66 research outputs found
Affective interactive narrative in the CALLAS Project
This full text version, available on TeesRep, is the post-print (final version prior to publication) of
AeroRing: Avionics Full Duplex Ethernet Ring with High Availability and QoS Management
The avionics standard AFDX has been introduced to
provide high speed communication for new generation aircraft. However, this switched network is deployed in a full redundant way, which leads to significant quantities of wires. To overcome this limitation, a new avionic communication network, called AeroRing, is proposed in this paper to decrease the wiring weight, while guaranteeing the required performance and safety levels. AeroRing is based on a Gigabit Ethernet technologyand implements a daisy-chain wiring scheme on a Full Duplex ring topology. First, the main features of such a proposal, and
particularly the QoS and robustness management, are detailed. Then, numerical results of some Performance Indicators (PI) are illustrated to highlight its ability to guarantee the avionics requirements
AVLaughterCycle: Enabling a virtual agent to join in laughing with a conversational partner using a similarity-driven audiovisual laughter animation
peer reviewedThe AVLaughterCycle project aims at developing an audiovisual laughing machine, able to detect and respond to user's laughs. Laughter is an important cue to reinforce the engagement in human-computer interactions. As a first step toward this goal, we have implemented a system capable of recording the laugh of a user and responding to it with a similar laugh. The output laugh is automatically selected from an audiovisual laughter database by analyzing acoustic similarities with the input laugh. It is displayed by an Embodied Conversational Agent, animated using the audio-synchronized facial movements of the subject who originally uttered the laugh. The application is fully implemented, works in real time and a large audiovisual laughter database has been recorded as part of the project. This paper presents AVLaughterCycle, its underlying components, the freely available laughter database and the application architecture. The paper also includes evaluations of several core components of the application. Objective tests show that the similarity search engine, though simple, significantly outperforms chance for grouping laughs by speaker or type. This result can be considered as a first measurement for computing acoustic similarities between laughs. A subjective evaluation has also been conducted to measure the influence of the visual cues on the users' evaluation of similarity between laughs
Ethical Considerations for Movement Mapping to Identify Disease Transmission Hotspots.
Traditional public health methods for detecting infectious disease transmission, such as contact tracing and molecular epidemiology, are time-consuming and costly. Information and communication technologies, such as global positioning systems, smartphones, and mobile phones, offer opportunities for novel approaches to identifying transmission hotspots. However, mapping the movements of potentially infected persons comes with ethical challenges. During an interdisciplinary meeting of researchers, ethicists, data security specialists, information and communication technology experts, epidemiologists, microbiologists, and others, we arrived at suggestions to mitigate the ethical concerns of movement mapping. These suggestions include a template Data Protection Impact Assessment that follows European Union General Data Protection Regulations
The influence of a virtual companion on amusement when watching funny films
We investigated the role of a virtual companion and trait cheerfulness on the elicitation of amusement. Ninety participants watched funny films in four conditions: either alone, with a virtual companion laughing or verbally expressing amusement at fixed time points (pre-scripted), or additionally joining the participant’s laughter (responsive companion). Amusement was assessed facially and vocally by coding Duchenne Displays and laughter vocalizations. Participants’ cheerful mood pre and post the film watching and positive experience were assessed. Results showed that high trait cheerful individuals generally experienced and expressed more amusement than low trait cheerful individuals. The presence of a virtual companion (compared to being alone) led to more laughter for individuals low in trait cheerfulness. Unexpectedly, the responsive companion did not elicit more amusement than the pre-scripted companion. The general disliking of virtual companions and gelotophobia related negatively to amusement. Amusement expressing virtual companions may be used in interventions aiming at eliciting positive responses, especially for individuals with higher thresholds for amusement.European Union Seventh Framework Programme (FP7/2007-2013) under Grant Agreement No. 27078
A Phonetic Analysis of Natural Laughter, for Use in Automatic Laughter Processing Systems
In this paper, we present the detailed phonetic annotation of the publicly available AVLaughterCycle database, which can readily be used for automatic laughter processing (analysis, classification, browsing, synthesis, etc.). The phonetic annotation is used here to analyze the database, as a first step. Unsurprisingly, we find that h-like phones and central vowels are the most frequent sounds in laughter. However, laughs can contain a lot of other sounds. In particular, nareal fricatives (voiceless friction sounds in the nostrils) are frequent both in inhalation and exhalation phases. We also show that the airflow direction (inhaling or exhaling) changes significantly the duration of laughter sounds. Individual differences in the choice of phones and their duration are also examined. The paper is concluded with some perspectives the annotated database opens
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