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Socially interactive robots with human-like speech synthesis and recognition, coupled with humanoid appearance, are an important subject of robotics and artificial intelligence research. Modern solutions have matured enough to provide simple services to human users. To make the interaction with them as fast and intuitive as possible, researchers strive to create transparent interfaces close to human-human interaction. Because facial expressions play a central role in human-human communication, robot faces were implemented with varying degrees of human-likeness and expressiveness. We propose a way to implement a program that believably animates changing facial expressions and allows to influence them via inter-process communication based on an emotion model. This will can be used to create a screen based virtual face for a robotic system with an inviting appearance to stimulate users to seek interaction with the robot.
Lots of movies are produced every year, too many to watch all of them and in particular, to get an overview about the evolution of typical movie genres and actors playing in them. Moreover, it is a challenging problem to detect correlations among the movies and the actors in those movies, in particular, if we are interested in time-varying data patterns like trends, countertrends, or anomalies and outliers. Those correlations are specifically interesting if they can be inspected on different levels of granularity, e.g., temporal, but also hierarchical in form of country- or continent-based correlations. In this paper we describe the IMDb Explorer, a webbased visualization tool that consists of two major views denoted by the movie cosmos and the career lines. Both views are linked and interactively manipulable while a list of user-defined metrics are explorable. We illustrate the usefulness of the visualization tool by applying it to the entire movie database provided by IMDb.
Die Simulation menschlichen Gruppenverhaltens kann bei der Kapazitäten-, Risiko- und Evakuierungs Planung von Gebäuden hilfreich sein, bei der Produktion von Filmen für eindrucksvolle Massen-Szenen eingesetzt werden oder virtuelle Schauplätze in Echtzeit-Anwendungen beleben. Die Herausforderungen liegen vor allem in einem realistischen Erscheinungsbild der virtuellen Crowd, glaubwürdigem Verhalten innerhalb eines sozialen Verbundes, realitätsnahen Animationen und der Wahrung der Echtzeitfähigkeit interaktiver Anwendungen. Im Rahmen dieser Arbeit wird der aktuelle Stand der Technik vorgestellt, Technologien evaluiert und ein Crowd Simulation Prototyp mit der Unity Engine implementiert.
In recent years robotic systems have matured enough to perform simple home or office tasks, guide visitors in environments such as museums or stores and aid people in their daily life. To make the interaction with service and even industrial robots as fast and intuitive as possible, researchers strive to create transparent interfaces close to human-human interaction. As facial expressions play a central role in human-human communication, robot faces were implemented with varying degrees of human-likeness and expressiveness. We propose an emotion model to parameterize a screen based facial animation via inter-process communication. A software will animate transitions and add additional animations to make a digital face appear “alive” and equip a robotic system with a virtual face. The result will be an inviting appearance to motivate potential users to seek interaction with the robot.