (Study 1) and human facial stimuli (Study 2). Participants viewed short video excerpts of female interviewees exhibiting dynamic authentic smiles, dynamic fake smiles, or neutral expressions, and rated them with respect to a number of attributes. In both studies, perceivers' judgments and employment decisions were significantly shaped by the temporal quality of smiles, with dynamic authentic smiles generally leading to more favorable job, person, and expression ratings than dynamic fake smiles or neutral expressions. Furthermore, authentically smiling interviewees were judged to be more suitable and were more likely to be short-listed and selected for the job. The findings show a high degree of correspondence in the effects created by synthetic and human facial stimuli, suggesting that temporal features of smiles similarly influence perceivers' judgments and decisions across the two types of stimulu

    Investigating Macroexpressions and Microexpressions in Computer Graphics Animated Faces

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    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 subjects’ 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 participant’s 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, “Effects of the duration of expressions on the recognition of microexpressions,” Journal of Zhejiang University Science B, 13(3), 221–230. The second experiment verifies whether participants could perceive and identify primary and secondary emotions in virtual faces. The third experiment tries to evaluate the participant’s 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 character’s emotional depth through subliminal microexpression cues, and consequently increase the perceived social complexity and believabilit

    Factors of Emotion and Affect in Designing Interactive Virtual Characters

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    The Arts: 1st Place (The Ohio State University Edward F. Hayes Graduate Research Forum)This paper represents a review of literature concerning factors of affective interactive virtual character design. Affect and it's related concepts are defined followed by a detail of work being conducted in relevant areas such as design, animation, robotics. The intent of this review as to inform the author on overlapping concepts in fields related to affective design in order to apply these concepts interactive character development.A three-year embargo was granted for this item

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. 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
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