F Hahn, F Mutzel, S Coros, B Thomaszewski… - Proceedings of the 14th …, 2015 - dl.acm.org
We propose a sketch-based posing system for rigged 3D characters that allows artists to create custom sketch abstractions on top of a character's actual shape. A sketch abstraction …
We introduce a method that localizes the direct manipulation of blendshape models for facial animation with a customized sketch-based interface. Direct manipulation methods address …
A Cannavò, E Stellini, C Zhang… - International Journal of …, 2024 - Taylor & Francis
Creating facial animations using 3D computer graphics represents a very laborious and time- consuming task. Among the numberless approaches for animating faces, the use of …
G Töret, S Özdemir, ÖG Selimoğlu - Ankara Üniversitesi Eğitim Bilimleri … - dergipark.org.tr
Otizm spektrum bozukluğu (OSB) olan çocuklar yüz işleme becerilerinde önemli sınırlılıklar sergilemektedirler. Bu çalışmada, bilgisayar ekranı aracılığıyla izletilen üç boyutlu (3B) …
The blendshape approach is a widely used technique to generate realistic facial animation. However, creating blendshape facial animations using traditional weight editing tools …
S Özdemir, IA Bülbül, HE Suna, ŞK Akkuş - EĞİTİM VE BİLİM, 2023 - eb.ted.org.tr
Otizm spektrum bozukluğu (OSB) olan çocukların görsel dikkat bozulmaları son yirmi yılda yapılan pek çok araştırma ile incelenmektedir. Bu araştırmanın amacı, OSB'li ve tipik gelişim …
S Chin, CY Lee, J Lee - Virtual Reality, 2013 - Springer
Facial expressions have always attracted considerable attention as a form of nonverbal communication. In visual applications such as movies, games, and animations, people tend …
S ÖZDEMİR, I Bülbül, H Suna… - EGITIM VE BILIM …, 2024 - avesis.gazi.edu.tr
Visual attention impairments of children with autism spectrum disorder (ASD) have been investigated in many studies over the past two decades. The purpose of this study was to …
K Reed, D Cosker - Computer Graphics Forum, 2019 - Wiley Online Library
We propose a design framework to assist with user‐generated content in facial animation— without requiring any animation experience or ground truth reference. Where conventional …