Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/9133
Full metadata record
DC FieldValueLanguage
dc.contributor.authorDI FIORE, Fabian-
dc.contributor.authorQUAX, Peter-
dc.contributor.authorVANAKEN, Cedric-
dc.contributor.authorLAMOTTE, Wim-
dc.contributor.authorVAN REETH, Frank-
dc.date.accessioned2009-01-13T12:44:02Z-
dc.date.available2009-01-13T12:44:02Z-
dc.date.issued2008-
dc.identifier.citationEgges, A. & Kamphuis, A. & Overmars, M. (Ed.) Motion In Games (MIG08). p. 222-233.-
dc.identifier.isbn978-3-540-89219-9-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://hdl.handle.net/1942/9133-
dc.description.abstractIn this paper, our objective is to facilitate the way in which emotion is conveyed through avatars in virtual environments. The established way of achieving this includes the end-user having to manually select his/her emotional state through a text base interface (using emoticons and/or keywords) and applying these pre-defined emotional states on avatars. In contrast to this rather trivial solution, we envisage a system that enables automatic extraction of emotion-related metadata from a video stream, most often originating from a webcam. Contrary to the seemingly trivial solution of sending entire video streams --- which is an optimal solution but often prohibitive in terms of bandwidth usage --- this metadata extraction process enables the system to be deployed in large-scale environments, as the bandwidth required for the communication channel is severely limited.-
dc.language.isoen-
dc.publisherSpringer-
dc.relation.ispartofseriesLECTURE NOTES IN COMPUTER SCIENCE-
dc.titleConveying Emotions through Facially Animated Avatars in Networked Virtual Environments-
dc.typeProceedings Paper-
local.bibliographicCitation.authorsEgges, A.-
local.bibliographicCitation.authorsKamphuis, A.-
local.bibliographicCitation.authorsOvermars, M.-
local.bibliographicCitation.conferencenameMotion In Games (MIG08)-
local.bibliographicCitation.conferenceplaceUtrecht, NETHERLANDS, JUN 14-17, 2008-
dc.identifier.epage233-
dc.identifier.spage222-
dc.identifier.volume5277-
local.bibliographicCitation.jcatC1-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
local.relation.ispartofseriesnr5277-
dc.bibliographicCitation.oldjcatC1-
dc.identifier.doi10.1007/978-3-540-89220-5_22-
dc.identifier.isi000263687700022-
local.bibliographicCitation.btitleMotion In Games (MIG08)-
item.fulltextWith Fulltext-
item.contributorDI FIORE, Fabian-
item.contributorQUAX, Peter-
item.contributorVANAKEN, Cedric-
item.contributorLAMOTTE, Wim-
item.contributorVAN REETH, Frank-
item.accessRightsOpen Access-
item.validationecoom 2010-
item.fullcitationDI FIORE, Fabian; QUAX, Peter; VANAKEN, Cedric; LAMOTTE, Wim & VAN REETH, Frank (2008) Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments. In: Egges, A. & Kamphuis, A. & Overmars, M. (Ed.) Motion In Games (MIG08). p. 222-233..-
Appears in Collections:Research publications
Files in This Item:
File Description SizeFormat 
conveying.pdf9.35 MBAdobe PDFView/Open
Show simple item record

WEB OF SCIENCETM
Citations

5
checked on Apr 22, 2024

Page view(s)

184
checked on Nov 7, 2023

Download(s)

298
checked on Nov 7, 2023

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.