• Title/Summary/Keyword: facial gestures

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Generation of Robot Facial Gestures based on Facial Actions and Animation Principles (Facial Actions 과 애니메이션 원리에 기반한 로봇의 얼굴 제스처 생성)

  • Park, Jeong Woo;Kim, Woo Hyun;Lee, Won Hyong;Lee, Hui Sung;Chung, Myung Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.495-502
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    • 2014
  • This paper proposes a method to generate diverse robot facial expressions and facial gestures in order to help long-term HRI. First, nine basic dynamics for diverse robot facial expressions are determined based on the dynamics of human facial expressions and principles of animation for even identical emotions. In the second stage, facial actions are added to express facial gestures such as sniffling or wailing loudly corresponding to sadness, laughing aloud or smiling corresponding to happiness, etc. To evaluate the effectiveness of our approach, we compared the facial expressions of the developed robot when the proposed method is used or not. The results of the survey showed that the proposed method can help robots generate more realistic facial expressions.

Head Gesture Recognition using Facial Pose States and Automata Technique (얼굴의 포즈 상태와 오토마타 기법을 이용한 헤드 제스처 인식)

  • Oh, Seung-Taek;Jun, Byung-Hwan
    • Journal of KIISE:Software and Applications
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    • v.28 no.12
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    • pp.947-954
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    • 2001
  • In this paper, we propose a method for the recognition of various head gestures with automata technique applied to the sequence of facial pose states. Facial regions as detected by using the optimum facial color of I-component in YIQ model and the difference of images adaptively selected. And eye regions are extracted by using Sobel operator, projection, and the geometric location of eyes Hierarchical feature analysis is used to classify facial states, and automata technique is applied to the sequence of facial pose states to recognize 13 gestures: Gaze Upward, Downward, Left ward, Rightward, Forward, Backward Left Wink Right Wink Left Double Wink, Left Double Wink , Right Double Wink Yes, and No As an experimental result with total 1,488 frames acquired from 8 persons, it shows 99.3% extraction rate for facial regions, 95.3% extraction rate for eye regions 94.1% recognition rate for facial states and finally 99.3% recognition rate for head gestures. .

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A Study on the Design Proposal of Audience Character in Metaverse Music Performance Hall (메타버스 음악 공연장에서 관객 캐릭터 디자인 제안 연구)

  • Chan Song;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.659-666
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    • 2024
  • This study proposed the design of audience characters to increase the interactivity between audiences who enjoy music performances in the metaverse. As a research method, domestic and foreign performance videos were investigated, classified according to genre and scale, and facial expressions, gestures, and tools required for interaction were analyzed. As for the facial expressions of the audience characters in the metaverse performance, the facial expressions of cheers and appreciation were added to the nine facial expressions suggested in previous studies. Gestures were organized into 7 gestures after reviewing the video of the case performance, and new gestures were added that could reflect the interaction characteristics of the audience well. The tool classified and organized various tools found in the surveyed performance video by type, and designed and proposed them appropriately. In addition, the body ratio and shape of the characters were appropriately adjusted so that the audience could interact more naturally. The results of this study are expected to contribute to enhancing interaction among audiences by presenting a basic guide to character design for music performances in the metaverse.

A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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A Real-time Interactive Shadow Avatar with Facial Emotions (감정 표현이 가능한 실시간 반응형 그림자 아바타)

  • Lim, Yang-Mi;Lee, Jae-Won;Hong, Euy-Seok
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.506-515
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    • 2007
  • In this paper, we propose a Real-time Interactive Shadow Avatar(RISA) which can express facial emotions changing as response of user's gestures. The avatar's shape is a virtual Shadow constructed from the real-time sampled picture of user's shape. Several predefined facial animations overlap on the face area of the virtual Shadow, according to the types of hand gestures. We use the background subtraction method to separate the virtual Shadow, and a simplified region-based tracking method is adopted for tracking hand positions and detecting hand gestures. In order to express smooth change of emotions, we use a refined morphing method which uses many more frames in contrast with traditional dynamic emoticons. RISA can be directly applied to the area of interface media arts and we expect the detecting scheme of RISA would be utilized as an alternative media interface for DMB and camera phones which need simple input devices, in the near future.

