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Evaluating the emotional content of human motions on real and virtual characters

Evaluating the emotional content of human motions on real and virtual characters Evaluating the emotional content of human motions on real and virtual characters Rachel McDonnell1 1∗ Sophie J rg1 o Joanna McHugh2 Fiona Newell2 Carol O ™Sullivan1 Graphics Vision & Visualisation Group and 2 Institute of Neuroscience, Trinity College Dublin. Figure 1: Image taken from: real video, high resolution virtual male, low resolution virtual male, wooden mannequin, toon, zombie. Abstract In order to analyze the emotional content of motions portrayed by different characters, we created real and virtual replicas of an actor exhibiting six basic emotions: sadness, happiness, surprise, fear, anger and disgust. In addition to the video of the real actor, his actions were applied to ve virtual body shapes: a low and high resolution virtual counterpart, a cartoon-like character, a wooden mannequin, and a zombie-like character (Figure 1). Participants were asked to rate the actions based on a list of 41 more complex emotions. We found that the perception of emotional actions is highly robust and to the most part independent of the character ™s body. CR Categories: I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism ”Animation; Keywords: perception, motion-capture Introduction Evidence from neuroscience studies suggest that different neural networks are activated when viewing real or virtual http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Evaluating the emotional content of human motions on real and virtual characters

Association for Computing Machinery — Aug 9, 2008

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References (20)

Datasource
Association for Computing Machinery
Copyright
Copyright © 2008 by ACM Inc.
ISBN
978-1-59593-981-4
doi
10.1145/1394281.1394294
Publisher site
See Article on Publisher Site

Abstract

Evaluating the emotional content of human motions on real and virtual characters Rachel McDonnell1 1∗ Sophie J rg1 o Joanna McHugh2 Fiona Newell2 Carol O ™Sullivan1 Graphics Vision & Visualisation Group and 2 Institute of Neuroscience, Trinity College Dublin. Figure 1: Image taken from: real video, high resolution virtual male, low resolution virtual male, wooden mannequin, toon, zombie. Abstract In order to analyze the emotional content of motions portrayed by different characters, we created real and virtual replicas of an actor exhibiting six basic emotions: sadness, happiness, surprise, fear, anger and disgust. In addition to the video of the real actor, his actions were applied to ve virtual body shapes: a low and high resolution virtual counterpart, a cartoon-like character, a wooden mannequin, and a zombie-like character (Figure 1). Participants were asked to rate the actions based on a list of 41 more complex emotions. We found that the perception of emotional actions is highly robust and to the most part independent of the character ™s body. CR Categories: I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism ”Animation; Keywords: perception, motion-capture Introduction Evidence from neuroscience studies suggest that different neural networks are activated when viewing real or virtual

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