*Előadás a BME Kognitív Tudományi Központ*
*házi kollokvium sorozata keretében:*
T. Kollégák,
*Dr Takács Barnabás* (/Digital Elite Inc./ (
www.digitalElite.net
<http://www.digitalElite.net> <http://www.digitalelite.net/>)
*Addressing Psychological and Cognitive Tasks Using Virtual Faces *
címmel tart előadást a BME Kognitív Tudományi Tanszékén.
* *
*Időpont:* (2005 november 7), 17.00 órai kezdettel.
*Hely:* BME, Kognitív Tudományi Tanszék, Stoczek u 2, St épület III.
emelet 320.
(
http://www.cogsci.bme.hu/DoCS/kepek/bmemap.gif)
Mindenkit szeretettel várunk.
*Az előadás kivonata:*
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>
<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. TakĂĄcs is member of IEEE, ACM and the Los Angeles Chapter of SIGGRAPH.