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	<title>Comments on: How to create an animated character from your facial expressions in real time</title>
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	<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time</link>
	<description>Accelerating Intelligence</description>
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		<title>By: Cybernettr</title>
		<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time/comment-page-1#comment-56042</link>
		<dc:creator>Cybernettr</dc:creator>
		<pubDate>Sun, 25 Nov 2012 02:28:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.kurzweilai.net/?p=171581#comment-56042</guid>
		<description>How long will it take for this to filter into television and film animation? Because of the expense of Disney-style full animation, TV has long been saddled with that dreadful &quot;limited animation,&quot; In which only the character&#039;s lips move, along with an occasional eye blink. Voice/mouth synchronization has long been the most labor-intensive part. It looks like this system has that licked. Perhaps soon voice actors will become &quot;real&quot; actors, for not only will they be supplying the voices but they will be driving the animation as well.</description>
		<content:encoded><![CDATA[<p>How long will it take for this to filter into television and film animation? Because of the expense of Disney-style full animation, TV has long been saddled with that dreadful &#8220;limited animation,&#8221; In which only the character&#8217;s lips move, along with an occasional eye blink. Voice/mouth synchronization has long been the most labor-intensive part. It looks like this system has that licked. Perhaps soon voice actors will become &#8220;real&#8221; actors, for not only will they be supplying the voices but they will be driving the animation as well.</p>
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		<title>By: Jerry</title>
		<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time/comment-page-1#comment-54772</link>
		<dc:creator>Jerry</dc:creator>
		<pubDate>Wed, 21 Nov 2012 11:46:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.kurzweilai.net/?p=171581#comment-54772</guid>
		<description>Cool that it&#039;s in EQ2, but wouldn&#039;t you be looking away from the monitor, and hence the game, in doing so?</description>
		<content:encoded><![CDATA[<p>Cool that it&#8217;s in EQ2, but wouldn&#8217;t you be looking away from the monitor, and hence the game, in doing so?</p>
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		<title>By: Kyle Rybski</title>
		<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time/comment-page-1#comment-54670</link>
		<dc:creator>Kyle Rybski</dc:creator>
		<pubDate>Wed, 21 Nov 2012 04:06:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.kurzweilai.net/?p=171581#comment-54670</guid>
		<description>The webcam face tracking in EverQuest II does look up, down, left, and right as the user does. Though it&#039;s much worse at recognizing eyebrows than this demonstration.</description>
		<content:encoded><![CDATA[<p>The webcam face tracking in EverQuest II does look up, down, left, and right as the user does. Though it&#8217;s much worse at recognizing eyebrows than this demonstration.</p>
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		<title>By: GAUSS</title>
		<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time/comment-page-1#comment-54572</link>
		<dc:creator>GAUSS</dc:creator>
		<pubDate>Tue, 20 Nov 2012 17:41:40 +0000</pubDate>
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		<description>That kind of capability is just a patch away!</description>
		<content:encoded><![CDATA[<p>That kind of capability is just a patch away!</p>
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		<title>By: Rob B</title>
		<link>http://www.kurzweilai.net/how-to-create-an-animated-character-from-your-facial-expressions-in-real-time/comment-page-1#comment-54543</link>
		<dc:creator>Rob B</dc:creator>
		<pubDate>Tue, 20 Nov 2012 15:21:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.kurzweilai.net/?p=171581#comment-54543</guid>
		<description>One thing these systems always do is anchor the neck in a fixed positiion. I think they would add much realism if they allowed the neck to move naturally in 3space as it does it reality.</description>
		<content:encoded><![CDATA[<p>One thing these systems always do is anchor the neck in a fixed positiion. I think they would add much realism if they allowed the neck to move naturally in 3space as it does it reality.</p>
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