Abstract:
This research paper investigates the perception of BlendShapes through Action Unit
activation by Bangladeshi individuals. The study aims to identify the level of
understanding and recognition of BlendShapes, which are commonly used in the
animation and gaming industry for facial expression and emotion representation. To
achieve this, participants are presented with a series of facial expressions created using
BlendShapes and asked to identify the emotion being portrayed. Furthermore, a realtime
facial capture setup is designed using these BlendShapes to capture facial
expressions and emotions in real-time. The study provides insights into the perception
of facial expressions by Bangladeshi individuals and the potential applications of
BlendShapes in creating realistic digital avatars. The findings of this research could be
useful in various fields, such as computer graphics, virtual reality, and gaming
industries, where realistic facial expressions and emotions are crucial for creating
engaging experiences.