Evaluating the emotional content of human motions on real and virtual characters.
Rachel McDonnellSophie JörgJoanna McHughFiona N. NewellCarol O'SullivanPublished in: APGV (2008)
Keyphrases
- virtual characters
- human motion
- virtual environment
- embodied conversational agents
- social interaction
- motion capture
- motion sequences
- multimedia
- computer graphics
- synthetic characters
- human body
- serious games
- image sequences
- emotional state
- virtual humans
- articulated body
- spatio temporal
- cognitive architecture
- metadata
- gait analysis
- video sequences
- cognitive model
- hand held
- pedagogical agents
- humanoid robot
- design patterns
- computer games