Skip to main content

Human Expressions Interaction Between Avatar and Virtual World

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2667))

Abstract

In Computer Graphics, it is always a challenge research issue for the virtual actor (avatar) to have the ability of visual perception and response to the virtual world. However, expressions of his/her avatar play an important role in virtual environment when facing the events. In this paper, we present a new approach of interactive model between avatar expressions and virtual world. The virtual character is considered as an agent, firstly, avatar recognizes the 3D object in the environment and calculates the orientation of the 3D models, so that avatar percepts the surrounding; According to the IF-ACTION rule-base, avatar can express its expression. Expressions of individuals can be simulated by expression clone and face 3D model reconstruction based on facial muscular model. Experimental results show that the approaches we present can be realized, and the results also show the high prospect of our method.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Reference

  1. Ronghua Liang, Chun Chen, Zhigeng Pan and Hui Zhang. A new algorithm for 3D facial model reconstruction and its application in VR. Proceedings of the International Conference on VR and its Application in Industry (VRAI). 2002. 119–124.

    Google Scholar 

  2. Zhen Liu, Zhi Geng Pan, Wei Wei Xu, A method of Emotional Behavior Animation of Virtual Human, Workshop Proceedings of Virtual Envioonment on PC Cluster 2002, 277–283.

    Google Scholar 

  3. Zhen Liu, Zhigeng Pan, Mingmin Zhang. Behavior Animation of Virtual Human In Virtual Society. The twelfth International Conference on Artificial Reality and Telexistence(ICAT), 2002, 186–187.

    Google Scholar 

  4. P. Ekman, T. S. Huang, T.J. Sejnowski and J.C. Hager, eds., Final report to NSF of the planning workshop on facial expression understanding, Human Interaction Laboratory, University of California, San Francisco, March, 1993.

    Google Scholar 

  5. F. I. Parke and K. Waters. Computer Facial Animation. AKPeters, Wellesley, Massachusetts, 1996.

    Google Scholar 

  6. R. Bindiganavale, W. Schuler, J. M. Allbeck, N. I. Badler, A. K. Joshi, M. Palmer. Dynamically Altering Agent Behaviors Using Natural Language Instructions. Autonomous Agents 2000, 293–300.

    Google Scholar 

  7. N. Badler, J. Allbeck, L. Zhao, and M. Byun. Representing and Parameterizing Agent Behaviors, Proc. Computer Animation, IEEE Computer Society June 2002, Geneva, Switzerland.

    Google Scholar 

  8. J. Allbeck, K. Kipper, C. Adams, W. Schuler, E. Zoubanova, N. Badler, M. Palmer, and A. Joshi. ACUMEN: Amplifying Control and Understanding of Multiple Entities, Proc. of Autonomous Agents and Multi-Agent Systems, ACM Press, Vol. 1. pages 191–198. July 2002, Bologna, Italy.

    Google Scholar 

  9. J. Allbeck and N. Badler. Toward Representing Agent Behaviors Modified by Personality and Emotion, “Workshop Embodied conversational agents-let’s specify and evaluate them!” at AAMAS 2002, Bologna, Italy. conversational agents-let’s specify and evaluate them!” at AAMAS 2002, Bologna, Italy.

    Google Scholar 

  10. N. Badler, C. Phillips, and B. Webber. Simulating Humans: Computer Graphics Animation and Control, Oxford University Press, New York. 1993.

    MATH  Google Scholar 

  11. Deepak Tolani, Ambarish Goswami, and Norman I. Badler, Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs., Graphical Models 62, 353–388 (2000).

    Article  MATH  Google Scholar 

  12. Keith Waters. A muscle model for animation three-Dimensional facial expression. Computer Graphics, 1987. 21(4):17–24.

    Article  MathSciNet  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2003 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Liang, R., Chen, C., Pan, Z., Bu, J. (2003). Human Expressions Interaction Between Avatar and Virtual World. In: Kumar, V., Gavrilova, M.L., Tan, C.J.K., L’Ecuyer, P. (eds) Computational Science and Its Applications — ICCSA 2003. ICCSA 2003. Lecture Notes in Computer Science, vol 2667. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-44839-X_7

Download citation

  • DOI: https://doi.org/10.1007/3-540-44839-X_7

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-40155-1

  • Online ISBN: 978-3-540-44839-6

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics