TY - GEN
T1 - Realistic and interactive robot gaze
AU - Pan, Matthew K.X.J.
AU - Choi, Sungjoon
AU - Kennedy, James
AU - McIntosh, Kyna
AU - Zamora, Daniel Campos
AU - Niemeyer, Gunter
AU - Kim, Joohyung
AU - Wieland, Alexis
AU - Christensen, David
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/10/24
Y1 - 2020/10/24
N2 - This paper describes the development of a system for lifelike gaze in human-robot interactions using a humanoid Audio-Animatronics® bust. Previous work examining mutual gaze between robots and humans has focused on technical implementation. We present a general architecture that seeks not only to create gaze interactions from a technological standpoint, but also through the lens of character animation where the fidelity and believability of motion is paramount; that is, we seek to create an interaction which demonstrates the illusion of life. A complete system is described that perceives persons in the environment, identifies persons-of-interest based on salient actions, selects an appropriate gaze behavior, and executes high fidelity motions to respond to the stimuli. We use mechanisms that mimic motor and attention behaviors analogous to those observed in biological systems including attention habituation, saccades, and differences in motion bandwidth for actuators. Additionally, a subsumption architecture allows layering of simple motor movements to create increasingly complex behaviors which are able to interactively and realistically react to salient stimuli in the environment through subsuming lower levels of behavior. The result of this system is an interactive human-robot experience capable of human-like gaze behaviors.
AB - This paper describes the development of a system for lifelike gaze in human-robot interactions using a humanoid Audio-Animatronics® bust. Previous work examining mutual gaze between robots and humans has focused on technical implementation. We present a general architecture that seeks not only to create gaze interactions from a technological standpoint, but also through the lens of character animation where the fidelity and believability of motion is paramount; that is, we seek to create an interaction which demonstrates the illusion of life. A complete system is described that perceives persons in the environment, identifies persons-of-interest based on salient actions, selects an appropriate gaze behavior, and executes high fidelity motions to respond to the stimuli. We use mechanisms that mimic motor and attention behaviors analogous to those observed in biological systems including attention habituation, saccades, and differences in motion bandwidth for actuators. Additionally, a subsumption architecture allows layering of simple motor movements to create increasingly complex behaviors which are able to interactively and realistically react to salient stimuli in the environment through subsuming lower levels of behavior. The result of this system is an interactive human-robot experience capable of human-like gaze behaviors.
UR - http://www.scopus.com/inward/record.url?scp=85102400362&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85102400362&partnerID=8YFLogxK
U2 - 10.1109/IROS45743.2020.9341297
DO - 10.1109/IROS45743.2020.9341297
M3 - Conference contribution
AN - SCOPUS:85102400362
T3 - IEEE International Conference on Intelligent Robots and Systems
SP - 11072
EP - 11078
BT - 2020 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2020 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2020
Y2 - 24 October 2020 through 24 January 2021
ER -