scholarly journals Face-Touch: An Emotional Facial Expression Technique of Avatar Based on Tactile Vibration in Virtual Reality Game

10.5772/12884 ◽  
2010 ◽  
Author(s):  
Ahmad Hoirul ◽  
Abdullah Bade ◽  
Mohd Shahrizal ◽  
Daut Dam
Author(s):  
Ahmad Hoirul Basori ◽  
Hani Moaiteq Abdullah AlJahdali

<p>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.</p>


2020 ◽  
Author(s):  
Alice Cartaud ◽  
Yann Coello

An increasing number of studies in the Human and Social Sciences and Information and Communication Technologies and Sciences are conducted in virtual reality. Many of them use 3D human-like computer-generated characters in order to study social interactions in healthy participants, or the effect mental illness or neurological disorder on social cognition. However, free access to virtual characters is still not straightforward with often a lack of psychological evaluation of available characters. We present here the ATHOS database composed of 48 Caucasian male and female virtual characters with non-emotional facial expression available in the FBX file format. For each of them, we provide an evaluation in terms of valence, reliability, sympathy and sociability. Concerning these evaluations, inter-rater reliability analysis revealed a good degree of agreement among raters (between 0.85 and 0.98) and a cluster analysis highlighted a division of the virtual characters into three groups (low, medium and high evaluation scores). The ATHOS database of virtual characters, available in open access, can be used for many different purposes including the development of social immersive virtual environments, cognitive assessments or even rehabilitation programs in the health domain.


Author(s):  
Ahmad Hoirul Basori ◽  
Hani Moaiteq Abdullah AlJahdali

<p>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.</p>


2020 ◽  
Vol 170 ◽  
pp. 1-11
Author(s):  
Katie L.H. Gray ◽  
Tessa R. Flack ◽  
Miaomiao Yu ◽  
Freya A. Lygo ◽  
Daniel H. Baker

2021 ◽  
Vol 75 (Supplement_2) ◽  
pp. 7512505133p1
Author(s):  
Sharada Krishnan ◽  
Emily Kilroy ◽  
Christiana Butera ◽  
Laura Harrison ◽  
Aditya Jayashankar ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document