Facial motion capture, or facial MoCap, is a subset of the motion capture field, frequently used for machine vision systems. A user?s face is viewed, usually full on, and relative head motion filtered out. The individual motion of the cheeks, lips, chin, eyes and eyebrows are studied, and used for facial expression recognition.
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A better way has been developed for premade MoCap summoning. A method that uses general limb movements to call up the closest matching MoCap file.
Promising work by QuinteQ on real-time motion capture without excessive hardware, holds promise for MoCap use in public VR.
In Lessons from Simone: MoCap Filter , it was discussed how Simone whilst yes she was controlled by Victor?s body movements in a MoCap system, never quite copied those movements perfectly. Whereas Viktor's movements are not always feminine, Simone moves with a permanent feminine grace.
MoCap - Motion Capture - for all its impressive abilities, has definite limitations in terms of sensory fidelity, the expense and bulk of the rig. Gesture control is cheap and captures every little movement, but easily overwhelmed. Is a hybrid system possible?
Simone is a seminal virtual reality film, and there are several aspects of both the technology of VR and the social impact, which the film carries off very well, and which deserve to stand on their own merits. The MoCap filter the film alludes to, is one such aspect.
The problem with photofit and sketch artists is, that human memory is not geared to remember fine facial features, even of people they know well. How then, to take advantage of facial recognition when looking for a suspect's identity?
Facial expressions, is exactly what you would expect. It is predominately a huge collection of physical human faces, ranged 20-90, photographed in a huge variety of expressions and emotional states.
An expressive face is a work of art. Constantly moving and changing. Lips, brows, frown lines, each is in constant motion. Stop Staring analyses facial structures and movements, then shows animators how to bring life to the faces of their characters.
Facial recognition software, normally developed to recognise the faces of human individuals, to interact with and electronically monitor the activities of individuals, has been reapplied to study other animals, keeping the same basic technology in-place.
A counterpart to the other facial expressions book by the same author, Babies to teens starts at birth and carries forwards to age 19, whereas the other book deals with ages 20 to 90.
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Di-O-Matic Incorporated have announced the release of 3D facial animation package Facial Studio 1.5, which they claim is now the most complete package for head creation.
Notably ?most complete? does not entail ?most advance...
10 June 2009 - 10 June 2009
Facial animation is a broad and exciting area of research drawing on multiple disciplines: computer graphics and animation provide the means to render and display a face; com...
Motion sensors similar to those developed for video games like Nintendo Wii may help stroke patients relearn simple tasks.
A UK team is assessing such technology to see if it can be used to monitor improvements in upper body ...
With smiles, grimaces or raised eyebrows, most of us show our feelings on our faces, but people with Moebius syndrome, a rare condition that causes facial paralysis, can't make any facial expressions at all. Professor of Psychology David M...
People from East Asia tend to have a tougher time than those from European countries telling the difference between a face that looks fearful versus surprised, disgusted versus angry, and now a new report published online on August 13th in ...