2013
DOI: 10.1016/j.sbspro.2013.10.290
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Emotion Expression of Avatar through Eye Behaviors, Lip Synchronization and MPEG4 in Virtual Reality based on Xface Toolkit: Present and Future

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Cited by 4 publications
(4 citation statements)
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“…Facial expression is one of the important characteristics of the human-computer interaction [21]. Facial expressions are the patterns involving certain changes in the facial muscles on the forehead, brow, nose, cheek, oral, lips etc.…”
Section: Emotion Space Designmentioning
confidence: 99%
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“…Facial expression is one of the important characteristics of the human-computer interaction [21]. Facial expressions are the patterns involving certain changes in the facial muscles on the forehead, brow, nose, cheek, oral, lips etc.…”
Section: Emotion Space Designmentioning
confidence: 99%
“…On the other hand, within application conducted in immersive virtual environments, the facial emotion expression is an important parameter [21,22]. Moreover, the virtual reality technology can be combined with acoustic simulation [23,24].…”
Section: Introductionmentioning
confidence: 99%
“…McDonnell et al [22] demonstrated that users can accept motion artifacts in the design of VAs if they are more cartoon-like than realisticlooking (human-like) in appearance. As the lip-sync technique that is commonly used in the research is synthetic to mimic the natural lip shapes (e.g., [23]), we are interested in exploring the relevance of VA realism or naturalism on the user's perception of removing lip-syncing by testing the presence of lip-syncing with both a more realistic-looking VA versus a cartoon-like VA. Hence, in this paper, we investigate the impact of VA's realism and lip-syncing in the context of assisting psychology students to gain knowledge and confidence in their future roles as practicing therapists in the knowledge domain of emotion regulation.…”
Section: Introductionmentioning
confidence: 99%
“…This renders the dynamics of social perception within SVEs an important research topic in itself (Fabri, Moore, and Hobbs, 2004;Blascovich and Bailenson, 2011;Sun and Won, 2021;Hepperle, Purps, Deuchler, and Wölfel, 2022;Rogers et al, 2022). While various studies have shown that the non-verbal behavior of VCs, including movements, postures, gaze, and facial expressions produce similar effects as real-life or videotaped human behavior Noël, Dumoulin, and Lindgaard, 2009;Basori and Ali, 2013), surprisingly little is known about the specific impact of immersive VR display technology on social perception. Specifically, we do not know whether the subtle emotional nuances in non-verbal communication can be more effectively conveyed in VR if observers and virtual others are co-located in an immersive SVE compared to a desktop VR setting (see .…”
Section: Introductionmentioning
confidence: 99%