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dc.contributor.authorBacivarov, Ioanaen
dc.contributor.authorCorcoran, Peteren
dc.date.accessioned2010-11-02T09:50:08Zen
dc.date.available2010-11-02T09:50:08Zen
dc.date.issued2009-10-23en
dc.identifier.citationBacivarov, I., & Corcoran, P. M. (2009). Facial expression modeling using component AAM models — Gaming applications. Paper presented at the Games Innovations Conference, 2009. ICE-GIC 2009.en
dc.identifier.isbn978-1-4244-4459-5en
dc.identifier.urihttp://hdl.handle.net/10379/1351en
dc.description.abstractIn this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to determine the emotional state of the players of a computer game and suggest how this information can be integrated into the workflow of a game. In addition we describe a number of use cases where the game environment can be adapted based on feedback from the players.en
dc.formatapplication/pdfen
dc.publisherIEEEen
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/ie/
dc.subjectComputer gamesen
dc.subjectVideo streamingen
dc.subjectActive appearance modelen
dc.subjectComponent AAM modelsen
dc.subjectFacial expression modelingen
dc.subjectGaming applicationsen
dc.subjectLow-resolution video streamen
dc.subjectElectrical and Electronic Engineeringen
dc.titleFacial expression modeling using component AAM models - Gaming applicationsen
dc.typeConference Paperen
dc.local.publishedsourcehttp://dx.doi.org/10.1109/ICEGIC.2009.5293579en
dc.description.peer-reviewedpeer-revieweden
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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland