Gamer's Facial Cloning for Online Interactive Games

Virtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose a solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for non-expert users of computer games. Tactical man...

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Bibliographic Details
Main Authors: Abdul Sattar, Nicolas Stoiber, Renaud Seguier, Gaspard Breton
Format: Article
Language:English
Published: Hindawi Limited 2009-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2009/726496
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spelling doaj-591e61d3f88045dc8bc5c25c8d5456b22020-11-24T23:07:18ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552009-01-01200910.1155/2009/726496726496Gamer's Facial Cloning for Online Interactive GamesAbdul Sattar0Nicolas Stoiber1Renaud Seguier2Gaspard Breton3SUPELEC/IETR, SCEE, Avenue de la Boulaie, 35576 Cesson-Sevigne, FranceOrange Labs, RD/TECH, 4 rue du Clos Courtel, 35510 Cesson-Sevigne, FranceSUPELEC/IETR, SCEE, Avenue de la Boulaie, 35576 Cesson-Sevigne, FranceOrange Labs, RD/TECH, 4 rue du Clos Courtel, 35510 Cesson-Sevigne, FranceVirtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose a solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for non-expert users of computer games. Tactical maneuvers of the gamer make single camera acquisition system unsuitable to analyze and track the face due to its large lateral movements. For an improved facial analysis system, we propose to acquire the facial images from multiple cameras and analyze them by multiobjective 2.5D Active Appearance Model (MOAAM). Facial morphological dissimilarities between a human face and an avatar make the facial synthesis quite complex. To successfully clone or retarget the gamer facial expressions and gestures on to an avatar, we introduce a simple mathematical link between their appearances. Results obtained validate the efficiency, accuracy and robustness achieved.http://dx.doi.org/10.1155/2009/726496
collection DOAJ
language English
format Article
sources DOAJ
author Abdul Sattar
Nicolas Stoiber
Renaud Seguier
Gaspard Breton
spellingShingle Abdul Sattar
Nicolas Stoiber
Renaud Seguier
Gaspard Breton
Gamer's Facial Cloning for Online Interactive Games
International Journal of Computer Games Technology
author_facet Abdul Sattar
Nicolas Stoiber
Renaud Seguier
Gaspard Breton
author_sort Abdul Sattar
title Gamer's Facial Cloning for Online Interactive Games
title_short Gamer's Facial Cloning for Online Interactive Games
title_full Gamer's Facial Cloning for Online Interactive Games
title_fullStr Gamer's Facial Cloning for Online Interactive Games
title_full_unstemmed Gamer's Facial Cloning for Online Interactive Games
title_sort gamer's facial cloning for online interactive games
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7047
1687-7055
publishDate 2009-01-01
description Virtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose a solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for non-expert users of computer games. Tactical maneuvers of the gamer make single camera acquisition system unsuitable to analyze and track the face due to its large lateral movements. For an improved facial analysis system, we propose to acquire the facial images from multiple cameras and analyze them by multiobjective 2.5D Active Appearance Model (MOAAM). Facial morphological dissimilarities between a human face and an avatar make the facial synthesis quite complex. To successfully clone or retarget the gamer facial expressions and gestures on to an avatar, we introduce a simple mathematical link between their appearances. Results obtained validate the efficiency, accuracy and robustness achieved.
url http://dx.doi.org/10.1155/2009/726496
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AT nicolasstoiber gamersfacialcloningforonlineinteractivegames
AT renaudseguier gamersfacialcloningforonlineinteractivegames
AT gaspardbreton gamersfacialcloningforonlineinteractivegames
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