Automatic Facial Expression Playback on Virtual Avatars

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In existing games, players must manually select and click expressions for their virtual Avatars, which is time-consuming and impractical during actual gameplay, leading to missed opportunities for expressing mood changes.

Innovation Solution

A method and device that capture video images of players, extract facial features, track their motion, and automatically determine and play corresponding expressions on the virtual Avatar, freeing players from manual selection.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Extent of automation

If manual expression selection is implemented, then expression playback function is available, but player time is consumed and operation complexity increases

Engineering Contradiction:
Improveexpression playback automationVSAvoidplayer time
Core Design Contradiction:
Extent of automationVSLoss of time

Solution Approach 1:

The system automatically captures player facial expressions through the camera, extracts facial features, tracks motion, and plays corresponding expressions on the Avatar without requiring player intervention. The system serves itself by using the player's own facial movements to control the Avatar's expressions, eliminating the need for manual selection.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The manual mechanical interaction of clicking and selecting expressions from a list is replaced by an automated computer vision system that captures video, extracts facial features, tracks motion, and automatically plays expressions. This substitutes the mechanical selection process with an automated image processing and pattern recognition system.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Ease of operation

If manual expression selection is required, then expression control precision is maintained, but operation complexity and time loss increase

Engineering Contradiction:
Improveexpression selection easeVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The camera acts as an intermediary device between the player and the Avatar expression system. Instead of directly selecting expressions from a menu, the player's facial expressions are captured by the camera and automatically translated into Avatar expressions, simplifying the interaction while managing system complexity through modular processing steps.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If automated facial recognition is implemented, then expression playback is automatic, but measurement and detection difficulty increases

Engineering Contradiction:
Improveexpression playback efficiencyVSAvoidfacial feature detection difficulty
Core Design Contradiction:
ProductivityVSDifficulty of detecting and measuring

Solution Approach 1:

The facial recognition process is segmented into distinct steps: capturing video images, extracting facial features, tracking motion of features, and playing expressions. This segmentation makes the complex detection process more manageable by breaking it down into smaller, more specific tasks that can be handled by separate processing modules.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9457265B2Method and device for automatically playing expression on virtual image
Publication Date: 2016.10.04 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US9457265B2 patent drawing
  • US9457265B2 patent drawing
  • US9457265B2 patent drawing

AI summary

Provided are a method and device for automatically playing an expression on a virtual image. The method includes the steps of: A, capturing a video image related to a game player in a game, and determining whether the captured video image contains a facial image of the game player, and if so, executing a step B; otherwise, returning to the step A; B: extracting facial features from the facial image, and obtaining a motion track of each of the facial features by motion directions of the extracted facial feature that are acquired for N times, where N is greater than or equal to 2; and C, determining a corresponding facial expression according to the motion track of the facial feature which is obtained in step B, and automatically playing the determined facial expression on a virtual image of the game player.