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Online Gaming and Emotion Representation

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Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2849))

Abstract

The ability to simulate lifelike interactive characters has many applications in the gaming industry. A lifelike human face can enhance interactive applications by providing straightforward feedback to and from the users and stimulating emotional responses from them. Thus, the gaming and entertainment industries can benefit from employing believable, expressive characters since such features significantly enhance the atmosphere of a virtual world and communicate messages far more vividly than any textual or speech information. In this paper, we present an abstract means of description of facial expressions, by utilizing concepts included in the MPEG-4 standard. Furthermore, we exploit these concepts to synthesize a wide variety of expressions using a reduced representation, suitable for networked and lightweight applications.

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References

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© 2003 Springer-Verlag Berlin Heidelberg

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Raouzaiou, A., Karpouzis, K., Kollias, S. (2003). Online Gaming and Emotion Representation. In: García, N., Salgado, L., Martínez, J.M. (eds) Visual Content Processing and Representation. VLBV 2003. Lecture Notes in Computer Science, vol 2849. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-39798-4_38

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  • DOI: https://doi.org/10.1007/978-3-540-39798-4_38

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-20081-9

  • Online ISBN: 978-3-540-39798-4

  • eBook Packages: Springer Book Archive

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