dc.contributor.author |
Raouzaiou, A |
en |
dc.contributor.author |
Karpouzis, K |
en |
dc.contributor.author |
Kollias, S |
en |
dc.date.accessioned |
2014-03-01T02:49:19Z |
|
dc.date.available |
2014-03-01T02:49:19Z |
|
dc.date.issued |
2003 |
en |
dc.identifier.uri |
https://dspace.lib.ntua.gr/xmlui/handle/123456789/34504 |
|
dc.subject |
Facial Expression |
en |
dc.subject |
Interactive Application |
en |
dc.subject |
Online Game |
en |
dc.subject |
Visual Interfaces |
en |
dc.subject |
Virtual Worlds |
en |
dc.title |
Emotion representation for online gaming |
en |
heal.type |
conferenceItem |
en |
heal.identifier.primary |
10.1109/ICME.2003.1220943 |
en |
heal.identifier.secondary |
http://dx.doi.org/10.1109/ICME.2003.1220943 |
en |
heal.publicationDate |
2003 |
en |
heal.abstract |
The ability to simulate lifelike interactive characters has many applications in the gaming industry. Human faces may act as visual interfaces that help users feel at home when interacting with a computer because they are accepted as the most expressive means for communicating and recognizing emotions. Thus, a lifelike human face can enhance interactive applications by providing straightforward feedback to |
en |
heal.journalName |
International Conference on Multimedia Computing and Systems/International Conference on Multimedia and Expo |
en |
dc.identifier.doi |
10.1109/ICME.2003.1220943 |
en |