Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bottom-Up Visual Attention for Virtual Human Animation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Where to look? automating certain visual attending behaviors of human characters
Where to look? automating certain visual attending behaviors of human characters
A model of attention and interest using Gaze behavior
Lecture Notes in Computer Science
Eye communication in a conversational 3D synthetic agent
AI Communications
An assessment of eye-gaze potential within immersive virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Effects of avatar's blinking animation on person impressions
GI '08 Proceedings of graphics interface 2008
Real-time expressive gaze animation for virtual humans
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Evaluating Perception of Interaction Initiation in Virtual Environments using Humanoid Agents
Proceedings of the 2006 conference on ECAI 2006: 17th European Conference on Artificial Intelligence August 29 -- September 1, 2006, Riva del Garda, Italy
Glances, glares, and glowering: how should a virtual human express emotion through gaze?
Autonomous Agents and Multi-Agent Systems
Animating Gaze Shifts for Virtual Characters Based on Head Movement Propensity
VS-GAMES '10 Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications
Levels of Interaction: A User-Guided Experience in Large-Scale Virtual Environments
VS-GAMES '10 Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications
Visual attention and eye gaze during multiparty conversations with distractions
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Eyecatch: simulating visuomotor coordination for object interception
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A head-eye coordination model for animating gaze shifts of virtual characters
Proceedings of the 4th Workshop on Eye Gaze in Intelligent Human Machine Interaction
Video analysis of approach-avoidance behaviors of teenagers speaking with virtual agents
Proceedings of the 15th ACM on International conference on multimodal interaction
Proceedings of the 2013 Inputs-Outputs Conference: An Interdisciplinary Conference on Engagement in HCI and Performance
Hi-index | 0.00 |
An automatic model is presented for animating gaze shifts of virtual characters towards target locations in a virtual environment. Two connected components are described: an eye-head controller and a blinking controller. The gaze control model is based on results from neuroscience, and dictates the contributions of the eyes and head to a gaze shift according to an individual's head movement propensity; that is, their tendency to recruit their head when making gaze motions under different conditions. The blink controller simulates gaze-evoked blinking, a specific category of behaviours that accompany gaze shifts. The probability of occurrence of such blinks, and their amplitude, is related to the gaze shift. The model forms the basis for a number of experiments investigating the impact of blinking, eye-head ratio and direction of head movements on user perception. In addition to other application domains, the findings are of significance to serious games environments, where the perceived quality of a character's gaze may affect engagement, immersion and learning outcomes.