scholarly journals Facial Expressions of Emotions for Virtual Characters

Author(s):  
Rafael Calvo ◽  
Sidney D'Mello ◽  
Jonathan Gratch ◽  
Arvid Kappas ◽  
Magalie Ochs ◽  
...  
2020 ◽  
Vol 10 (16) ◽  
pp. 5636
Author(s):  
Wafaa Alsaggaf ◽  
Georgios Tsaramirsis ◽  
Norah Al-Malki ◽  
Fazal Qudus Khan ◽  
Miadah Almasry ◽  
...  

Computer-controlled virtual characters are essential parts of most virtual environments and especially computer games. Interaction between these virtual agents and human players has a direct impact on the believability of and immersion in the application. The facial animations of these characters are a key part of these interactions. The player expects the elements of the virtual world to act in a similar manner to the real world. For example, in a board game, if the human player wins, he/she would expect the computer-controlled character to be sad. However, the reactions, more specifically, the facial expressions of virtual characters in most games are not linked with the game events. Instead, they have pre-programmed or random behaviors without any understanding of what is really happening in the game. In this paper, we propose a virtual character facial expression probabilistic decision model that will determine when various facial animations should be played. The model was developed by studying the facial expressions of human players while playing a computer videogame that was also developed as part of this research. The model is represented in the form of trees with 15 extracted game events as roots and 10 associated animations of facial expressions with their corresponding probability of occurrence. Results indicated that only 1 out of 15 game events had a probability of producing an unexpected facial expression. It was found that the “win, lose, tie” game events have more dominant associations with the facial expressions than the rest of game events, followed by “surprise” game events that occurred rarely, and finally, the “damage dealing” events.


2011 ◽  
Vol 2 (2) ◽  
pp. 28-47 ◽  
Author(s):  
Diana Arellano ◽  
Javier Varona ◽  
Francisco J. Perales

One of the milestones in creation of virtual characters is the achievement of believability, which can be done through the representation of emotions using behaviours, voice, or facial expressions. To know which emotions to elicit in a variety of situations it is necessary to have a framework for reasoning, which is why context representation is important when creating synthetic emotions. It provides a description of what is occurring around the character, eliciting different emotions in the same situation or the same emotions in different situations. The novelty of this work is the representation of context, not only as events in the world, but also as the internal characteristics of the character, which when related with the events, give believable emotional responses.


Sensors ◽  
2021 ◽  
Vol 21 (17) ◽  
pp. 5986
Author(s):  
Sung Park ◽  
Si Pyoung Kim ◽  
Mincheol Whang

With the prevalence of virtual avatars and the recent emergence of metaverse technology, there has been an increase in users who express their identity through an avatar. The research community focused on improving the realistic expressions and non-verbal communication channels of virtual characters to create a more customized experience. However, there is a lack in the understanding of how avatars can embody a user’s signature expressions (i.e., user’s habitual facial expressions and facial appearance) that would provide an individualized experience. Our study focused on identifying elements that may affect the user’s social perception (similarity, familiarity, attraction, liking, and involvement) of customized virtual avatars engineered considering the user’s facial characteristics. We evaluated the participant’s subjective appraisal of avatars that embodied the participant’s habitual facial expressions or facial appearance. Results indicated that participants felt that the avatar that embodied their habitual expressions was more similar to them than the avatar that did not. Furthermore, participants felt that the avatar that embodied their appearance was more familiar than the avatar that did not. Designers should be mindful about how people perceive individuated virtual avatars in order to accurately represent the user’s identity and help users relate to their avatar.


2011 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Roberto Cesar Cavalcante Vieira ◽  
Creto Vidal ◽  
Joaquim Bento Cavalcante-Neto

Virtual tridimensional creatures are active actors in many types of applications nowadays, such as virtual reality, games and computer animation. The virtual actors encountered in those applications are very diverse, but usually have humanlike behavior and facial expressions. This paper deals with the mapping of facial expressions between virtual characters, based on anthropometric proportions and geometric manipulations by moving influence zones. Facial proportions of a base model is used to transfer expressions to any other model with similar global characteristics (if the base model is a human, for instance, the other models need to have two eyes, one nose and one mouth). With this solution, it is possible to insert new virtual characters in real-time applications without having to go through the tedious process of customizing the characters’ emotions.


