{"title":"使用组件AAM模型的面部表情建模-游戏应用程序","authors":"I. Bacivarov, P. Corcoran","doi":"10.1109/ICEGIC.2009.5293579","DOIUrl":null,"url":null,"abstract":"In this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to determine the emotional state of the players of a computer game and suggest how this information can be integrated into the workflow of a game. In addition we describe a number of use cases where the game environment can be adapted based on feedback from the players.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Facial expression modeling using component AAM models — Gaming applications\",\"authors\":\"I. Bacivarov, P. Corcoran\",\"doi\":\"10.1109/ICEGIC.2009.5293579\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to determine the emotional state of the players of a computer game and suggest how this information can be integrated into the workflow of a game. In addition we describe a number of use cases where the game environment can be adapted based on feedback from the players.\",\"PeriodicalId\":328281,\"journal\":{\"name\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-10-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICEGIC.2009.5293579\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICEGIC.2009.5293579","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Facial expression modeling using component AAM models — Gaming applications
In this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to determine the emotional state of the players of a computer game and suggest how this information can be integrated into the workflow of a game. In addition we describe a number of use cases where the game environment can be adapted based on feedback from the players.