Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/9133
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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.validationecoom 2010-
item.contributorDI FIORE, Fabian-
item.contributorQUAX, Peter-
item.contributorVANAKEN, Cedric-
item.contributorLAMOTTE, Wim-
item.contributorVAN REETH, Frank-
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..-
item.fulltextWith Fulltext-
item.accessRightsClosed Access-
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