| Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol. 15, No 3, 1994. |
....three approaches to the problem of capturing and displaying nonverbal means of expression of CVE users through their avatars [8] 1. Directly controlled: Face and body movements are captured and the avatar is modified directly, ideally in real time, via virtual strings like a marionette, cf. [9]. 2. User guided: The user defines tasks and movements to perform and the virtual strings are controlled via a secondary device, e.g. mouse or keyboard, cf. 4] 8] 3. Autonomous: The virtual human is assumed to have an internal state that depends on its goals and sensor information from the ....
Pandzic, I.S., Kalra, P., Magnenat-Thalmann N., Thalmann D. (1994) Real-Time Facial Interaction. In Int. J. Displays, 15 (3)
....necessary. In model based coding of facial expressions, as in the previous technique, the user s head and shoulder video image is captured by a camera, but instead of transmitting whole facial images the images are analyzed and a set of parameters describing the facial expression are extracted [3] [9]. This method can be used in combination with texture mapping. The model needs an initial image of the face together with a set of parameters describing the position of the facial features within the texture image in order to fit the texture to the face. Once this is done, the texture is fixed ....
I. Pandzic, P. Kalra, and N. Magnenat-Thalmann. Real time facial interaction. Displays, 15(3):157--163, 1994.
....a person specific individual model may be constructed using anthropometry [25] scattered data interpolation [123] or by projecting target and source meshes onto spherical or cylindrical coordinates. Such individual models are often animated by feature tracking or performance driven animation [12, 35, 84, 93, 133]. Fig. 1 Classification of facial modeling and animation methods This taxonomy in Figure 1 illustrates the diversity of approaches to facial animation. Exact classifications are complicated by the lack of exact boundaries between methods and the fact that recent approaches often integrate ....
....mechanisms to drive facial animation [69, 120, 121, 122, 130] Muscle contraction parameters are estimated from the tracked facial displacements in video sequences. Tracking errors accumulate over long image sequences. Consequently, a snake may lose the contour it is attempting to track. In [84], tracking from frame to frame is done for the features that are relatively easy to track. A reliability test enables a re initialization of a snake when error accumulations occur. Real time performance (10 frames sec on a SGI Indy) is achieved for tracking a few ( 10) features. 11.2. Optical ....
I. S. Pandzic, P. Kalra, N. Magnenat-Thalmann, Real time Facial Interaction, Displays (Butterworth-Heinemann), Vol. 15, No. 3, 1994
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Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol. 15, No 3, 1994.
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Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol 15, No 3, 1994.
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Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol 15, No 3, 1994.
....(roll) eyes aperture . horizontal position of the iris . eyebrow elevation . horizontal distance between the eyebrows (eyebrow squeezing) jaw rotation . mouth aperture . mouth stretch squeeze More details on the recognition method for each facial feature may be found in Pandzic et al. [ 53 ]. Facial animation, as any other animation, typically involves execution of a sequence of a set of basic facial actions. Each basic facial motion parameter, called a Minimum Perceptible Action (MPA) 54 ] has a corresponding set of visible movements of different parts of the face resulting ....
I.S. Pandzic, P. Kalra, N. Magnenat Thalmann, and D. Thalmann, "Real Time Facial Interaction," Displays, Special Issue on Interactive Animation in Real-Time, October 1994
....device [2] It is for example possible to simulate the VR scene where the animator and the virtual human tug on the two ends of a rope. At the behavioral level, we consider emotional communication between the virtual human and the real one. Such an experience is described by Pandzic et al. [8]. Fig.1. Two virtual humans in the Virtual World It is also important to investigate and prototype human body models as part of the visual feedback to the human participant. This is the Self representation in the Virtual World. Even with limited sensor information, a virtual human frame can be ....
Pandzic IS, Kalra P, Magnenat-Thalmann N, Thalmann D (1994) Real Time Facial Interaction, Displays, Vol. 15, No. 3, pp. 157-163.
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Pandzic I S, Kalra P, Magnenat Thalmann N, (1994), "Real Time Facial Interaction", Displays, Vol 15, No 3, 1994, pp 157-163.
....toggling texturing, displaying statistics. Typical examples are a spaceball driver, tracker glove driver, extended mouse driver (with GUI console) There is also an experimental facial navigation driver letting the user navigate using his head movements and facial expressions tracked by a camera [Pandzic 94] If no navigation driver is used, internal mouse navigation is activated within the Navigation Engine. The Object Behavior Driver is used to control the behavior of objects. Currently it is limited to controlling motion and scaling. Examples include the control of a ball in a tennis game and ....
Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol. 15, No 3, 1994.
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Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol. 15, No 3, 1994.
