SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
The EMOTE model for effort and shape
Proceedings of the 27th 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
Style translation for human motion
ACM SIGGRAPH 2005 Papers
GI '06 Proceedings of Graphics Interface 2006
Evaluating Data-Driven Style Transformation for Gesturing Embodied Agents
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Cultural dialects of real and synthetic emotional facial expressions
AI & Society - Special Issue: Enculturating Human-Computer Interaction, Guest Editors: M. Rehm, Y. Nakano, E. André, T. Nishida
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Motion capture is a common method to create expressive motions for animated characters. In order to add flexibility when reusing motion data, many ways to modify its style have been developed. However, thorough evaluation of the resulting motions is often omitted. In this paper we present a questionnaire based method for evaluating visible emotions and styles in animated motion, and a set of algorithmic modifications to add emotional content to captured motion. Modifications were done by adjusting posture, motion path lengths and timings. The evaluation method was then applied to a set of acted and modified motions. The results show that a simple questionnaire is a useful tool to compare motions, and that expressivity of some emotions can be controlled by the proposed algorithms. However, we also found that motions should be evaluated using several describing dimensions simultaneously, as a single modification may have complex visible effects on the motion.