[sldev] Anyone here with OpenCV experience?

Dahlia Trimble dahliatrimble at gmail.com
Thu May 21 23:40:43 PDT 2009


along those lines, better access to the avatar facial morphs (besides the
provided animations) would be nice to have :)

On Thu, May 21, 2009 at 11:26 PM, Tigro Spottystripes <
tigrospottystripes at gmail.com> wrote:

> actually, how about a mini "programing language" for the gestures (here
> used in the regular SL sense) triggers to allow flexibility in
> expression detection, with one or two characters identifying which face
> part  followed by a number specifying a range of position, perhaps two
> digits to make the range thing more flexible
>
> like, for the "wtf?! o.0 " gesture the trigger could be somthing like
> LE79RE13 (which translates to Left Eye between quite open and absurdly
> open, and Right Eye from almost closed to slightly closed)
>
> we could have specific markers for the corners of the mouth, the upper
> lip, the bottom lip, the chin, left and right cheeks/cheekbones, the
> eyebrows and I'm not sure there is more to track (other than gaze
> direction), ah, of course, tonuge! :P
>
> since the tongue can move out but also sideways, there coudl be two
> different marks, TO for tongue and TS for Toungue Sideways, or if 10 is
> too little resolution for tongue movement make one for each side, and if
> going to one side the marker for the other is zero, hm, actually, we
> will need one for TV Tongue Vertical, for vertical movements of the
> tongue as well (and for the resolution issue if present, just to TU and
> TD like for sideways movement)
>
> Dzonatas Sol escreveu:
> > Not everybody will wear a human face in VR, so there is merit to use
> > avatar gestures. A specific interface would require a one to one
> > relationship between the human face and the avatar face. There may be
> > different gestures needed when the human face performs certain
> > actions. To keep it in avatar gestures lets us not rely on that
> > one-to-one relationship. A middle layer between the human facial
> > gestures can act to translate the current shape of the avatar face.
> > The avatar may have several heads (I've seen 7 headed dragons) and
> > maybe someone wants to control them all with human facial gestures.
> > Something that is too specific in a one-to-one relationship wouldn't
> > allow that to happen.
> >
> > I think a channel that sends recognized avatar gestures would be less
> > noisy than a channel that sends all head motions and facial positions,
> > continuously.
> >
> > Moriz Gupte wrote:
> >> I think that with the exception of 'yes' and 'no', the thought of
> >> translating head motions to 'construct' a facial expression or a
> >> gesture expression or even implement FACS
> >> <http://en.wikipedia.org/wiki/Facial_Action_Coding_System>(I dont
> >> think Philip meant that)
> >> seems at least to me to much more complex -- probably why I
> >> interpreted Philip's post the way I did.
> >> And I do not recommend using the very narrow channel of information
> >> that head motions provide to drive a wide range of avatar
> >> gestures...because this channel will be so noisy, that a lot of
> >> ambiguities will arise, so much that it will cease to become useful.
> >> So what looks the 'simple' low bearing fruit... might ultimately be
> >> problematic.
> >>
> >> On Thu, May 21, 2009 at 10:34 PM, Melinda Green
> >> <melinda at superliminal.com <mailto:melinda at superliminal.com>> wrote:
> >>
> >>     my understanding is that Philip and Merov's
> >>     intent is to simply translate user head movements into avatar
> >>     gestures.
> >>
> >>
> >>
> >>
> >> --
> >> Rameshsharma Ramloll PhD Research Assistant Professor Idaho State
> >> University, PocatelloTel: 208-282-5333
> >> More info at http://tr.im/RRamloll
> >> ------------------------------------------------------------------------
> >>
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