18 research outputs found
Gaze Behavior, Believability, Likability and the iCat
The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios
Telenoid android robot as an embodied perceptual social regulation medium engaging natural human–humanoid interaction
The present paper aims to validate our research on human–humanoid interaction (HHI) using the
minimalist humanoid robot Telenoid. We conducted the human–robot interaction test with 142 young people who had no prior interaction experience with this robot. The main goal is the analysis of the two social dimensions (‘‘Perception’’ and ‘‘Believability’’) useful for increasing the natural behaviour between users and Telenoid.Weadministered our custom questionnaire to human subjects in association with a well defined experimental setting (‘‘ordinary and goal-guided task’’). A thorough analysis of the questionnaires has been carried out and reliability and internal consistency in correlation between the multiple items has been calculated. Our experimental results show that the perceptual behaviour and believability, as implicit social competences, could improve the meaningfulness and the natural-like sense of human–humanoid interaction in everyday life task-driven activities. Telenoid is perceived as an autonomous cooperative agent for a shared environment by human beings
Establishing Rapport with Conversational Agents: Comparing the Effect of Envelope and Emotional Feedback
Master'sMASTER OF ART
Look me in the eyes: A survey of eye and gaze animation for virtual agents and artificial systems
International audienceA person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: "The face is the portrait of the mind; the eyes, its informers.". This presents a huge challenge for computer graphics researchers in the generation of artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human-human interactions. This State of the Art Report provides an overview of the efforts made on tackling this challenging task. As with many topics in Computer Graphics, a cross-disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We discuss the movement of the eyeballs, eyelids, and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Further, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye-gaze, during the expression of emotion or during conversation, and how they are synthesised in Computer Graphics and Robotics
Now you feel it, now you don’t:How observing robots and people can make you feel eerie
Abstract
Robots seemingly in possession of an experiential mind, as well as humans allegedly incapable thereof, have been reported to elicit feelings of eeriness in their perceivers. The current work re-examined this claim, asking participants to rate both robots and humans in various social situations regarding their mind capacities (e.g., emotional capability, intelligence), non-mind qualities (e.g., animacy, usefulness), and overall appeal (e.g., eeriness, likeability). It was found that feelings of eeriness towards both targets formed a distinct emotional response that was separable from simple dislike. Yet, unexpectedly, eeriness towards both targets intensified, the less they were seen as possessing a typical human mind. For robots, however, this association was less consistent. Moreover, eeriness towards robots, but not towards humans, was most strongly predicted by a lack of perceived usefulness. These results indicate that mind attributions affect people’s attitudes towards each other more strongly than their attitudes towards humanoid robots.</jats:p