278 research outputs found

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    CASA 2009:International Conference on Computer Animation and Social Agents

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    Multi-Robot Systems: Challenges, Trends and Applications

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    This book is a printed edition of the Special Issue entitled “Multi-Robot Systems: Challenges, Trends, and Applications” that was published in Applied Sciences. This Special Issue collected seventeen high-quality papers that discuss the main challenges of multi-robot systems, present the trends to address these issues, and report various relevant applications. Some of the topics addressed by these papers are robot swarms, mission planning, robot teaming, machine learning, immersive technologies, search and rescue, and social robotics

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Human Machine Interaction

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    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    The Shape of Damping: Optimizing Damping Coefficients to Improve Transparency on Bilateral Telemanipulation

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    This thesis presents a novel optimization-based passivity control algorithm for hapticenabled bilateral teleoperation systems involving multiple degrees of freedom. In particular, in the context of energy-bounding control, the contribution focuses on the implementation of a passivity layer for an existing time-domain scheme, ensuring optimal transparency of the interaction along subsets of the environment space which are preponderant for the given task, while preserving the energy bounds required for passivity. The involved optimization problem is convex and amenable to real-time implementation. The effectiveness of the proposed design is validated via an experiment performed on a virtual teleoperated environment. The interplay between transparency and stability is a critical aspect in haptic-enabled bilateral teleoperation control. While it is important to present the user with the true impedance of the environment, destabilizing factors such as time delays, stiff environments, and a relaxed grasp on the master device may compromise the stability and safety of the system. Passivity has been exploited as one of the the main tools for providing sufficient conditions for stable teleoperation in several controller design approaches, such as the scattering algorithm, timedomain passivity control, energy bounding algorithm, and passive set position modulation. In this work it is presented an innovative energy-based approach, which builds upon existing time-domain passivity controllers, improving and extending their effectiveness and functionality. The set of damping coefficients are prioritized in each degree of freedom, the resulting transparency presents a realistic force feedback in comparison to the other directions. Thus, the prioritization takes effect using a quadratic programming algorithm to find the optimal values for the damping. Finally, the energy tanks approach on passivity control is a solution used to ensure stability in a system for robotics bilateral manipulation. The bilateral telemanipulation must maintain the principle of passivity in all moments to preserve the system\u2019s stability. This work presents a brief introduction to haptic devices as a master component on the telemanipulation chain; the end effector in the slave side is a representation of an interactive object within an environment having a force sensor as feedback signal. The whole interface is designed into a cross-platform framework named ROS, where the user interacts with the system. Experimental results are presented

    Spatio-temporal centroid based sign language facial expressions for animation synthesis in virtual environment

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    Orientador: Eduardo TodtTese (doutorado) - Universidade Federal do Paraná, Setor de Ciências Exatas, Programa de Pós-Graduação em Informática. Defesa : Curitiba, 20/02/2019Inclui referências: p.86-97Área de concentração: Ciência da ComputaçãoResumo: Formalmente reconhecida como segunda lingua oficial brasileira, a BSL, ou Libras, conta hoje com muitas aplicacoes computacionais que integram a comunidade surda nas atividades cotidianas, oferecendo interpretes virtuais representados por avatares 3D construidos utilizando modelos formais que parametrizam as caracteristicas especificas das linguas de sinais. Estas aplicacoes, contudo, ainda consideram expressoes faciais como recurso de segundo plano em uma lingua primariamente gestual, ignorando a importancia que expressoes faciais e emocoes imprimem no contexto da mensagem transmitida. Neste trabalho, a fim de definir um modelo facial parametrizado para uso em linguas de sinais, um sistema de sintese de expressoes faciais atraves de um avatar 3D e proposto e um prototipo implementado. Neste sentido, um modelo de landmarks faciais separado por regioes e definido assim como uma modelagem de expressoes base utilizando as bases faciais AKDEF e JAFEE como referencia. Com este sistema e possivel representar expressoes complexas utilizando interpolacao dos valores de intensidade na animacao geometrica, de forma simplificada utilizando controle por centroides e deslocamento de regioes independentes no modelo 3D. E proposto ainda uma aplicacao de modelo espaco-temporal para os landmarks faciais, com o objetivo de observar o comportamento e relacao dos centroides na sintese das expressoes base definindo quais pontos geometricos sao relevantes no processo de interpolacao e animacao das expressoes. Um sistema de exportacao dos dados faciais seguindo o formato hierarquico utilizado na maioria dos avatares 3D interpretes de linguas de sinais e desenvolvido, incentivando a integracao em modelos formais computacionais ja existentes na literatura, permitindo ainda a adaptacao e alteracao de valores e intensidades na representacao das emocoes. Assim, os modelos e conceitos apresentados propoe a integracao de um modeo facial para representacao de expressoes na sintese de sinais oferecendo uma proposta simplificada e otimizada para aplicacao dos recursos em avatares 3D. Palavras-chave: Avatar 3D, Dados Espaco-Temporal, Libras, Lingua de sinais, Expressoes Faciais.Abstract: Formally recognized as the second official Brazilian language, BSL, or Libras, today has many computational applications that integrate the deaf community into daily activities, offering virtual interpreters represented by 3D avatars built using formal models that parameterize the specific characteristics of sign languages. These applications, however, still consider facial expressions as a background feature in a primarily gestural language, ignoring the importance that facial expressions and emotions imprint on the context of the transmitted message. In this work, in order to define a parametrized facial model for use in sign languages, a system of synthesis of facial expressions through a 3D avatar is proposed and a prototype implemented. In this way, a model of facial landmarks separated by regions is defined as a modeling of base expressions using the AKDEF and JAFEE facial bases as a reference. With this system it is possible to represent complex expressions using interpolation of the intensity values in the geometric animation, in a simplified way using control by centroids and displacement of independent regions in the 3D model. A spatial-temporal model is proposed for the facial landmarks, with the objective of define the behavior and relation of the centroids in the synthesis of the basic expressions, pointing out which geometric landmark are relevant in the process of interpolation and animation of the expressions. A system for exporting facial data following the hierarchical format used in most avatars 3D sign language interpreters is developed, encouraging the integration in formal computer models already existent in the literature, also allowing the adaptation and change of values and intensities in the representation of the emotions. Thus, the models and concepts presented propose the integration of a facial model to represent expressions in the synthesis of signals offering a simplified and optimized proposal for the application of the resources in 3D avatars. Keywords: 3D Avatar, Spatio-Temporal Data, BSL, Sign Language, Facial Expression

