Perceiving interactive sketching through facial expressions

  • Authors:
  • José Carlos Miranda;Xenxo Alvarez;José Soleno;A. Augusto Sousa;Irina Fernández;Verónica Orvalho

  • Affiliations:
  • Instituto Politécnico da Guarda - UDI, Portugal and Universidade do Porto, Portugal;Universidade do Porto, Portugal and Face In Motion, Portugal;Universidad VERITAS, Costa Rica;Universidade do Porto, Portugal;Universidad VERITAS, Costa Rica;Universidade do Porto, Portugal and Face In Motion, Portugal

  • Venue:
  • Proceedings of the ACM Symposium on Applied Perception
  • Year:
  • 2012

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Abstract

Facial Animation is the key element to convey emotions in virtual characters. One of the major challenges in interactive systems (e.g. games, virtual worlds) and off-line systems (mainly used in films) is to ensure that the characters are highly expressive to reinforce the spectators' 'suspension of disbelief'. It is necessary to create believable facial expressions to guarantee a correct perception of the emotions [Ekman and Friesen 1971]. Creating appealing and convincing facial animations is a laborious and time-consuming process that only expert digital artists are capable of doing. Usually animators work with rigged 3D models. A rig is analogous to the strings that control a puppet. This process still involves heavy manual work as the artist needs to manipulate the controls individually. Requiring them many hours or weeks to create believable results.