106,074 research outputs found

    Evaluation of binocular eye trackers and algorithms for 3D gaze interaction in virtual reality environments

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    Pfeiffer T, Latoschik ME, Wachsmuth I. Evaluation of binocular eye trackers and algorithms for 3D gaze interaction in virtual reality environments. JVRB - Journal of Virtual Reality and Broadcasting. 2008;5(16):1660.Tracking user's visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user's visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects

    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

    Simulating empathy for the virtual human Max

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    Boukricha H, Becker C, Wachsmuth I. Simulating empathy for the virtual human Max. In: Reichardt D, Levi P, eds. Proceedings of the 2nd Workshop on Emotion and Computing - Current Research and Future Impact. 2007: 23-28.Addressing user’s emotions in human-computer interaction significantly enhances the believability and lifelikeness of virtual humans. Emotion recognition and interpretation is realized in our approach by integrating empathy as a designated process within the agent’s cognitive architecture. In this paper we describe this empathy process which comprises of two interconnected components: a belief-desire-intention (BDI) based cognitive component and an affective component based on the emotion simulation system of the virtual human Max. The application and a preliminary evaluation of this empathy system are reported on in the context of a 3D competitive card game scenario

    Addressing the retrieval problem in large knowledge bases: [Proceedings] Computational Intelligence 90

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    Wachsmuth I, Meyer-Fujara J. Addressing the retrieval problem in large knowledge bases: [Proceedings] Computational Intelligence 90. MOSYS-Report. 1990;(3):1-13.Large bodies of knowledge require careful consideration of the retrieval problem. If packets of knowledge can be identified that account for special cases in the application area, they might be left unaccessed when other knowledge is found relevant. The paper discusses principles for the organization of structured knowledge bases, aspects of granularity important for structuring knowledge, and the need for mechanisms to mediate changes among different levels of detail. Significant clusters of domain con-cept words, possibly identified by associanist networks, are considered promising candidates to guide context-driven knowledge retrieval with respect to specificity as well as to granularity

    Non-literal language use and coordination in dialogue

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    Meyer-Fujara J, Rieser H. Non-literal language use and coordination in dialogue. In: Wachsmuth I, Jung B, eds. KogWis99 : Proceedings der 4. Fachtagung der Gesellschaft für Kognitionswissenschaft. St. Augustin: Infix-Verl.; 1999: 256-261.Metonymies are known as ways of conceptualizing entities and situations of various sorts. For example, users of PCs usually call the icon depicting a waste paper basket 'basket'. They thus use the name of the depicted object for referring to the depicting object. We use a model airplane ("Baufix" airplane) as the paradigm case for investigating the semiotics of depictional metonymies and the role they are put to in construction dialogue. The airplane's structure is described in a GPSG format and given a model-theoretic semantics. We also describe how aggregates of the toy model are given depictional interpretations in the course of the construction dialogue. The coordinating role of metonymic language use is illustrated. It is also shown how cognition can be integrated into the model developed

    An operational model of joint attention - timing of gaze patterns in interactions between humans and a virtual human

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    Pfeiffer-Leßmann N, Pfeiffer T, Wachsmuth I. An operational model of joint attention - timing of gaze patterns in interactions between humans and a virtual human. In: Miyake N, Peebles D, Cooper RP, eds. Proceedings of the 34th Annual Conference of the Cognitive Science Society. Austin, TX: Cognitive Science Society; 2012: 851-856

    Sharing emotions and space - empathy as a basis for cooperative spatial interaction

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    Boukricha H, Nguyen N, Wachsmuth I. Sharing emotions and space - empathy as a basis for cooperative spatial interaction. In: Kopp S, Marsella S, Thorisson K, Vilhjalmsson HH, eds. Proceedings of the 11th International Conference on Intelligent Virtual Agents (IVA 2011). LNAI. Vol 6895. Berlin, Heidelberg: Springer; 2011: 350-362.Empathy is believed to play a major role as a basis for humans’ cooperative behavior. Recent research shows that humans empathize with each other to different degrees depending on several modulation factors including, among others, their social relationships, their mood, and the situational context. In human spatial interaction, partners share and sustain a space that is equally and exclusively reachable to them, the so-called interaction space. In a cooperative interaction scenario of relocating objects in interaction space, we introduce an approach for triggering and modulating a virtual humans cooperative spatial behavior by its degree of empathy with its interaction partner. That is, spatial distances like object distances as well as distances of arm and body movements while relocating objects in interaction space are modulated by the virtual human’s degree of empathy. In this scenario, the virtual human’s empathic emotion is generated as a hypothesis about the partner’s emotional state as related to the physical effort needed to perform a goal directed spatial behavior

    ToBI - Team of Bielefeld: The Human-Robot Interaction System for RoboCup@Home 2012

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    Wachsmuth S, Siepmann F, Ziegler L, Lier F, Schöpfer M. ToBI - Team of Bielefeld: The Human-Robot Interaction System for RoboCup@Home 2012.; 2012.The Team of Bielefeld (ToBI) has been founded in 2009. The RoboCup activities are embedded in a long-term research history towards human-robot interaction with laypersons in regular home envi- ronments. The RoboCup@Home competition is an important benchmark and milestone for the overall research goal. For RoboCup 2012, the team concentrates on mixed-initiative scenarios, a generic interaction-pattern based dialog, an easy to use programming environment and semantically annotated maps

    The Curious Robot learns grasping in multi-modal interaction

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    Lütkebohle I, Peltason J, Haschke R, Wrede B, Wachsmuth S. The Curious Robot learns grasping in multi-modal interaction. In: ICRA Workshop Interactive Communication for Autonomous Intelligent Robots. 2010
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