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Facial behavior and gestures
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I. INTRODUCTION TO FACIAL ANIMATION
The human face is an effective, important and composite communication medium. While a person speaks, the expressions in the face changes frequently. Those expressions are related to both emotions and the flow of speech. It is noted from the studies that speaking is very important for conveying different expressions. Moreover, many psychologists have found out that facial expressions resemble the emotions and attitudes of different people. Hence, in order to improve the systems to produce effective facial expressions, it is important to understand such a language. Computer facial animation is mainly a part of Computer Graphics that binds techniques and models to produce and animate human face and head. It is also associated with the fields like traditional animation and psychology because of its subject type and productivity.
II. DESCRIPTION
A. Importance of Facial Animation
The interest on facial animation has been attained by taking into consideration the importance of human faces in verbal and non-verbal communication and developments in the computer graphics software and hardware. It is also useful in the fields like animated films and computer games, which in turn included areas such as education, entertainment, communication, scientific simulation etc. The improvements of facial animations have begun in 1970s but major enhancements are made in late 1980s.
B. Traditional approaches and related issues
In the present world of computer graphics, there is a need for the improvement of lifelike performers. Initially, flush, fur, muscle, skin, gestures have been successfully devised. Problem arises when it comes to facial expressions and animating them. Traditionally, split-based cameras and...
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...hs onto generic meshes. Apart from the novel approach so far, as future work, it would be interesting to build up a database of skin details across different gender, an age and skin type is an open problem. This is important to be applicable on higher-resolution data that contains very small wrinkles and pores. In spite of producing realistic facial animations and many other positive results, there are still many areas that are needed to be studied in order to achieve more accurate and effective results. Here are few areas that require future work: Further studies should be done on how to track expressions in 3D and apply them in Cartesian, on synthesized animation, to improve the picturization of fast movements, To work and concentrate on reducing the time-consumption,, To make the face model react to forces and to make the approach free from self-intersections,
While communicating with another human being, one only has to examine the other’s face in order to comprehend what is being said on a much deeper level. It is said that up to 55 percent of a message’s meaning can be derived from facial expression (Subramani, 2010). These facial manipulations allow thoughts to be expressed in ways that are often difficult to articulate verbally, with the face demonstrating “the thoughts of the mind, and the feelings of the heart” (Singla). Many expressions are said to universal, particularly those showing happiness, sadness, fear, anger, disgust, and...
The face is the reserve of emotion. A smile implies happiness, a frown signifies anger or sadness, and a quick rolling of the eyes indicates someone is annoyed. What one is thinking or feeling can be clearly displayed in one’s facial expressions. Paul Ekman decided to study people’s facial expressions, down to the micro expressions that flash across the face and those are what give one away. He developed the facial action coding system (FACS) after many years of researching how people’s facial expressions reveal their inner emotions (Blink 204). He has even worked with Gottman and his “Love Lab” and the FACS has helped him to predict the longevity of certain relationships. While some people believe that their true feelings are not reflected by their facial expressions, they are unaware that a simple change in emotions is displayed on their face, revealing their true feelings. Emotions simply cannot be hidden, because they are clearly displayed on the face.
What is considered to be the ideal body shape in current trends is rapidly becoming more and more unattainable by the average individual. The false body shapes created by using photographic manipulation software, airbrushing, special lighting effects, surgical alte...
According to Camras et al. (1998), emotion expression is different in European American, Japanese, and Chinese infants. In the research, they selected infants that were 11-month-old from three different cultural groups, and each group was divided equally by gender. Each baby was going to wear lightweight clothing and participate in three procedures (arm restraint, vanishing toy, and growing gorilla) during the experiment. The infants’ facial expressions were going to code with the Baby Facial Action Coding System (BabyFACS), which is an anatomically based coding system that describes facial movement in babies. All procedures were recorded by two camcorders; one of them was showing only a close-up view of infant’s face; another one was showing a wide-angle view of infant’s whole body movement (Camras et al., 1998).
