Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Perception of Gaze Direction in 2D and 3D Facial Projections
KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.ORCID iD: 0000-0003-1399-6604
KTH, School of Computer Science and Communication (CSC), Speech, Music and Hearing, TMH, Speech Communication and Technology.
2010 (English)In: The ACM / SSPNET 2nd International Symposium on Facial Analysis and Animation, New York, USA: ACM Press, 2010, 24-24 p.Conference paper, Published paper (Refereed)
Abstract [en]

In human-human communication, eye gaze is a fundamental cue in e.g. turn-taking and interaction control [Kendon 1967]. Accurate control of gaze direction is therefore crucial in many applications of animated avatars striving to simulate human interactional behaviors. One inherent complication when conveying gaze direction through a 2D display, however, is what has been referred to as the Mona Lisa effect; if the avatar is gazing towards the camera, the eyes seem to "follow" the beholder whatever vantage point he or she may assume [Boyarskaya and Hecht 2010]. This becomes especially problematic in applications where multiple persons are interacting with the avatar, and the system needs to use gaze to address a specific person. Introducing 3D structure in the facial display, e.g. projecting the avatar face on a face mask, makes the percept of the avatar's gazechange with the viewing angle, as is indeed the case with real faces. To this end, [Delaunay et al. 2010] evaluated two back-projected displays - a spherical "dome" and a face shaped mask. However, there may be many factors influencing gaze directionpercieved from a 3D facial display, so an accurate calibration procedure for gaze directionis called for.

Place, publisher, year, edition, pages
New York, USA: ACM Press, 2010. 24-24 p.
Keyword [en]
3D Structure, Calibration procedure, Delaunay, Eye-gaze, Face masks, Gaze direction, Human-human communication, Interaction controls, Projected displays, Turn-taking, Viewing angle
National Category
Computer Science Language Technology (Computational Linguistics)
Identifiers
URN: urn:nbn:se:kth:diva-52170DOI: 10.1145/1924035.1924051Scopus ID: 2-s2.0-79951795029ISBN: 978-145030522-8 ISBN: 978-1-4503-0388-0 (print)OAI: oai:DiVA.org:kth-52170DiVA: diva2:465465
Conference
ACM/SSPNET 2nd International Symposium on Facial Analysis and Animation, FAA 2010; Edinburgh; 21 October 2010 through 21 October 2010
Note
tmh_import_11_12_14. QC 20111222Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2011-12-22Bibliographically approved

Open Access in DiVA

No full text

Other links

Publisher's full textScopus

Authority records BETA

Beskow, Jonas

Search in DiVA

By author/editor
Beskow, JonasAl Moubayed, Samer
By organisation
Speech Communication and Technology
Computer ScienceLanguage Technology (Computational Linguistics)

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 72 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf