2001
DOI: 10.1089/109493101750527033
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Performance-Driven Facial Animation: Basic Research on Human Judgments of Emotional State in Facial Avatars

Abstract: Virtual reality is rapidly evolving into a pragmatically usable technology for mental health (MH) applications. As the underlying enabling technologies continue to evolve and allow us to design more useful and usable structural virtual environments (VEs), the next important challenge will involve populating these environments with virtual representations of humans (avatars). This will be vital to create mental health VEs that leverage the use of avatars for applications that require human-human interaction and… Show more

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Cited by 40 publications
(18 citation statements)
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“…This has been mainly due to challenges for both the creation of avatars that can dynamically communicate non-verbal implicit signals via facial and body gestures and in the capacity to drive such avatar expression/interaction with some form of artificial intelligence. Research on these issues is actually quite active from a basic science perspective (Rickel, Marsala, Gratch, Hill, Traum, & Swartout, 2002;Rizzo et al, 2001a), but high development costs and technical challenges have thus far limited progress for all but the most basic direct clinical applications.…”
Section: The Integration Of Virtual Human Representations (Avatars) Fmentioning
confidence: 99%
“…This has been mainly due to challenges for both the creation of avatars that can dynamically communicate non-verbal implicit signals via facial and body gestures and in the capacity to drive such avatar expression/interaction with some form of artificial intelligence. Research on these issues is actually quite active from a basic science perspective (Rickel, Marsala, Gratch, Hill, Traum, & Swartout, 2002;Rizzo et al, 2001a), but high development costs and technical challenges have thus far limited progress for all but the most basic direct clinical applications.…”
Section: The Integration Of Virtual Human Representations (Avatars) Fmentioning
confidence: 99%
“…Their evaluation thus relied on an indirect, perceptual measure rather than on an explicit judgment of realism. Another example of a perceptual investigation of avatars is the work by Rizzo et al [2001], in which recognition of 3D animated facial expressions was compared with recognition of video sequences. On average, their avatar performed consistently worse than the corresponding video sequences; unfortunately, they used different actors for each facial expression, which makes generalizations from the experimental results difficult.…”
Section: Facial Animation and Realismmentioning
confidence: 99%
“…These measures allow us to characterize the perception of facial expressions at different levels: At the most basic level, expressions of computer animated faces have to be recognizable (see Cunningham et al 2004;Rizzo et al 2001]). We have therefore chosen recognition as one of the central perceptual tasks in the following experiments.…”
Section: Psychophysical Experimentsmentioning
confidence: 99%