TY - GEN
T1 - Facial animation and motion capture
T2 - 3rd International Multi-Conference on Society, Cybernetics and Informatics, IMSCI 2009
AU - Villagrasa Falip, Sergi
AU - Duran Castells, Jaume
AU - Fonseca Escudero, David
PY - 2009
Y1 - 2009
N2 - In the last 100 years we have observed a great development of the technology. This development applied to the mass media as the radio, the cinema, the television, or Internet have influence in the human communication and the interaction of the society with the technologies. The new communicative environments need new actors (avatars) with high communicate face expression. The modeling and the animation of an expressive human face are the greatest challenges in computer graphics because we are able to detect the nuances of even the most basic movement of the face. The cinema and the video games are the fields that more have worked the creation of virtual, "real" and believable characters. With this work, we have analyzed the concrete case of the 3D animation cinema, studying how the technologies of character's creation (with or without motion capture technique) can generate a major empathy with the user. Nowadays, the animation technique called motion capture is usually present in the production of animation cinema. Our main objectives are to evaluate if these skills can improve the facial animation and if this progress generates amplified emotional response on users.
AB - In the last 100 years we have observed a great development of the technology. This development applied to the mass media as the radio, the cinema, the television, or Internet have influence in the human communication and the interaction of the society with the technologies. The new communicative environments need new actors (avatars) with high communicate face expression. The modeling and the animation of an expressive human face are the greatest challenges in computer graphics because we are able to detect the nuances of even the most basic movement of the face. The cinema and the video games are the fields that more have worked the creation of virtual, "real" and believable characters. With this work, we have analyzed the concrete case of the 3D animation cinema, studying how the technologies of character's creation (with or without motion capture technique) can generate a major empathy with the user. Nowadays, the animation technique called motion capture is usually present in the production of animation cinema. Our main objectives are to evaluate if these skills can improve the facial animation and if this progress generates amplified emotional response on users.
KW - 3D facial animation
KW - Communication technology
KW - Empathy
KW - Motion capture
UR - http://www.scopus.com/inward/record.url?scp=84896657931&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84896657931
SN - 1934272795
SN - 9781934272794
T3 - IMSCI 2009 - 3rd International Multi-Conference on Society, Cybernetics and Informatics, Proceedings
SP - 134
EP - 139
BT - IMSCI 2009 - 3rd International Multi-Conference on Society, Cybernetics and Informatics, Proceedings
PB - International Institute of Informatics and Systemics, IIIS
Y2 - 10 July 2009 through 13 July 2009
ER -