• Title/Summary/Keyword: Character Robot

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Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.74-79
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    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.

Emotional Head Robot System Using 3D Character (3D 캐릭터를 이용한 감정 기반 헤드 로봇 시스템)

  • Ahn, Ho-Seok;Choi, Jung-Hwan;Baek, Young-Min;Shamyl, Shamyl;Na, Jin-Hee;Kang, Woo-Sung;Choi, Jin-Young
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.328-330
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    • 2007
  • Emotion is getting one of the important elements of the intelligent service robots. Emotional communication can make more comfortable relation between humans and robots. We developed emotional head robot system using 3D character. We designed emotional engine for making emotion of the robot. The results of face recognition and hand recognition is used for the input data of emotional engine. 3D character expresses nine emotions and speaks about own emotional status. The head robot has memory of a degree of attraction. It can be chaIU!ed by input data. We tested the head robot and conform its functions.

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A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • v.22 no.3
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

Optical Character Recognition for Addressing in Optical Library System (옵티컬 라이브러리 시스템에서의 어드레싱을 위한 광학 문자 인식 알고리즘 제안)

  • Jeong, Wooyoung;Yang, Hyunseok;Yoo, SeungHon
    • Transactions of the Society of Information Storage Systems
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    • v.11 no.1
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    • pp.6-10
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    • 2015
  • Optical library system consists of disc magazines, cabinets, transfer robot and drive. Transfer robot delivers desired disc or magazine in cabinet to drive which reads data of disc. Conventional archive system stores discs in a line and transfer robot moves in one dimension. However, to store more discs, new optical archive system, optical library system, is developed which stores discs in two dimension like bookcase. Transfer robot should know the position and stored data of desired magazine to get correct data. In this paper, addressing algorithm using optical character recognition is proposed. Proposed algorithm is evaluated by experiments with implemented system.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.1-6
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    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

Implementation of ROS-Based Intelligent Unmanned Delivery Robot System (ROS 기반 지능형 무인 배송 로봇 시스템의 구현)

  • Seong-Jin Kong;Won-Chang Lee
    • Journal of IKEEE
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    • v.27 no.4
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    • pp.610-616
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    • 2023
  • In this paper, we implement an unmanned delivery robot system with Robot Operating System(ROS)-based mobile manipulator, and introduce the technologies employed for the system implementation. The robot consists of a mobile robot capable of autonomous navigation inside the building using an elevator and a Selective Compliance Assembly Robot Arm(SCARA)-Type manipulator equipped with a vacuum pump. The robot can determines the position and orientation for picking up a package through image segmentation and corner detection using the camera on the manipulator. The proposed system has a user interface implemented to check the delivery status and determine the real-time location of the robot through a web server linked to the application and ROS, and recognizes the shipment and address at the delivery station through You Only Look Once(YOLO) and Optical Character Recognition(OCR). The effectiveness of the system is validated through delivery experiments conducted within a 4-story building.

Mobile Robot Navigation in Indoor Environments using Object Recognition

  • Lee, Won-Hee;Park, Min-Gyu;Lee, Min-Cheul;Kim, Dong-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.126.1-126
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    • 2001
  • Navigation in unknown environments, where the robot has no exact geometric information in advance, requires the robot to obtain the destination positions without a map. The utilization of model-based object recognition would be a solution, where the robot can estimate the destination positions from geometric relationships between the recognized objects and the robot. This paper presents a robot System for this kind of navigation, in Which the robot navigates itself to the room designated by room number. Object recognition technique is used to find a door and character recognition is utilized to interpret the room number on the number plate near the door and to determine whether it is the destination or not. The robot has ...

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Emotional Behavior Decision Model Based on Linear Dynamic System for Intelligent Service Robots (지능형 서비스 로봇을 위한 선형 동적 시스템 기반의 감정 기반 행동 결정 모델)

  • Ahn, Ho-Seok;Choi, Jin-Young
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.8
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    • pp.760-768
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    • 2007
  • This paper introduces an emotional behavior decision model based on linear system for intelligent service robots. An emotional model should make different behavior decisions according to the purpose of the robots. We propose an emotional behavior decision model which can change the character of intelligent service robots and make different behavior decisions although the situation and environment remain the same. We defined each emotional element such as reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics by state dynamic equations. The proposed system model is a linear dynamic system. If you want to add one external stimulus or behavior, you need to add just one dimensional vector to the matrix of external stimulus or behavior dynamics. The case of removing is same. The change of reactive dynamics, internal dynamics, emotional dynamics, and behavior dynamics also follows the same procedure. We implemented a cyber robot and an emotional head robot using 3D character for verifying the performance of the proposed emotional behavior decision model.

The meaning of the horns of Robot design in Nagai Go's Comics (일본 애니메이션에서 로봇 디자인에 나타난 뿔의 의미 - 나가이 고(永田 豪)의 작품을 중심으로 -)

  • Yoon, Jeong Won
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.193-197
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    • 2008
  • Character Design in Animation is usually used to get probability visually with unity between appearance and feature of character. Especially the horn of Japanese robot animation is not only the one of the feature of the genre but also shows difference between eastern and western culture. It is not difficult to find a case as the horned robot design, otherwise Nagai Go's comics like "Mazinger Z", "Getter Robo" "UFO Robot Grandiger" dedicated to set a horned design as a pattern. In the Nagai Go's work, horn is not only an ornament but also is used as a tool which reveals violent human nature.

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Development of Design Identity for Service Robot (로봇의 디자인 아이덴티티 개발)

  • Kim, Hyun-Jeong;Kim, Jae-Wook;Oh, Hyo-Jung;Kim, Myung-Suk
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.81-87
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    • 2009
  • As expanding of service robots into the human life, the needs of robots are increased. The experts group forecasted that the robot market would grow rapidly in a short time, robot companies should compete with others for prior occupation in a market. In this research, we proposed a framework of robot identity design based on building methods of product identity and developed a case study. Identity is one of the strategies to distinguish from competitors through managing image united. It is possible to apply this identity approach on robot area, which was used for making image of companies, brands, and products. In general, identity has visual, invisual features, which can be classified into three elements; Robot Philosophy, Functional Affordance, Family Look. Robot philosophy means the vision or philosophy of a company through robot development, functional affordance is a character or role to serve and family look includes visual design elements like as shape, color, material, graphic, behavior etc. We suggest that this guide will be applied to build identity of following series of a model, models of same service group and all models of a company or commercial space.

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