Abstract

This paper addresses the problem of creating facial expression of mixed emotions in a perceptually valid way. The research has been done in the context of a “game-like” health and education applications aimed at studying social competency and facial expression awareness in autistic children as well as native language learning, but the results can be applied to many other applications such as games with need for dynamic facial expressions or tools for automating the creation of facial animations. Most existing methods for creating facial expressions of mixed emotions use operations like averaging to create the combined effect of two universal emotions. Such methods may be mathematically justifiable but are not necessarily valid from a perceptual point of view. The research reported here starts by user experiments aiming at understanding how people combine facial actions to express mixed emotions, and how the viewers perceive a set of facial actions in terms of underlying emotions. Using the results of these experiments and a three-dimensional emotion model, we associate facial actions to dimensions and regions in the emotion space, and create a facial expression based on the location of the mixed emotion in the three-dimensional space. We call these regionalized facial actions “facial expression units.”

Highlights

  • The human face is a rich source of information regarding underlying emotional states

  • Our research is linked to a project that aims at studying social competency and emotion awareness in autistic children

  • We proposed expression units as a method to create perceptually valid facial expressions for blending and transition of universal emotions

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Summary

Introduction

The human face is a rich source of information regarding underlying emotional states. Facial expressions are crucial in showing the emotions as well as increasing the quality of communication and speech comprehension Perceiving these expressions is a social skill that people develop from early ages. The project, as briefly introduced later, is developing a gamelike tool that engages children in a variety of activities in order to assess their social skills It uses computer generated scenarios involving characters showing different emotions and personality traits which children need to interact with. The visual mechanisms by which these facial expressions are altered or combined to convey more complicated emotional states remain less well understood by behavioural psychologists and animators. Examples of such emotional states are two International Journal of Computer Games Technology

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