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Performance Improvement of Facial Gesture-based User Interface Using MediaPipe Face Mesh (MediaPipe Face Mesh를 이용한 얼굴 제스처 기반의 사용자 인터페이스의 성능 개선)

  • Jinwang Mok;Noyoon Kwak
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.125-134
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    • 2023
  • The purpose of this paper is to propose a method to improve the performance of the previous research is characterized by recognizing facial gestures from the 3D coordinates of seven landmarks selected from the MediaPipe Face Mesh model, generating corresponding user events, and executing corresponding commands. The proposed method applied adaptive moving average processing to the cursor positions in the process to stabilize the cursor by alleviating microtremor, and improved performance by blocking temporary opening/closing discrepancies between both eyes when opening and closing both eyes simultaneously. As a result of the usability evaluation of the proposed facial gesture interface, it was confirmed that the average recognition rate of facial gestures was increased to 98.7% compared to 95.8% in the previous research.

A Generation Method of Comic Facial Expressions for Intelligent Avatar Communications (지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.227-230
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    • 2000
  • The sign-language can be used as an auxiliary communication means between avatars of different languages in cyberspace. At that time, an intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real pictures. In this paper, a method of generating the facial gesture CG animation on different avatar models is provided. At first, to edit emotional expressions efficiently, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated. Experimental results show a possibility that the method could be used for the intelligent avatar communications between Korean and Japanese.

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Life-like Facial Expression of Mascot-Type Robot Based on Emotional Boundaries (감정 경계를 이용한 로봇의 생동감 있는 얼굴 표정 구현)

  • Park, Jeong-Woo;Kim, Woo-Hyun;Lee, Won-Hyong;Chung, Myung-Jin
    • The Journal of Korea Robotics Society
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    • v.4 no.4
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    • pp.281-288
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    • 2009
  • Nowadays, many robots have evolved to imitate human social skills such that sociable interaction with humans is possible. Socially interactive robots require abilities different from that of conventional robots. For instance, human-robot interactions are accompanied by emotion similar to human-human interactions. Robot emotional expression is thus very important for humans. This is particularly true for facial expressions, which play an important role in communication amongst other non-verbal forms. In this paper, we introduce a method of creating lifelike facial expressions in robots using variation of affect values which consist of the robot's emotions based on emotional boundaries. The proposed method was examined by experiments of two facial robot simulators.

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Dynamic Emotion Classification through Facial Recognition (얼굴 인식을 통한 동적 감정 분류)

  • Han, Wuri;Lee, Yong-Hwan;Park, Jeho;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.12 no.3
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    • pp.53-57
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    • 2013
  • Human emotions are expressed in various ways. It can be expressed through language, facial expression and gestures. In particular, the facial expression contains many information about human emotion. These vague human emotion appear not in single emotion, but in combination of various emotion. This paper proposes a emotional expression algorithm using Active Appearance Model(AAM) and Fuzz k- Nearest Neighbor which give facial expression in similar with vague human emotion. Applying Mahalanobis distance on the center class, determine inclusion level between center class and each class. Also following inclusion level, appear intensity of emotion. Our emotion recognition system can recognize a complex emotion using Fuzzy k-NN classifier.

Interactive Animation by Action Recognition (동작 인식을 통한 인터랙티브 애니메이션)

  • Hwang, Ji-Yeon;Lim, Yang-Mi;Park, Jin-Wan;Jahng, Surng-Gahb
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.269-277
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    • 2006
  • In this paper, we propose an interactive system that generates emotional expressions from arm gestures. By extracting relevant features from key frames, we can infer emotions from arm gestures. The necessary factor for real-time animation is tremendous frame rates. Thus, we propose processing facial emotion expression with 3D application for minimizing animation time. And we propose a method for matching frames and actions. By matching image sequences of exagerrated arm gestures from participants, they feel that they are communicating directly with the portraits.

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