    Human-Robot Interaction architecture for interactive and lively social robots

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    Mención Internacional en el título de doctorLa sociedad está experimentando un proceso de envejecimiento que puede provocar un desequilibrio entre la población en edad de trabajar y aquella fuera del mercado de trabajo. Una de las soluciones a este problema que se están considerando hoy en día es la introducción de robots en multiples sectores, incluyendo el de servicios. Sin embargo, para que esto sea una solución viable, estos robots necesitan ser capaces de interactuar con personas de manera satisfactoria, entre otras habilidades. En el contexto de la aplicación de robots sociales al cuidado de mayores, esta tesis busca proporcionar a un robot social las habilidades necesarias para crear interacciones entre humanos y robots que sean naturales. En concreto, esta tesis se centra en tres problemas que deben ser solucionados: (i) el modelado de interacciones entre humanos y robots; (ii) equipar a un robot social con las capacidades expresivas necesarias para una comunicación satisfactoria; y (iii) darle al robot una apariencia vivaz. La solución al problema de modelado de diálogos presentada en esta tesis propone diseñar estos diálogos como una secuencia de elementos atómicos llamados Actos Comunicativos (CAs, por sus siglas en inglés). Se pueden parametrizar en tiempo de ejecución para completar diferentes objetivos comunicativos, y están equipados con mecanismos para manejar algunas de las imprecisiones que pueden aparecer durante interacciones. Estos CAs han sido identificados a partir de la combinación de dos dimensiones: iniciativa (si la tiene el robot o el usuario) e intención (si se pretende obtener o proporcionar información). Estos CAs pueden ser combinados siguiendo una estructura jerárquica para crear estructuras mas complejas que sean reutilizables. Esto simplifica el proceso para crear nuevas interacciones, permitiendo a los desarrolladores centrarse exclusivamente en diseñar el flujo del diálogo, sin tener que preocuparse de reimplementar otras funcionalidades que tienen que estar presentes en todas las interacciones (como el manejo de errores, por ejemplo). La expresividad del robot está basada en el uso de una librería de gestos, o expresiones, multimodales predefinidos, modelados como estructuras similares a máquinas de estados. El módulo que controla la expresividad recibe peticiones para realizar dichas expresiones, planifica su ejecución para evitar cualquier conflicto que pueda aparecer, las carga, y comprueba que su ejecución se complete sin problemas. El sistema es capaz también de generar estas expresiones en tiempo de ejecución a partir de una lista de acciones unimodales (como decir una frase, o mover una articulación). Una de las características más importantes de la arquitectura de expresividad propuesta es la integración de una serie de métodos de modulación que pueden ser usados para modificar los gestos del robot en tiempo de ejecución. Esto permite al robot adaptar estas expresiones en base a circunstancias particulares (aumentando al mismo tiempo la variabilidad de la expresividad del robot), y usar un número limitado de gestos para mostrar diferentes estados internos (como el estado emocional). Teniendo en cuenta que ser reconocido como un ser vivo es un requisito para poder participar en interacciones sociales, que un robot social muestre una apariencia de vivacidad es un factor clave en interacciones entre humanos y robots. Para ello, esta tesis propone dos soluciones. El primer método genera acciones a través de las diferentes interfaces del robot a intervalos. La frecuencia e intensidad de estas acciones están definidas en base a una señal que representa el pulso del robot. Dicha señal puede adaptarse al contexto de la interacción o al estado interno del robot. El segundo método enriquece las interacciones verbales entre el robot y el usuario prediciendo los gestos no verbales más apropiados en base al contenido del diálogo y a la intención comunicativa del robot. Un modelo basado en aprendizaje automático recibe la transcripción del mensaje verbal del robot, predice los gestos que deberían acompañarlo, y los sincroniza para que cada gesto empiece en el momento preciso. Este modelo se ha desarrollado usando una combinación de un encoder diseñado con una red neuronal Long-Short Term Memory, y un Conditional Random Field para predecir la secuencia de gestos que deben acompañar a la frase del robot. Todos los elementos presentados conforman el núcleo de una arquitectura de interacción humano-robot modular que ha sido integrada en múltiples plataformas, y probada bajo diferentes condiciones. El objetivo central de esta tesis es contribuir al área de interacción humano-robot con una nueva solución que es modular e independiente de la plataforma robótica, y que se centra en proporcionar a los desarrolladores las herramientas necesarias para desarrollar aplicaciones que requieran interacciones con personas.Society is experiencing a series of demographic changes that can result in an unbalance between the active working and non-working age populations. One of the solutions considered to mitigate this problem is the inclusion of robots in multiple sectors, including the service sector. But for this to be a viable solution, among