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Search: WFRF:(Mutlu Bilge)

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1.
  • Herring, Susan C., et al. (author)
  • The Future of Robotic Telepresence : Visions, Opportunities and Challenges
  • 2016
  • In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450340823 ; , s. 1038-1042
  • Conference paper (peer-reviewed)abstract
    • This panel will bring together experts on robotic telepresence from HCI and related fields. Panelists will engage the audience in a discussion of visions, opportunities and challenges for the future of telepresence robots.
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2.
  • Ruhland, Kerstin, et al. (author)
  • A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI : Behaviour Generation, User Interaction and Perception
  • 2015
  • In: Computer graphics forum (Print). - : Wiley-Blackwell. - 0167-7055 .- 1467-8659. ; 34:6, s. 299-326
  • Research review (peer-reviewed)abstract
    • A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ‘The face is the portrait of the mind; the eyes, its informers’. This presents a significant challenge for Computer Graphics researchers who generate artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human–human interactions. This review article provides an overview of the efforts made on tackling this demanding task. As with many topics in computer graphics, a cross-disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We begin with a discussion of the movement of the eyeballs, eyelids and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Furthermore, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye gaze, during the expression of emotion or during conversation. We discuss how these findings are synthesized in computer graphics and can be utilized in the domains of Human–Robot Interaction and Human–Computer Interaction for allowing humans to interact with virtual agents and other artificial entities. We conclude with a summary of guidelines for animating the eye and head from the perspective of a character animator.
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3.
  • Ruhland, Kerstin, et al. (author)
  • Look me in the Eyes : A Survey of Eye and Gaze Animation for Virtual Agents and Artificial Systems
  • 2014
  • Conference paper (peer-reviewed)abstract
    • A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ''The face is the portrait of the mind; the eyes, its informers.''. This presents a huge challenge for computer graphics researchers in the generation of artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human-human interactions. This State of the Art Report provides an overview of the efforts made on tackling this challenging task. As with many topics in Computer Graphics, a cross-disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We discuss the movement of the eyeballs, eyelids, and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Further, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye-gaze, during the expression of emotion or during conversation, and how they are synthesised in Computer Graphics and Robotics.
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  • Result 1-3 of 3

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