10 research outputs found

    Emotional Intelligence in Robotics: A Scoping Review

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    Research suggests that emotionally responsive machines that can simulate empathy increase de acceptance of users towards them, as the feeling of affinity towards the machine reduces negative perceptual feedback. In order to endow a robot with emotional intelligence, it must be equipped with sensors capable of capturing users’ emotions (sense), appraisal captured emotions to regulate its internal state (compute), and finally perform tasks where actions are regulated by the computed “emotional” state (act). However, despite the im-pressive progress made in recent years in terms of artificial intelligence, speech recognition and synthesis, computer vision and many other disciplines directly and indirectly related to artificial emotional recognition and behavior, we are still far from being able to endow robots with the empathic capabilities of a human being. This article aims to give an overview of the implications of intro-ducing emotional intelligence in robotic constructions by discussing recent ad-vances in emotional intelligence in robotics

    Dynamic Facial Emotion Recognition Oriented to HCI Applications

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    Producción CientíficaAs part of a multimodal animated interface previously presented in [38], in this paper we describe a method for dynamic recognition of displayed facial emotions on low resolution streaming images. First, we address the detection of Action Units of the Facial Action Coding System upon Active Shape Models and Gabor filters. Normalized outputs of the Action Unit recognition step are then used as inputs for a neural network which is based on real cognitive systems architecture, and consists on a habituation network plus a competitive network. Both the competitive and the habituation layer use differential equations thus taking into account the dynamic information of facial expressions through time. Experimental results carried out on live video sequences and on the Cohn-Kanade face database show that the proposed method provides high recognition hit rates.Junta de Castilla y León (Programa de apoyo a proyectos de investigación-Ref. VA036U14)Junta de Castilla y León (programa de apoyo a proyectos de investigación - Ref. VA013A12-2)Ministerio de Economía, Industria y Competitividad (Grant DPI2014-56500-R

    Design de animação no fundo do abismo: fotorrealismo e o uncanny valley

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    Certas abordagens do design de animação 3d procuram aproximar suas estéticas ao fotorrealismo. Essas tentativas correm o risco de causarem ao público alguns desconfortos ao revelarem a origem artificial dos personagens, fenômeno classificado como Uncanny Valley. Nesse contexto, o presente texto, configurado como pesquisa exploratória, tem o objetivo de analisar as possíveis causas de tais consequências a partir das obras do estúdio Image Movers Digital, que dedicou suas animações em longa-metragem predominantemente às imagens com semelhança visual fotográfica

    A bellboy robot: Study of the effects of robot behaviour on user engagement and comfort

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    Producción CientíficaThis paper provides the results of various trial experiments in a hotel environment carried out using Sacarino, an interactive bellboy robot. We analysed which aspects of the robot design and behaviour are relevant in terms of user engagement and comfort when interacting with our social robot. The experiments carried out focused on the influence over proxemics, duration and effectiveness of the interaction taking into account three dichotomous factors related with the robot design and behaviour: robot embodiment (with/without robotic body), status of the robot (awake/asleep) and who starts communication (robot/user). Results show that users tend to maintain a personal distance when interacting with an embodied robot and that embodiment engages users in maintaining longer interactions. On the other hand, including a greeting model in a robot is useful in terms of engaging users to maintain longer interactions, and that an active-looking robot is more attractive to the participants, producing longer interactions than in the case of a passive-looking robot.Junta de Castilla y León (Programa de apoyo a proyectos de investigación-Ref. VA036U14)Junta de Castilla y León (Programa de apoyo a proyectos de investigación-Ref. VA013A12-2)Ministerio de Economía, Industria y Competitividad (Grant DPI2014-56500-R

    Design of a Huggable Social Robot with Affective Expressions Using Projected Images

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    We introduce Pepita, a caricatured huggable robot capable of sensing and conveying affective expressions by means of tangible gesture recognition and projected avatars. This study covers the design criteria, implementation and performance evaluation of the different characteristics of the form and function of this robot. The evaluation involves: (1) the exploratory study of the different features of the device, (2) design and performance evaluation of sensors for affective interaction employing touch, and (3) design and implementation of affective feedback using projected avatars. Results showed that the hug detection worked well for the intended application and the affective expressions made with projected avatars were appropriated for this robot. The questionnaires analyzing users’ perception provide us with insights to guide the future designs of similar interfaces

