We present a facial deformation system that adapts a generic facial rig into different face models. The deformation is based on labels and allows transferring specific facial feat...
In large-scale simulations involving complex scenes, such as cities inhabited by crowds, simplifications are almost always necessary to achieve interactive frame-rates. Level of D...
John Hamill, Rachel McDonnell, Simon Dobbyn, Carol...
Abstract. In this paper we review the major approaches to multimodal human computer interaction from a computer vision perspective. In particular, we focus on body, gesture, gaze, ...
Much working time is spent in meetings and as a consequence meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of ...
Dennis Reidsma, Rieks op den Akker, Rutger Rienks,...
Advanced human computer interaction requires automatic reading of human face in order to make the computer interact with human in the same way as human-to-human communication. We ...