Abstract
An automatic model is presented for animating gaze shifts of virtual characters towards target locations in a virtual environment. Two connected components are described: an eye-head controller and a blinking controller. The gaze control model is based on results from neuroscience, and dictates the contributions of the eyes and head to a gaze shift according to an individual’s head movement propensity; that is, their tendency to recruit their head when making gaze motions under different conditions. The blink controller simulates gaze-evoked blinking, a specific category of behaviors that accompany gaze shifts. The probability of occurrence of such blinks, and their amplitude, is related to the gaze shift. These factors provide more believable gaze animations and allow for variety in animation. The model is of particular significance to serious game environments, where the control of a character’s gaze behavior may affect engagement, immersion and learning outcomes.
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