Perception of Basic Emotions from Facial Expressions of Dynamic Virtual Avatars

Virtual Reality experiences featuring realistic Virtual Humans with convincing facial expressions are a useful tool to improve social skill in humans. For this reason several investigations have been carried out on the recognition of virtual avatar emotions, based on dynamic and static facial cues originated by basic emotions developed by Ekman. Dynamism and realism of facial expressions are both important aspects of the process of face-to-face interaction in everyday life. In this paper we present the results of a research aiming at investigating the impact of the combination of dynamic facial expressions corresponding to particular emotions with a high level of realism of virtual faces. A study where we have measured the level of intensity in the correspondence between facial expressions of virtual avatars and emotional stimuli perceived by an observer was carried out on two groups of participants with different expertise in Virtual Reality. Results show a high level of intensity in this correspondence in both groups through the evaluation of two variables: time response and the score assigned to each emotion. We suggest that the use of dynamic virtual avatars offers advantages for studying emotion recognition in a face in that they recreate a realistic stimuli in emotion research.

[1]  Y. Benjamini,et al.  Controlling the false discovery rate: a practical and powerful approach to multiple testing , 1995 .

[2]  Massimo Bergamasco,et al.  Lowering the development time of multimodal interactive application: the real-life experience of the XVR project , 2005, ACE '05.

[3]  M. Mead,et al.  Visual Anthropology in a Discipline of Words , 1995 .

[4]  P. Ekman,et al.  Constants across cultures in the face and emotion. , 1971, Journal of personality and social psychology.

[5]  Ewald Moser,et al.  Amygdala activation at 3T in response to human and avatar facial expressions of emotions , 2007, Journal of Neuroscience Methods.

[6]  R. Gur,et al.  Facial emotion recognition in schizophrenia: intensity effects and error pattern. , 2003, The American journal of psychiatry.

[7]  Jeremy N. Bailenson,et al.  A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces , 2007, CHI.

[8]  Yangang Wang,et al.  Online modeling for realtime facial animation , 2013, ACM Trans. Graph..

[9]  Mar Rus-Calafell,et al.  Creation of a new set of dynamic virtual reality faces for the assessment and training of facial emotion recognition ability , 2014, Virtual Reality.

[10]  James Townsend,et al.  Making faces: Creating three-dimensional parameterized models of facial expression , 2001, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.

[11]  Marco Gillies,et al.  Comparing and Evaluating Real Time Character Engines for Virtual Environments , 2010, PRESENCE: Teleoperators and Virtual Environments.

[12]  P. Costa,et al.  Factorial and construct validity of the Italian Positive and Negative Affect Schedule (PANAS). , 2003, European journal of psychological assessment : official organ of the European Association of Psychological Assessment.

[13]  D. Watson,et al.  Development and validation of brief measures of positive and negative affect: the PANAS scales. , 1988, Journal of personality and social psychology.

[14]  J. Hietanen,et al.  Positive facial expressions are recognized faster than negative facial expressions, but why? , 2004, Psychological research.

[15]  A. Johnston,et al.  The Role of Movement in Face Recognition , 1997 .

[16]  Klaus Mathiak,et al.  Recognition Profile of Emotions in Natural and Virtual Faces , 2008, PloS one.

[17]  R. Adolphs Recognizing emotion from facial expressions: psychological and neurological mechanisms. , 2002, Behavioral and cognitive neuroscience reviews.

[18]  Hao Li,et al.  Realtime performance-based facial animation , 2011, ACM Trans. Graph..

[19]  P. Ekman,et al.  Facial action coding system: a technique for the measurement of facial movement , 1978 .

[20]  Antonio Frisoli,et al.  Understanding and Realizing Presence in the Presenccia Project , 2007, IEEE Computer Graphics and Applications.

[21]  Marc Fabri,et al.  Mediating the expression of emotion in educational collaborative virtual environments: an experimental study , 2004, Virtual Reality.

[22]  P. Ekman Are there basic emotions? , 1992, Psychological review.

[23]  Mel Slater,et al.  Full Body Acting Rehearsal in a Networked Virtual Environment — A Case Study , 2012, PRESENCE: Teleoperators and Virtual Environments.