410 research outputs found

    Kommunikation und Körper (Embodied Communication)

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    A person memory for an artificial interaction partner

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    Mattar N, Wachsmuth I. A person memory for an artificial interaction partner. In: Proceedings of KogWis 2010. Potsdam: Universitätsverlag Potsdam; 2010: 69-70

    Robots Like Me: Challenges and Ethical Issues in Aged Care

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    Wachsmuth I. Robots Like Me: Challenges and Ethical Issues in Aged Care. Frontiers in Psychology. 2018;9: 432.This paper addresses the issue of whether robots could substitute for human care, given the challenges in aged care induced by the demographic change. The use of robots to provide emotional care has raised ethical concerns, e.g., that people may be deceived and deprived of dignity. In this paper it is argued that these concerns might be mitigated and that it may be sufficient for robots to take part in caring when they behave *as if* they care

    Roboter mit Herz? Herausforderungen in der Pflege

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    Wachsmuth I. Roboter mit Herz? Herausforderungen in der Pflege. Arbeitshilfe zum Weitergeben. Vol 4/2016, p. 58-63.; 2016.Wir werden älter - und weniger. Nicht für jeden Menschen wird bald noch jemand da sein, der sich um ihn kümmert, wenn Pflege nötig wird. Auch das Problem der Einsamkeit im Alter wird sich in Zukunft noch verschärfen. Könnten Roboter dabei eine Hilfe sein? Könnten sie die Zuwendung eines Mitmenschen ersetzen

    Challenges and benefits of interdisciplinary research and collaboration - a report from Germany

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    Wachsmuth I. Challenges and benefits of interdisciplinary research and collaboration - a report from Germany. IIIM (Icelandic Institute for Intelligent Machines) Newsletter. Vol Vol. 5 Issue 1.; 2016

    Zwei Modi der Denktätigkeit - auch beim Mathematik-Lernen?

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    Wachsmuth I. Zwei Modi der Denktätigkeit - auch beim Mathematik-Lernen?. Osnabrücker Schriften zur Mathematik, Reihe P. Vol Heft 29. Universität Osnabrück; 1981

    Towards facial mimicry for a virtual human

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    Boukricha H, Wachsmuth I. Towards facial mimicry for a virtual human. In: Reichardt D, ed. Proceedings of the 4th Workshop on Emotion and Computing - Current Research and Future Impact. 2009: 32-39.Mimicking others’ facial expressions is believed to be important in making virtual humans as more natural and believable. As result of an empirical study conducted with a virtual human a large face repertoire of about 6000 faces arranged in Pleasure Arousal Dominance (PAD-) space with respect to two dominance values (dominant vs. submissive) was obtained. Each face in the face repertoire consists of different intensities of the virtual human’s facial muscle actions called Action Units (AUs), modeled following the Facial Action Coding System (FACS). Using this face repertoire an approach towards realizing facial mimicry for a virtual human is topic of this paper. A preliminary evaluation of this first approach is realized with the basic emotions Happy and Angry

    Sprachverstehende Computer: Maschinelle Verarbeitung der deutschen Sprache in der KĂĽnstlichen Intelligenz

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    Gängler B, Wachsmuth I. Sprachverstehende Computer: Maschinelle Verarbeitung der deutschen Sprache in der Künstlichen Intelligenz. Vol 7/1993. Bielefeld: Universität Bielefeld Informations- und Pressestelle (Forschung an der Universität Bielefeld, p. 14-18); 1993

    Embodied cooperative systems: From tool to partnership

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    Wachsmuth I. Embodied cooperative systems: From tool to partnership. In: Misselhorn C, ed. Collective Agency and Cooperation in Natural and Artificial Systems. Philosophical Studies Series. Vol 122. Cham: Springer International Publishing Switzerland; 2015: 63-79.Understanding others’ intentions and representing them as being able to understand intentions are relevant factors in cooperation, as is the ability to represent shared goals and coordinated action plans (joint intentions). To endow artificial systems with cooperative functionality, they need to be enabled to adopt the goals of another individual and act together with the other to achieve these goals. Such systems may be embodied as robotic agents or as humanoid agents projected in virtual reality (“embodied cooperative systems”). A central question is how the processes involved interact and how their interplay can be modeled. For example, inter-agent cooperation relies very much on common ground, i.e. the mutually shared knowledge of the interlocutors. Nonverbal behaviors such as gaze and gestures are important means of coordinating attention between interlocutors (joint attention) in the pursuit of goals. In the context of cooperative settings, the view that humans are users of a certain “tool” has shifted to that of a “partnership” with artificial agents, insofar they can be considered as being able to take initiative as autonomous entities. This chapter will outline these ideas taking the virtual humanoid agent “Max” as an example
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