Facial Virtual Tracking: A System to Mirror Emotions

Detalhes bibliográficos
Autor(a) principal: Santos, Pedro
Data de Publicação: 2019
Outros Autores: Silva, Vinícius, Soares, Filomena, Simões, Alberto
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11110/1771
Resumo: The capacity for social interaction, communication and recognition of emotions is a characteristic that the human being possesses and that allows him/her to be socially included. However, some have difficulties in expressing and interpreting emotional states, which can contribute to their marginalisation in society. A particular case is children with Autism Spectrum Disorder. These children have difficulties in social interaction and manifest repetitive patterns. In this work, a serious game is being developed in which an avatar (ZECA avatar) is able to interact with the child, through challenges and training of certain facial movements that will be validated by the system, facilitating imitation and recognition of emotions (happiness, sadness, anger, surprise and fear). The tests performed in the laboratory environment allowed to conclude the adequacy of the game for promoting emotional states in a friendly way.
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spelling Facial Virtual Tracking: A System to Mirror EmotionsEmotionsAvatartrackingThe capacity for social interaction, communication and recognition of emotions is a characteristic that the human being possesses and that allows him/her to be socially included. However, some have difficulties in expressing and interpreting emotional states, which can contribute to their marginalisation in society. A particular case is children with Autism Spectrum Disorder. These children have difficulties in social interaction and manifest repetitive patterns. In this work, a serious game is being developed in which an avatar (ZECA avatar) is able to interact with the child, through challenges and training of certain facial movements that will be validated by the system, facilitating imitation and recognition of emotions (happiness, sadness, anger, surprise and fear). The tests performed in the laboratory environment allowed to conclude the adequacy of the game for promoting emotional states in a friendly way.2019-10-07T14:13:06Z2019-10-07T14:13:06Z2019-10-07T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/11110/1771oai:ciencipca.ipca.pt:11110/1771eng978-3-030-30244-3http://hdl.handle.net/11110/1771Santos, PedroSilva, ViníciusSoares, FilomenaSimões, Albertoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T12:53:08ZPortal AgregadorONG
dc.title.none.fl_str_mv Facial Virtual Tracking: A System to Mirror Emotions
title Facial Virtual Tracking: A System to Mirror Emotions
spellingShingle Facial Virtual Tracking: A System to Mirror Emotions
Santos, Pedro
Emotions
Avatar
tracking
title_short Facial Virtual Tracking: A System to Mirror Emotions
title_full Facial Virtual Tracking: A System to Mirror Emotions
title_fullStr Facial Virtual Tracking: A System to Mirror Emotions
title_full_unstemmed Facial Virtual Tracking: A System to Mirror Emotions
title_sort Facial Virtual Tracking: A System to Mirror Emotions
author Santos, Pedro
author_facet Santos, Pedro
Silva, Vinícius
Soares, Filomena
Simões, Alberto
author_role author
author2 Silva, Vinícius
Soares, Filomena
Simões, Alberto
author2_role author
author
author
dc.contributor.author.fl_str_mv Santos, Pedro
Silva, Vinícius
Soares, Filomena
Simões, Alberto
dc.subject.por.fl_str_mv Emotions
Avatar
tracking
topic Emotions
Avatar
tracking
description The capacity for social interaction, communication and recognition of emotions is a characteristic that the human being possesses and that allows him/her to be socially included. However, some have difficulties in expressing and interpreting emotional states, which can contribute to their marginalisation in society. A particular case is children with Autism Spectrum Disorder. These children have difficulties in social interaction and manifest repetitive patterns. In this work, a serious game is being developed in which an avatar (ZECA avatar) is able to interact with the child, through challenges and training of certain facial movements that will be validated by the system, facilitating imitation and recognition of emotions (happiness, sadness, anger, surprise and fear). The tests performed in the laboratory environment allowed to conclude the adequacy of the game for promoting emotional states in a friendly way.
publishDate 2019
dc.date.none.fl_str_mv 2019-10-07T14:13:06Z
2019-10-07T14:13:06Z
2019-10-07T00:00:00Z
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dc.relation.none.fl_str_mv 978-3-030-30244-3
http://hdl.handle.net/11110/1771
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