Research on Key Techniques for Emotional Expression of Animated Game Characters Driven by Digital Human Technology

Main Article Content

X. O. Ji
J. Song

Abstract

Against the backdrop of rapid development in the metaverse, AIGC, and real-time interaction technology, digital humans have become the core carriers in fields such as animation, gaming, virtual hosting, and interactive entertainment. Traditional animated game characters rely on manual keyframes, motion capture, and preset state machines for emotional expression, which have bottlenecks such as stiff facial expressions, mechanical movements, asynchronous sound and image, thin emotional layers, and difficulty in generating complex emotions and micro expressions, making it difficult to meet the interactive needs of high immersion, empathy, and realism. This article is driven by digital human technology and focuses on the entire process of emotion generation, transmission, rendering, and interaction for animated game characters. It systematically studies key technologies such as multimodal emotion computing, facial micro expression generation, body posture emotion mapping, voice expression action collaborative driving, real-time rendering optimization, and emotional interaction decision-making.

Downloads

Download data is not yet available.

Article Details

How to Cite
Ji, X. O., & Song, J. (2026). Research on Key Techniques for Emotional Expression of Animated Game Characters Driven by Digital Human Technology. Advanced Electromagnetics, 15(3), 8617–8623. https://doi.org/10.7716/aem.v15i3.3989
Section
Research Articles

References

M. Huang, Z. Ren, F. Yang, et al., “Exploration of the application of virtual digital human technology in rural cultural and tourism-Digital transformation pathways from the perspective of scene theory,” Advances in Social Behavior Research, vol. 16, no. 2, 7483, 2025, doi: 10.54254/2753-7102/2025.22030.

View Article

S. Chen, L. Yang, Y. Zhang, et al., “Digital Human Technology in ELearning: Custom Content Solutions,” Applied Sciences, vol. 15, no. 7, 3807, 2025, doi: 10.3390/app15073807.

View Article

Y. Choi K, S. Yoon, and H. Lacey P, “Online game characters’ influence on brand trust: Selfdisclosure, group membership, and product type,” Journal of Business Research, vol. 66, no. 8, pp. 996–1003, 2013, doi: 10.1016/j.jbusres.2011.12.023.

View Article

S. M V and M. M V, “Characters of Modern Animated Series in Games and Toys of Preschool Children,” Kul’turnoistoriceskaa Psihologia, vol. 11, no. 2, pp. 80–85, 2015, doi: 10.17759/chp.2015110208.

View Article

H. Kazunori, “Topics in Computer Simulation:(Digital Human Technology),” The Proceedings of Mechanical Engineering Congress, Japan, vol. 2019, no. 0, C02103, 2019, doi: 10.1299/jsmemecj.2019.c02103.

View Article

S. Lee Y and S. Lee J, “Study on Character Licensing in connection with Animation Gamification Focus on,” Cartoon and Animation Studies, vol. 41, pp. 357–378, 2015, doi: 10.7230/koscas.2015.41.357.

View Article

Pulse Evolution Corporation; Pulse Evolution to Showcase Digital Human Technologies at the SeeThru Equity Fall Microcap Investor Conference in New York City, “Journal of Engineering,” 2016.

W. Hongjiang and Z. Haiyan, “Digital human technology and its application in the field of sports medicine and Prospect,” Journal of Applied Science and Engineering Innovation, vol. 1, no. 1, 2014.

D. Eom S, “[Summary of IPSJ Magazine] Digital Human Technologies for Medicine,” Communications of the Korean Institute of Information Scientists and Engineers, vol. 24, no. 2, pp. 66–68, 2006.

Z. ShaoXiang, H. PhengAnn, L. ZhengJin, et al., “The Chinese Visible Human (CVH) datasets incorporate technical and imaging advances on earlier digital humans,” Journal of anatomy, vol. 204, no. 3, pp. 165–173, 2004, doi: 10.1111/j.0021-8782.2004.00274.x.

View Article

C. Peng and W. Ling, “Design and Implementation of Multimode Natural Interaction of Game Animation Characters in Mixed Reality: A Novel User Experience Method,” International Journal of High Speed Electronics and Systems, vol. 34, no. 03, 2024, doi: 10.1142/S0129156425400087.

View Article

F. Blümel E, M. Schulz, R. Breithaupt, et al., “Enhancing Resilience in Biometric Research: Generation of 3D Synthetic Face Data Using Advanced 3D Character Creation Techniques from HighFidelity Video Games and Animation,” Sensors, vol. 24, no. 9, 2024, doi: 10.3390/s24092750.

View Article

M. Ochs, N. Sabouret, and V. Corruble, “Simulation of the Dynamics of Nonplayer Characters’ Emotions and Social Relations in Games,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 4, pp. 281–297, 2009, doi: 10.1109/tciaig.2009.2036247.

View Article

Brown, “An exploration of gameness, rules and spoilsports in an erotic role play community in World of Warcraft,” Journal of Gaming & Virtual Worlds, vol. 4, no. 3, pp. 259–273, 2012, doi: 10.1386/jgvw.4.3.259_1.

View Article

C. Brom, V. Šisler, M. Slussareff, et al., “You like it, you learn it: affectivity and learning in competitive social role play gaming,” International Journal of ComputerSupported Collaborative Learning, vol. 11, no. 3, pp. 313– 348, 2016, doi: 10.1007/s11412-016-9237-3.

View Article

C. Nardi, “Play Versus Strategy Method: Behavior and the Role of Emotions in the Ultimatum Game,” Italian Economic Journal, vol. 4, no. 1, pp. 91–106, 2018, doi: 10.1007/s40797-017-0070-2.

View Article

N. Amani and A. Yuly R, “3D modeling and animating of characters in educational game,” Journal of Physics: Conference Series, vol. 1193, no. 1, 012025, 2019, doi: 10.1088/1742-6596/1193/1/012025.

View Article

H. Jang J and Noh, “The Effects of Identification with a Game Character in a Smoking Simulation Game on Perceived Health Risk and Smoking Attitude,” Advanced Science Letters, vol. 23, no. 3, pp. 1673–1676, 2017, doi: 10.1166/asl.2017.8621.

View Article

C. Wu and T. Kanai, “Data-driven detailed hair animation for game characters,” Computer Animation and Virtual Worlds, vol. 27, no. 3-4, pp. 221–230, 2016, doi: 10.1002/cav.1700.

View Article

Halliday and Heather, “Designing Creatures and Characters: How To Build an Artist’s Portfolio for Video Games, Film, Animation and More,” Library Journal, vol. 141, no. 20, 100, 2016.