KinEmotion: context controllable emotional motion analysis method for interactive cartoon generator

  • Authors:
  • Yuto Nara;Wataru Fujimura;Yukua Koide;Genki Kunitomi;Akihiko Shirai

  • Affiliations:
  • Kanagawa Institute of Technology;Kanagawa Institute of Technology;Kanagawa Institute of Technology;Kanagawa Institute of Technology;Kanagawa Institute of Technology

  • Venue:
  • ACM SIGGRAPH 2013 Posters
  • Year:
  • 2013

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Abstract

Recently, cartoon contents are applying to various media like interactive systems. In a near future, the desire of user may become to immerse their live experience into a cartoon content deeply. In automatic cartoon generation environment using NUI (Natural User Interface) like Kinect, we can comprehend the importance of linking emotion expression with user's posture. Its story and impression are uncontrollable, if the system could not choose a suitable effect for each user motion. The system should have story driven method to protect the interpretation of the world, even if there is its original piece of manga.