T. Kollegak,
Dr Takács Barnabás (/Digital Elite Inc./ (
www.digitalElite.net
<http://www.digitalelite.net/>) )
Addressing Psychological and Cognitive Tasks Using Virtual Faces
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Addressing Psychological and Cognitive Tasks Using Virtual Faces
To mimic the quality of everyday human communication and underlying
processes, future research tools for psychology and cognitive research
will need to go beyond photographs, Ekman faces and simple, cartoon-like
drawings, by combining the /benefits of high visual fidelity animated
digital faces /with /conversational intelligence/ and the ability to
/modulate the emotions/ of their users in a personalized manner. Virtual
human technology, computer graphics and digital perception have made
considerable advancements during the past decades leading the way to
create a humanoid interface that works by utilizing the natural means of
interaction, e.g. words, gestures, glances and body language instead of
traditional computer devices, such as the keyboard and mouse.
From a psychological and cognitive perspective
digitally animated faces
require the ability to create believable digital humans capable of
expressing the finest shades of emotions in a controllable manner. In
addition, the same system must also be able to /read the users’
emotional reactions/ and adapt the behavior of the digital human
accordingly in real-time. We implemented this concept as a step towards
creating a novel solution called the /Virtual Human Interface (VHI)/.
The /VHI/ builds upon many years of interdisciplinary research to create
a /closed-loop model of interaction/ whereas the user’s internal state
(emotion, level of attention, etc.) is constantly monitored and driven
directly by the animated character with the purpose of creating
emotional bonding. This emotional bonding then acts as a catalyst to
help turning information into knowledge. In other words, our advanced
user interface draws on emotions to help its users in the interaction
process by intelligently tailoring its workload and constantly adapting
its presentation strategies, hence the name /affective intelligence/.
About the author
Barnabás Takács, Ph.D. works in the field of human modeling, intelligent
agents, computer graphics and animation, face recognition, motion
tracking and computer vision. He published over 50 scientific and
technical papers and regularly lectures at universities and institutes
around the world. He has spent many years in developing cutting-edge
technologies for the film and entertainment industries as well as for
the scientific and research community.
/Digital Elite Inc./ (
www.digitalElite.net
<http://www.digitalelite.net/>) was founded with the purpose of bringing
real-time interactive virtual humans to every day people. Based on its
technology a variety of virtual human applications have been developed
and successfully deployed. Examples include digital plastic surgery
(with Harvard University SPL, Boston, USA), virtual “Buddy” for autistic
children (Catholic University of America, Washington D.C., USA),
animated faces for psychiatric diagnosis and emotion research (Harvard
University, Boston, USA, Semmelweis Medical University, Budapest),
virtual patients for anatomical ultrasound guidance (U.S. Army Advanced
Telemedicine Research), and virtual teachers (U.S. Dept. of Education).
Dr. Takács is member of IEEE, ACM and the Los Angeles Chapter of SIGGRAPH.
--
Gyula Kovács
Dept. Cognitive Sciences
Budapest Univ. Technology and Economics
---------------------------------------
Budapest, Stoczek u 3, ST BDG III.318
Tel: 0036-1463-1176
Fax:0036-1463-1072
gkovacs(a)cogsci.bme.hu
www.cogsci.bme.hu