    Міжнародні стилі цитування та посилання в наукових роботах

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    У рекомендаціях представлено десять найпопулярніших міжнародних стилів цитування та посилання в наукових роботах для різних галузей знань. Рекомендації розроблені та обговорені робочою групою фахівців бібліотек ВНЗ в межах проекту Української бібліотечної асоціації «Культура академічної доброчесності: роль бібліотек» за підтримки Посольства США в Україні

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered

    Anxiety activating virtual environments for investigating social phobias

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    Social phobia has become one of the commonest manifestations of fear in any society. This fear is often accompanied by major depression or social disabilities. With the awareness that fear can be aggravated in social situations, virtual reality researchers and psychologists have investigated the feasibility of a virtual reality system as a psychotherapeutic intervention to combat social phobia. Virtual reality technology has rapidly improved over the past few years, making for better interactions. Nevertheless, the field of virtual reality exposure therapy for social phobia is still in its infancy and various issues have yet to be resolved or event uncovered. The key concept of virtual reality exposure therapy in the treatment of social phobia is based on its characteristic of perceptual illusion - the sense of presence - as an anxiety-activating system, instead of conventional imaginal or in-vivo exposure techniques. Therefore, in order to provoke a significant level of anxiety in virtual environments, it is very important to understand the impact of perceptual presence factors in virtual reality exposure therapy. Hence, this research mainly aims to investigate all the aspects of the correlation between anxiety and the components of the virtual environment in a computer-generated social simulation. By understanding this, this thesis aims to provide a framework for the construction of effective virtual reality exposure therapy for social phobia care which enables anxiety stimuli to be controlled in a gradual manner as a conventional clinical approach. This thesis presents a series of experimental studies that have been conducted with a common theme: the function of 3D inhabitants and visual apparatus in anxiety-activating virtual social simulation, a job-interview. However, each study is conducted using different research objectives. The experimental results are presented in this thesis, with psycho-physiological approach, revealing a variation of the distribution of participants' anxiety states across various VR conditions. The overall conclusion of this research is that an appropriate realism of VR stimuli is essential in sustaining the state of anxiety over the course of VR exposure. The high fidelity of virtual environment generally provoke a greater degree of anxiety, but this research also shows that aspects of VR fidelity is more related to the mental representation of individuals to the context of the stressful situation rather than any technology that is being used

    Anxiety activating virtual environments for investigating social phobias

    Get PDF
    Social phobia has become one of the commonest manifestations of fear in any society. This fear is often accompanied by major depression or social disabilities. With the awareness that fear can be aggravated in social situations, virtual reality researchers and psychologists have investigated the feasibility of a virtual reality system as a psychotherapeutic intervention to combat social phobia. Virtual reality technology has rapidly improved over the past few years, making for better interactions. Nevertheless, the field of virtual reality exposure therapy for social phobia is still in its infancy and various issues have yet to be resolved or event uncovered. The key concept of virtual reality exposure therapy in the treatment of social phobia is based on its characteristic of perceptual illusion - the sense of presence - as an anxiety-activating system, instead of conventional imaginal or in-vivo exposure techniques. Therefore, in order to provoke a significant level of anxiety in virtual environments, it is very important to understand the impact of perceptual presence factors in virtual reality exposure therapy. Hence, this research mainly aims to investigate all the aspects of the correlation between anxiety and the components of the virtual environment in a computer-generated social simulation. By understanding this, this thesis aims to provide a framework for the construction of effective virtual reality exposure therapy for social phobia care which enables anxiety stimuli to be controlled in a gradual manner as a conventional clinical approach. This thesis presents a series of experimental studies that have been conducted with a common theme: the function of 3D inhabitants and visual apparatus in anxiety-activating virtual social simulation, a job-interview. However, each study is conducted using different research objectives. The experimental results are presented in this thesis, with psycho-physiological approach, revealing a variation of the distribution of participants' anxiety states across various VR conditions. The overall conclusion of this research is that an appropriate realism of VR stimuli is essential in sustaining the state of anxiety over the course of VR exposure. The high fidelity of virtual environment generally provoke a greater degree of anxiety, but this research also shows that aspects of VR fidelity is more related to the mental representation of individuals to the context of the stressful situation rather than any technology that is being used.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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