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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/113339


    Title: 基於眼球追蹤法探討動畫角色臉部特徵研究
    A Study of Animation Facial Feature by Eye-Tracking
    Authors: 陳智林
    CHEN, ZHI-LIN
    Contributors: 數位媒體設計學系
    Keywords: 動畫角色;臉部特徵;眼動追蹤;情緒
    Animation character;Facial features;Eye tracking;Emotion
    Date: 2022-06-28
    Issue Date: 2022-10-28 06:59:13 (UTC+0)
    Publisher: 亞洲大學
    Abstract: 在動畫理論與實踐中,動畫角色造型誇張設計的方式已成為普遍規律,也受到設計師的廣泛應用,誇張設計主要對刻畫角色性格特徵、背景身份等相關內在特質以讓觀眾產生印象,使得帶給觀眾情緒和情感上的變化,以及造型美感的體驗。而經由不同程度誇張設計的動畫角色臉部特徵造型如何影響觀看者的視覺注視差異,以及體臉部造型所帶來觀看者怎樣的情緒體驗。針對動畫角色誇張造型特徵的評量方法,以美國動畫、日本動畫、美國真人、日本真人為實驗樣本,測量臉部特徵中眉毛、眼睛、鼻子、下巴、耳朵五項特徵要素。此項研究檢視美國與日本動畫角色臉部誇張特徵的主觀情緒與客觀視覺的偏好評量,採用「眼球生理」實驗與「SAM自我情緒評量」兩個實驗階段來分析,以此來驗證動畫角色臉部誇張設計的各個特徵是否引起觀看者的視覺偏好,且是否會因不同地區動畫角色在觀看者的偏好產生差異。這項研究讓我們可以解釋不同地區的動畫角色中,各個臉部特徵於觀看者如何影響視覺與情緒之偏好。通過本研究發現動畫臉部中五官誇張特徵之視覺注視中差異在:美國動畫與日本動畫在注視停留時間、注視次數、首次進入時間這三項眼動指標來看,整體臉部五官注視時間由下巴、鼻子、眼睛所吸引。其中區分美國動畫與日本動畫臉部特徵,最明顯不同的是鼻子的造型。關於引起鼻子注視時間在臉部幾何特徵中,日本動畫在「鼻子寬度」,以及「鼻子面積」比例,美國動畫除了「鼻子寬度」,還有「鼻子長度」,以及「兩側鼻翼至鼻底」角度,是目前美日動畫角色在鼻子區域設計的主要特徵,也是區分美日動畫角色臉部風格主要差異。情緒評量結果發現:觀看者對感知動畫臉部與真人臉部之間在愉悅及喚醒情緒感受不同,且美國動畫與日本動畫之間在愉悅及喚醒情緒也感受不同。關於日本動畫與美國動畫臉部特徵與愉悅、喚醒情緒的迴歸分析發現,其中關於愉悅在日本動畫中情緒解釋影響的有「右頭骨、眉心至右下角度」、「左頭骨、左顴骨、唇中至右頭骨面積」、「耳朵寬度」、「左右下頜與下巴面積」、「右耳、鼻底與右下角度」、「眼睛面積」六項臉部特徵構成臉部設計。而美國動畫在「眉毛上下寬度」、「眉心、左右下頜至下巴面積」、「左下頜、下巴與右下角度」三項臉部特徵構成臉部設計。另外在喚醒情緒中,日本動畫臉部特徵與喚醒情緒的迴歸分析發現,表現在「左右下頜與下巴面積」、「左頭骨、左顴骨、唇中至右頭骨面積」、「右耳、鼻底與右下角度」、「右頭骨、眉心與右下角度」、「眉毛頂部、眉頭與眉毛底部角度」五項臉部特徵構成臉部設計。而美國動畫「左右鼻翼與鼻底角度」、「耳朵寬度」兩項臉部特徵構成臉部設計。因此通過愉悅與喚醒分析的結果,推測這些臉部設計參數可引起觀看者之愉悅與喚醒情緒上升,且可作為目前觀看者對於美日動畫角色臉部之間所感受愉悅與喚醒情緒的主要特徵。
    In animation theory and practice, the way of exaggerated design of animation character modeling has become a common law, and it has also been widely used by designers. Exaggerated design is mainly used to describe the internal characteristics of the character, background identity and other related internal characteristics to impress the audience and make the audience feel Give the audience the emotional and emotional changes, as well as the experience of modeling beauty. And how the facial features of animated characters designed with different degrees of exaggeration affect the visual gaze difference of the viewer, and what kind of emotional experience the body and face shape brings to the viewer.For the evaluation method of the exaggerated modeling characteristics of animation characters, American animation, Japanese animation, American real people, and Japanese real people are used as experimental samples to measure five characteristic elements of facial features including eyebrows, eyes, nose, chin, and ears. This study examines the subjective emotions and objective visual preference ratings of exaggerated facial features of American and Japanese animated characters. Two experimental stages are used, namely the "eyeball physiology" experiment and the "SAM self-emotional assessment". The first stage is the eyeball physiology experiment. It mainly discusses the gaze differences of different features in the character's facial modeling; the second stage is to observe the emotional differences in the overall modeling of the character's face. Through two-stage experiments, it is analyzed whether the various features of the exaggerated design of the character's face cause the viewer's visual preference, so as to verify the design theory of animation exaggeration, whether there will be differences in the viewer's preference of animated characters in different regions. This research allows us to explain how individual facial features affect visual and emotional preferences in animated characters in different regions.
    Appears in Collections:[Department of Media and Design] Theses & dissertations

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