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Moving Avatars: Emotion Synthesis in Virtual Worlds
Facebook’s Oculus division has teamed up with researchers at to work on the modification of Oculus Rift and make it capable of tracking user’s facial expressions and translating them into a virtual avatar. How could they do this? First, they inserted strain gauges inside the Rift’s foam padding to monitor the movements of the upper part of the person’s face; and then, in order to capture facial movement for the lower half of the face, they attached a Real Sense 3D Camera bolted to the front of an Oculus Rift DK2. As you can see in the video, a virtual avatar successfully mimics the expression of the testers.
Global algorithm -Affect communication with amachine in a virtual world consists of at least: a human, auser-interface to manipulate his or her associated avatar,a virtual human 3D engine, a dialogue/vocabularyanalyzer, an emotional mind model, and a listenerframework, also called "conversational system", playingthe role of the agent. Most of the above, except the user,can be viewed in two layers: the factual processeslayer, including the agent, the event, and the graphicsengines; the emotion processes layer, including the datamining, refinement, and virtual human pseudo-mindengines specialized in the management of emotionscalled emoMind.
"Moving" Avatars: Emotion Synthesis in Virtual Worlds.
In the same symposium, reviews the role of video conferencing, noting positive outcomes from the use of video, with some clients preferring this mode of working to face-to-face contact. She also observes that in the light of these findings it would be unethical to prevent wider use of the video medium. Moving on to the field of virtual worlds (in which Inter-Life is built), report one of the first multi-purpose virtual worlds to be developed in the counselling context. Known as EMMA's World, research with this system supports the assertion that significant emotional change can occur, by supporting general emotional states in a safe and unthreatening space, so that participants can work with these states to bring about personal change.
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, wererandomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.
“Moving” Avatars: Emotion Synthesis in Virtual Worlds
Chris Zaharia has created a really that integrates Emotiv EPOC EEG equipment with the Oculus Rift 3D headset along with Razer Hydra gaming controller to track control the movement of avatars in virtual environments. Though the gameplay still requires hand controllers a little bit, the mind control in moving objects in virtual worlds has already been realized.
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