5,199 research outputs found

    Interacting Unities: An Agent-Based System

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    Recently architects have been inspired by Thompsonis Cartesian deformations and Waddingtonis flexible topological surface to work within a dynamic field characterized by forces. In this more active space of interactions, movement is the medium through which form evolves. This paper explores the interaction between pedestrians and their environment by regarding it as a process occurring between the two. It is hypothesized that the recurrent interaction between pedestrians and environment can lead to a structural coupling between those elements. Every time a change occurs in each one of them, as an expression of its own structural dynamics, it triggers changes to the other one. An agent-based system has been developed in order to explore that interaction, where the two interacting elements, agents (pedestrians) and environment, are autonomous units with a set of internal rules. The result is a landscape where each agent locally modifies its environment that in turn affects its movement, while the other agents respond to the new environment at a later time, indicating that the phenomenon of stigmergy is possible to take place among interactions with human analogy. It is found that it is the environmentis internal rules that determine the nature and extent of change

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Reverse Engineering Psychologically Valid Facial Expressions of Emotion into Social Robots

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    Social robots are now part of human society, destined for schools, hospitals, and homes to perform a variety of tasks. To engage their human users, social robots must be equipped with the essential social skill of facial expression communication. Yet, even state-of-the-art social robots are limited in this ability because they often rely on a restricted set of facial expressions derived from theory with well-known limitations such as lacking naturalistic dynamics. With no agreed methodology to objectively engineer a broader variance of more psychologically impactful facial expressions into the social robots' repertoire, human-robot interactions remain restricted. Here, we address this generic challenge with new methodologies that can reverse-engineer dynamic facial expressions into a social robot head. Our data-driven, user-centered approach, which combines human perception with psychophysical methods, produced highly recognizable and human-like dynamic facial expressions of the six classic emotions that generally outperformed state-of-art social robot facial expressions. Our data demonstrates the feasibility of our method applied to social robotics and highlights the benefits of using a data-driven approach that puts human users as central to deriving facial expressions for social robots. We also discuss future work to reverse-engineer a wider range of socially relevant facial expressions including conversational messages (e.g., interest, confusion) and personality traits (e.g., trustworthiness, attractiveness). Together, our results highlight the key role that psychology must continue to play in the design of social robots

    Socially communicative characters for interactive applications

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    Interactive Face Animation - Comprehensive Environment (iFACE) is a general-purpose software framework that encapsulates the functionality of “face multimedia object” for a variety of interactive applications such as games and online services. iFACE exposes programming interfaces and provides authoring and scripting tools to design a face object, define its behaviours, and animate it through static or interactive situations. The framework is based on four parameterized spaces of Geometry, Mood, Personality, and Knowledge that together form the appearance and behaviour of the face object. iFACE can function as a common “face engine” for design and runtime environments to simplify the work of content and software developers
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