2003 ◽  
Vol 17 (3) ◽  
pp. 113-123 ◽  
Author(s):  
Jukka M. Leppänen ◽  
Mirja Tenhunen ◽  
Jari K. Hietanen

Abstract Several studies have shown faster choice-reaction times to positive than to negative facial expressions. The present study examined whether this effect is exclusively due to faster cognitive processing of positive stimuli (i.e., processes leading up to, and including, response selection), or whether it also involves faster motor execution of the selected response. In two experiments, response selection (onset of the lateralized readiness potential, LRP) and response execution (LRP onset-response onset) times for positive (happy) and negative (disgusted/angry) faces were examined. Shorter response selection times for positive than for negative faces were found in both experiments but there was no difference in response execution times. Together, these results suggest that the happy-face advantage occurs primarily at premotoric processing stages. Implications that the happy-face advantage may reflect an interaction between emotional and cognitive factors are discussed.


2010 ◽  
Vol 24 (3) ◽  
pp. 186-197 ◽  
Author(s):  
Sandra J. E. Langeslag ◽  
Jan W. Van Strien

It has been suggested that emotion regulation improves with aging. Here, we investigated age differences in emotion regulation by studying modulation of the late positive potential (LPP) by emotion regulation instructions. The electroencephalogram of younger (18–26 years) and older (60–77 years) adults was recorded while they viewed neutral, unpleasant, and pleasant pictures and while they were instructed to increase or decrease the feelings that the emotional pictures elicited. The LPP was enhanced when participants were instructed to increase their emotions. No age differences were observed in this emotion regulation effect, suggesting that emotion regulation abilities are unaffected by aging. This contradicts studies that measured emotion regulation by self-report, yet accords with studies that measured emotion regulation by means of facial expressions or psychophysiological responses. More research is needed to resolve the apparent discrepancy between subjective self-report and objective psychophysiological measures.


Crisis ◽  
2020 ◽  
pp. 1-8
Author(s):  
Chao S. Hu ◽  
Jiajia Ji ◽  
Jinhao Huang ◽  
Zhe Feng ◽  
Dong Xie ◽  
...  

Abstract. Background: High school and university teachers need to advise students against attempting suicide, the second leading cause of death among 15–29-year-olds. Aims: To investigate the role of reasoning and emotion in advising against suicide. Method: We conducted a study with 130 students at a university that specializes in teachers' education. Participants sat in front of a camera, videotaping their advising against suicide. Three raters scored their transcribed advice on "wise reasoning" (i.e., expert forms of reasoning: considering a variety of conditions, awareness of the limitation of one's knowledge, taking others' perspectives). Four registered psychologists experienced in suicide prevention techniques rated the transcripts on the potential for suicide prevention. Finally, using the software Facereader 7.1, we analyzed participants' micro-facial expressions during advice-giving. Results: Wiser reasoning and less disgust predicted higher potential for suicide prevention. Moreover, higher potential for suicide prevention was associated with more surprise. Limitations: The actual efficacy of suicide prevention was not assessed. Conclusion: Wise reasoning and counter-stereotypic ideas that trigger surprise probably contribute to the potential for suicide prevention. This advising paradigm may help train teachers in advising students against suicide, measuring wise reasoning, and monitoring a harmful emotional reaction, that is, disgust.


2016 ◽  
Vol 37 (1) ◽  
pp. 16-23 ◽  
Author(s):  
Chit Yuen Yi ◽  
Matthew W. E. Murry ◽  
Amy L. Gentzler

Abstract. Past research suggests that transient mood influences the perception of facial expressions of emotion, but relatively little is known about how trait-level emotionality (i.e., temperament) may influence emotion perception or interact with mood in this process. Consequently, we extended earlier work by examining how temperamental dimensions of negative emotionality and extraversion were associated with the perception accuracy and perceived intensity of three basic emotions and how the trait-level temperamental effect interacted with state-level self-reported mood in a sample of 88 adults (27 men, 18–51 years of age). The results indicated that higher levels of negative mood were associated with higher perception accuracy of angry and sad facial expressions, and higher levels of perceived intensity of anger. For perceived intensity of sadness, negative mood was associated with lower levels of perceived intensity, whereas negative emotionality was associated with higher levels of perceived intensity of sadness. Overall, our findings added to the limited literature on adult temperament and emotion perception.


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