....paying attention, b) tired, c) surprised. Facial expressions are among the most important means of human communication, expressing intentions, thoughts and feelings. Therefore we include the facial communication in our multiuser virtual environment to enhance the communication between the users [Pandzic 94] We implement the facial communication by capturing the user s face using a camera and distributing it in real time to other users to be texture mapped on the face of the virtual actor. Thus the virtual actor has the real moving face of the remote user. The original images captured by the camera ....
Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol 15, No 3, 1994.
....Figure 8. The user has interactively set a number of values to the desired FAPs to get the desired expression. They are generally composed defined manually using 3D modeling software although they can also be extracted more automatically with the help of an external device such as a camera [21] 22][23]. Figure 8 Mid level user defined facial expressions. The low level layer is the description of the FAP location on the virtual face in a neutral position. Among the high level actions (the only layer visible to the animator) one can distinguish three different types of actions: basic emotions, ....
Pandzic I., Kalra P., Magnenat Thalmann N., Thalmann D., "Real time facial interaction", Displays 15 (3):157-163, 1994.
....interactively set a number of values to the desired FAPs to obtain the desired expression. As described in subsection 2.2 these FAPs are generally composed defined manually using 3D animation softwares. They can also be extracted more automatically with the help of external devices such as cameras [6,7,8], or 3D scanners [9,10] The low level layer is the description of the location of the FAP points on the face mesh in a neutral position. Among the high level actions (the only layer visible to the user) one can distinguish three different types of actions: basic emotions, visemes and ....
I.S. Pandzic, P. Kalra, N. Magnenat-Thalmann, and D. Thalmann. Real time facial interaction, Displays 15 (3):157-163. 1994.
....autonomous actor and processed together with emotions to generate a coherent answer to the user. All facial animation parameters are compliant with the MPEG 4 definition[2] 2. REAL TIME ACQUSITION OF THE USER DATA 2. 1 Facial Parameters Tracking face features is a key issue in facial animation[3,4,5]. But there are many problems to track them in real time. One important problem lies in the variety in the appearances of individuals, such as skin color, eye color, beard, glasses, and so on. The facial features are sometimes not separated by sharp edges, or edges appear unusual places. This ....
I. S. Pandzic, P. Kalra, N. M. Thalmann, and D. Thalmann, Real-time Facial Interaction, Displays, Vol 15, no. 3, Butterworth-Hienemann, 1994.
.... Centre Universitaire d Informatique University of Geneva 24, rue du Gnral Dufour CH 1221 Geneva 4, Switzerland fax: 41 22 320 2927 E mail: thalmann cui.unige.ch Daniel Thalmann Computer Graphics Lab Swiss Federal Institute of Technology CH 1015 Lausanne, Switzerland fax: 41 21 693 5328 E mail: thalmann lig.di.epfl.ch 1 Foundations of Virtual Reality Virtual Reality (VR) refers to a technology which is capable of shifting a subject into a different environment without physically moving him her. To this end the inputs into the subject s sensory organs are manipulated in such a ....
....that digitizes the video images of head and shoulders type. Accurate recognition and analysis of facial expressions from video sequence requires detailed measurements of facial features. Recognition of the facial features may be primarily based on color sample identification and edge detection [28] Based on the characteristics of human face, variations of these methods are used in order to find the optimal adaptation for the particular case of each facial feature. Figure 10 illustrates this method with a sequence of original images of the user (with overlaid recognition indicators) and ....
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Pandzic I, Kalra P, Magnenat Thalmann N, Thalmann D (1994) Real Time Facial Interaction, Displays, Vol.15, No3, Butterworth, pp.157-163.
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Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol 15, No 3, 1994. 11
....recognize the gestures of the user. However, this simple experiment showed that autonomous actors are a good tool for increasing immersion of virtual environments. 3.4. Facial Gestures Face is one of the main streams of interaction among humans for representing intentions, thoughts and feelings [5]; hence including facial expressions increases interaction especially in multi user environments. Although it is also possible to utilize a videoconferencing tool among the users in a separate window, it is more appropriate to display the facial gestures of the users on the face of their actors in ....
Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "Real-Time Facial Interaction", Displays, Vol 15, No 3, 1994.
....some example emotions set by this motor. Facial expressions are among the most important means of human communication, expressing intentions, thoughts and feelings. Therefore we include the facial communication in our multi user virtual environment to enhance the communication between the users [Pandzic 94] We implement the facial communication by capturing the user s face using a camera and distributing it in real time to other users to be texture mapped on the face of the virtual actor. Thus the virtual actor has the real moving face of the remote user. The original images captured by the ....
Pandzic I.S., Kalra P., Magnenat-Thalmann N., Thalmann D., "RealTime Facial Interaction", Displays, Vol 15, No 3, 1994.
No context found.
I.S. Pandzic et al., "Real-Time Facial Interaction," Displays, Vol. 15, No. 3, 1994, pp. 157-163.
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