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A Study of Use of Body Motions and Body-weighted Values for Motion Display in Virtual Characters  

Lee, Chang-Sook (Dept. of Computer Science and Engineering, Graduate School, Dongguk University)
Jin, Da-Xing (Dept. of Multimedia, Graduate School of Digital Image and Contents, Dongguk University)
Um, Ky-Hyun (Dept. of Multimedia Engineering, Dongguk University)
Cho, Kyung-Eun (Dept. of Multimedia Engineering, Dongguk University)
Abstract
Body motions are commonly used to express emotions in virtual characters based on body parts, which are frequently employed in games. For this purpose, it is necessary to create different types of animations corresponding to the emotions shown by virtual characters. Therefore, a large of number of animations should be created for different gestures depending on the level of human emotion. In this paper, we propose a method for displaying gestures with various degrees of complexity on the basis of the level of emotion in virtual characters. In particular, this method can be used to display passive and exaggerated expressions by adding weighted values to the frames that rotate the characters to make them show different gestures depending on the level of emotion. To verify the effectiveness of the proposed method, we use the Emotional Animation Tool (EATool), with which body-weighted values can be applied to the actual or virtual characters. After assigning different emotions to walking motions in the newly developed environment, we apply different body-weighted values depending on the level of each emotion. The results of a comparative test reveal that a given type of walking motion differs with the level of emotion.
Keywords
Artificial Emotion; Emotional Character; Body Movement; Emotion Expression;
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Times Cited By KSCI : 1  (Citation Analysis)
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