other features, robots need to be able to interact with humans successfully. This thesis seeks to endow a social robot with the abilities required for a natural human-robot interactions. The main objective is to contribute to the body of knowledge on the area of Human-Robot Interaction with a new, platform-independent, modular approach that focuses on giving roboticists the tools required to develop applications that involve interactions with humans. In particular, this thesis focuses on three problems that need to be addressed: (i) modelling interactions between a robot and an user; (ii) endow the robot with the expressive capabilities required for a successful communication; and (iii) endow the robot with a lively appearance. The approach to dialogue modelling presented in this thesis proposes to model dialogues as a sequence of atomic interaction units, called Communicative Acts, or CAs. They can be parametrized in runtime to achieve different communicative goals, and are endowed with mechanisms oriented to solve some of the uncertainties related to interaction. Two dimensions have been used to identify the required CAs: initiative (the robot or the user), and intention (either retrieve information or to convey it). These basic CAs can be combined in a hierarchical manner to create more re-usable complex structures. This approach simplifies the creation of new interactions, by allowing developers to focus exclusively on designing the flow of the dialogue, without having to re-implement functionalities that are common to all dialogues (like error handling, for example). The expressiveness of the robot is based on the use of a library of predefined multimodal gestures, or expressions, modelled as state machines. The module managing the expressiveness receives requests for performing gestures, schedules their execution in order to avoid any possible conflict that might arise, loads them, and ensures that their execution goes without problems. The proposed approach is also able to generate expressions in runtime based on a list of unimodal actions (an utterance, the motion of a limb, etc...). One of the key features of the proposed expressiveness management approach is the integration of a series of modulation techniques that can be used to modify the robot’s expressions in runtime. This would allow the robot to adapt them to the particularities of a given situation (which would also increase the variability of the robot expressiveness), and to display different internal states with the same expressions. Considering that being recognized as a living being is a requirement for engaging in social encounters, the perception of a social robot as a living entity is a key requirement to foster human-robot interactions. In this dissertation, two approaches have been proposed. The first method generates actions for the different interfaces of the robot at certain intervals. The frequency and intensity of these actions are defined by a signal that represents the pulse of the robot, which can be adapted to the context of the interaction or the internal state of the robot. The second method enhances the robot’s utterance by predicting the appropriate non-verbal expressions that should accompany them, according to the content of the robot’s message, as well as its communicative intention. A deep learning model receives the transcription of the robot’s utterances, predicts which expressions should accompany it, and synchronizes them, so each gesture selected starts at the appropriate time. The model has been developed using a combination of a Long-Short Term Memory network-based encoder and a Conditional Random Field for generating a sequence of gestures that are combined with the robot’s utterance. All the elements presented above conform the core of a modular Human-Robot Interaction architecture that has been integrated in multiple platforms, and tested under different conditions.Programa de Doctorado en Ingeniería Eléctrica, Electrónica y Automática por la Universidad Carlos III de MadridPresidente: Fernando Torres Medina.- Secretario: Concepción Alicia Monje Micharet.- Vocal: Amirabdollahian Farshi

    Fourth Conference on Artificial Intelligence for Space Applications

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    Proceedings of a conference held in Huntsville, Alabama, on November 15-16, 1988. The Fourth Conference on Artificial Intelligence for Space Applications brings together diverse technical and scientific work in order to help those who employ AI methods in space applications to identify common goals and to address issues of general interest in the AI community. Topics include the following: space applications of expert systems in fault diagnostics, in telemetry monitoring and data collection, in design and systems integration; and in planning and scheduling; knowledge representation, capture, verification, and management; robotics and vision; adaptive learning; and automatic programming

    Simulating Humans: Computer Graphics, Animation, and Control

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    People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object of interest and yet the most structurally complex. Their everyday movements are amazingly uid yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language
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