“…Although there have been great advances in modeling, rigging, rendering, motion capture and retargeting techniques -with the goal of escaping the "Uncanny Valley" (Alexander, Rogers, Lambeth, Chiang, & Debevec, 2009;McDonnell, Breidt, & Bülthoff, 2012) -the creation of realistic and convincing face behaviors for games and movies is still strongly dependent on animator skills. There are some studies about how to convey and evaluate a character's complex facial behaviors (Paleari & Lisetti, 2006;Bevacqua, Mancini, Niewiadomski, & Pelachaud, 2007;Rehm, 2008;Orvalho & Sousa, 2009;Niewiadomski, Hyniewska, & Pelachaud, 2009;Queiroz, Braun, et al, 2010;Demeure, Niewiadomski, & Pelachaud, 2011;de Melo, Carnevale, & Gratch, 2011;Xolocotzin Eligio, Ainsworth, & Crook, 2012), but few really focus on microexpressions (Zielke, Dufour, & Hardee, 2011).…”