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Providing expressive gaze to virtual animated characters in interactive applications
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Source Computers in Entertainment (CIE) archive
Volume 6 ,  Issue 3  (October 2008) table of contents
SPECIAL ISSUE: Media Arts
SECTION: SECTION: Best of SBGames 2007 table of contents
Article No. 41  
Year of Publication: 2008
ISSN:1544-3574
Authors
Rossana B. Queiroz  Universidade do Vale do Rio dos Sinos, Brazil
Leandro M. Barros  Universidade do Vale do Rio dos Sinos, Brazil
Soraia R. Musse  Pontifícia Universidade Católica do Rio Grande do Sul, Brazil
Publisher
ACM  New York, NY, USA
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ABSTRACT

Eyes play an important role in communication among people. Motions of the eye express emotions and regulate the flow of conversation. Hence we consider fundamental that virtual humans or other characters present convincing and expressive gaze in applications such as Embodied Conversational Agents (ECAs), games and movies. However, we perceive that in many applications that require automatic generation of facial movements, such as ECA, character's eye motion does not carry meaning related to its expressiveness. This work proposes a model for the automatic generation of expressive gaze by examining eye behavior in different affective states. To collect data related to gaze and expressiveness, we looked at Computer Graphics movies. This data was used as a basis to describe gaze expressions in the proposed model. We also implemented a prototype and performed some tests with users in order to observe the impact of eye behavior during some expressions of emotion. The results show that the model is capable of generating eye motions that are coherent with the affective states of the virtual character.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Rossana B. Queiroz: colleagues
Leandro M. Barros: colleagues
Soraia R. Musse: colleagues