One famous pioneer in this area is Ekman (1973 in Shiraev & Levy, 2007, 2004) who classified six basic facial expressions as being universal and reflecting most emotional states. They are happy, sad, anger, disgust, surprised and fearful. Ekman (1973) proposed that the universality of emotions allows individuals to empathise with others and enables us to read other’s feelings therefore emotions must serve an adaptive purpose hence supporting the claim that they are universal (Darwin, 1972 in John, Ype, Poortinga, Marshall & Pierre 2002). Moreover, emotions are widely accepted to accompany...
Deriving desired results in scenes by applying subtle modifications in costume, makeup, physical gestures and vocal tones of actors.
Affect Displays: These are facial languages or gestures which show the emotions we feel. These are often unintentional and can be different with what we r saying. these expressions give strong hints as to the true emotive state of a person.
The world of animation of all varieties features characters that can be recognized to have feelings and emotions, even though they are objects which in the real world would merely be inanimate; The Brave Little Toaster, The Annoying Orange, Luxor Jr – these are all characters we watch and can relate to because they have been given feature that humans have.
Any communication interaction involves two major components in terms of how people are perceived: verbal, or what words are spoken and nonverbal, the cues such as facial expressions, posture, verbal intonations, and other body gestures. Many people believe it is their words that convey the primary messages but it is really their nonverbal cues. The hypothesis for this research paper was: facial expressions directly impact how a person is perceived. A brief literature search confirmed this hypothesis.
Why exactly are faces important to us? Evolutionarily, faces have played a key role in survival - knowing whether an approaching face belongs to a friend or an enemy could very well be the difference between death and survival. Today, faces still remain to have a central role in human interaction. In fact, studies show faces to even have an effect on speech perception - according to the McGurk effect, there is a clear connection between what one sees and hears¹. In this study, a video is shown of someone repeatedly pronouncing a one-syllable sound, such as “ba.” After a moment, the visual is switched to an identical clip, but this time the person is saying “va.” Although the audio still remains as “ba,” the visual will confuse the subject’s brain into thinking that she actually is now hearing “va.” CITE. A third essential factor of face perception is its way of communicating social information such as physical attributes (age, gender, identity), facial expressions (mood and emotional state) and interest or attention (direction of gaze)².
Animations are a series of drawings, computer graphics, or photographs of objects, like puppets and models, which are different from each to create a variety of entertainment for the audiences. Animations are what brings excitement and mystery, hooking the audience in through interest. It is a form of some sort of “magic” where things that aren’t real but from the imagination comes to life in front of people who live these mundane, ordinary lives, adding color to the eyes and mind. The creators of such amazing arts and creation are animators.
Most CGI-animated characters start with a sketch or small sculpture called a “maquette” that is used for reference. The artist then creates a computer image called a wireframe model. The wireframe model serves as a framework for a shell or skin that gives the computer image a solid, three-dimensional appearance.
In this chapter, it has shown a brief history of animation and how it started in the early days of animation. It also discussed about 2D in brief and 3D. Also the techniques applied in making of animation since early ages with the evolution of 2D to 3D animation.
Like “in-betweening,” morphing, another film technique, requires long hours and hard work. Unlike “in-betweening,” which can be done without the aid of a computer, morphing is a special effect that is unable to be produced without one. It consists of filming a beginning and ending shots and the middle is left for the computer to generate. Despite the aid of the computer, this process is still quite complex. Short scenes can take a year to morph, but the end product may make all the difference for the enjoyment of the film.
Animation, like any other creative art, requires a successful animator to be: patient, talented, disciplined, and willing to work hard. Among the term animation are subcategories such as: character and effects. Character animation is the hardest, in that is requires the most skill. The animator must have a critical eye for every detail that goes into the final project. Character animation can also be broken up into its own subcategories such as: 2D, 3D, traditional, stop motion, and motion graphics. However, 2D and 3D are the most commonly pursued. Regardless if the project is generated by hand or by computer, the overall goal of the animator is to entertain. The animator must have both a clear concept of how to entertain the audience, and