Perception of gaze direction in 2D and 3D facial projections

  • Authors:
  • Jonas Beskow;Samer Al Moubayed

  • Affiliations:
  • KTH Speech, Music and Hearing, Stockholm, Sweden;KTH Speech, Music and Hearing, Stockholm, Sweden

  • Venue:
  • Proceedings of the SSPNET 2nd International Symposium on Facial Analysis and Animation
  • Year:
  • 2010

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Abstract

In human-human communication, eye gaze is a fundamental cue in e.g. turn-taking and interaction control [Kendon 1967]. Accurate control of gaze direction is therefore crucial in many applications of animated avatars striving to simulate human interactional behaviors. One inherent complication when conveying gaze direction through a 2D display, however, is what has been referred to as the Mona Lisa effect; if the avatar is gazing towards the camera, the eyes seem to "follow" the beholder whatever vantage point he or she may assume [Boyarskaya and Hecht 2010]. This becomes especially problematic in applications where multiple persons are interacting with the avatar, and the system needs to use gaze to address a specific person. Introducing 3D structure in the facial display, e.g. projecting the avatar face on a face mask, makes the percept of the avatar's gaze change with the viewing angle, as is indeed the case with real faces. To this end, [Delaunay et al. 2010] evaluated two back-projected displays - a spherical "dome" and a face shaped mask. However, there may be many factors influencing gaze direction percieved from a 3D facial display, so an accurate calibration procedure for gaze direction is called for.