Evaluating the emotional content of human motions on real and virtual characters

  • Authors:
  • Rachel McDonnell;Sophie Jörg;Joanna McHugh;Fiona Newell;Carol O'Sullivan

  • Affiliations:
  • Graphics Vision & Visualisation Group;Graphics Vision & Visualisation Group;Institute of Neuroscience, Trinity College Dublin;Institute of Neuroscience, Trinity College Dublin;Graphics Vision & Visualisation Group

  • Venue:
  • Proceedings of the 5th symposium on Applied perception in graphics and visualization
  • Year:
  • 2008

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Abstract

In order to analyze the emotional content of motions portrayed by different characters, we created real and virtual replicas of an actor exhibiting six basic emotions: sadness, happiness, surprise, fear, anger and disgust. In addition to the video of the real actor, his actions were applied to five virtual body shapes: a low and high resolution virtual counterpart, a cartoon-like character, a wooden mannequin, and a zombie-like character (Figure 1). Participants were asked to rate the actions based on a list of 41 more complex emotions. We found that the perception of emotional actions is highly robust and to the most part independent of the character's body.