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International Journal of Computer Games Technology
Volume 2011 (2011), Article ID 164949, 7 pages
Research Article

Expressive Animated Character Sequences Using Knowledge-Based Painterly Rendering

1School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada V3T 0A3
2School of Interactive Arts and Technology, Simon Fraser University, 250-13450 102 Avenue, Surrey, BC, Canada V3T 0A3
3School of Information Technology, Carleton University, Ottawa, ON, Canada K1S 5B6

Received 10 May 2011; Revised 9 August 2011; Accepted 9 August 2011

Academic Editor: Suiping Zhou

Copyright © 2011 Hasti Seifi et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


We propose a technique to enhance emotional expressiveness in games and animations. Artists have used colors and painting techniques to convey emotions in their paintings for many years. Moreover, researchers have found that colors and line properties affect users' emotions. We propose using painterly rendering for character sequences in games and animations with a knowledge-based approach. This technique is especially useful for parametric facial sequences. We introduce two parametric authoring tools for animation and painterly rendering and a method to integrate them into a knowledge-based painterly rendering system. Furthermore, we present the results of a preliminary study on using this technique for facial expressions in still images. The results of the study show the effect of different color palettes on the intensity perceived for an emotion by users. The proposed technique can provide the animator with a depiction tool to enhance the emotional content of a character sequence in games and animations.