Emotion capture: Emotionally expressive characters for games

Cathy Ennis, Ludovic Hoyet, Arjan Egges, Rachel McDonnell

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area has often examined this sensitivity using extreme examples of facial or body animation. Less is known about how attuned people are at recognizing emotions as they are expressed during conversational communication. In order to determine whether body or facial motion is a better indicator for emotional expression for game characters, we conduct a perceptual experiment using synchronized full-body and facial motion-capture data. We find that people can recognize emotions from either modality alone, but combining facial and body motion is preferable in order to create more expressive characters.

Original languageEnglish
Title of host publicationProceedings - Motion in Games 2013, MIG 2013
Pages31-37
Number of pages7
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event6th International Conference on Motion in Games, MIG 2013 - Dublin, Ireland
Duration: 7 Nov 20139 Nov 2013

Publication series

NameProceedings - Motion in Games 2013, MIG 2013

Conference

Conference6th International Conference on Motion in Games, MIG 2013
Country/TerritoryIreland
CityDublin
Period7/11/139/11/13

Keywords

  • animation
  • emotion
  • perception

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