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Fig. 7.2 Computer augmented risk game
that can perform facial expressions and gaze by using 11 degrees of freedom. Audio
speakers are used because EMYS does not have integrated speakers. A kinect sensor
is also used for speech direction detection.
One of the main limitation of our scenario is that our robot does not have any
speech recognition capabilities. This was a design decision, since that with today's
technology it would be almost impossible to recognize speech in a scenario where
three different users may be talking concurrently. As such, for receiving user's input,
our robot as in Castellano et al. ( 2009 ), only considers information provided by in-
game actions. Users can only “communicate” with the agent by attacking it or by
proposing an alliance using the interface on the digital table. The robot is able to
perceive such events without using any kind of speech recognition. We believe that
by making the proposal and acceptance of alliances occur in the virtual interface does
not deteriorate the social experience and gives more contextual information about
the task to the robot.
However, for achieving believable face-to-face interactions we have developed
a gaze system that equips our robot with the capacity of interacting with multiple
players simultaneously.
7.4.2
Believable Verbal and Non-Verbal Behaviour
The robot's non-verbal behaviour and gaze system is influenced not only by the
agent's own appraisal system but also by the other players' voice and game actions.
The facial expressions and idle behaviours for our embodiment were developed
by Ribeiro et al. ( 2011 , 2012 ). These authors, took inspiration from principles and
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