emotions

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  • Cambridge developing 'mind reading' computer interface with the countenance of Charles Babbage (video)

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    12.23.2010

    For years now, researchers have been exploring ways to create devices that understand the nonverbal cues that we take for granted in human-human interaction. One of the more interesting projects we've seen of late is led by Professor Peter Robinson at the Computer Laboratory at the University of Cambridge, who is working on what he calls "mind-reading machines," which can infer mental states of people from their body language. By analyzing faces, gestures, and tone of voice, it is hoped that machines could be made to be more helpful (hell, we'd settle for "less frustrating"). Peep the video after the break to see Robinson using a traditional (and annoying) satnav device, versus one that features both the Cambridge "mind-reading" interface and a humanoid head modeled on that of Charles Babbage. "The way that Charles and I can communicate," Robinson says, "shows us the future of how people will interact with machines." Next stop: uncanny valley!

  • Flobi robot head realistic enough to convey emotions, not realistic enough to give children nightmares (hopefully)

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    08.16.2010

    We've seen our fair share of robots meant to convey emotions, and they somehow never fail to creep us out on some level. At least Flobi, the handiwork of engineers at Bielefeld University in Germany, eschews "realism" for cartoon cuteness. But don't let it fool you, this is a complicated device: about the size of a human head, it features a number of actuators, microscopes, gyroscopes, and cameras, and has the ability to exhibit a wide range of facial expressions by moving its eyes, eyebrows and mouth. The thing can even blush via its cheek-mounted LEDs, and it can either take on the appearance of a male or female with swappable hair and facial features. And the cartoonish quality of the visage is deliberate. According to a paper submitted by the group to the ICRA 2010 conference, the head is "far enough from realistic not to trigger unwanted reactions, but close enough that we can take advantage of familiarity with human faces." Works for us! Video after the break. [Thanks, Simon]

  • Prototype of robot that develops emotions on interacting with humans officially complete

    by 
    Laura June Dziuban
    Laura June Dziuban
    08.14.2010

    The first prototype of a Nao robot that can develop emotions as it interacts with a human caregiver has been completed. A team across Europe was led by Dr. Lola Cañamero of the University of Herefordshire in the UK to develop the bot, which differs in several significant ways from those that came before it. These robots develop over time in much the way that a child does, learning to interact with and respond to the human beings around them. Modeled after human and chimpanzee childhood development paths, they are programmed to be highly adaptable to the people around them, and to become attached to whatever person is most suited to its needs and 'personality' profile. Over time, the more they interact, the more they learn and bond to the human being. These little ones, moreover, are capable of expressing a wide range of emotions, including anger, frustration, fear and happiness. The next steps are to research the bots' emotional and non-linguistic behavior, and to move toward combining linguistic and non-linguistic communication to become further attached and adapted to them. Yes, we want one.

  • The moodiness of the US, as told by Twitter

    by 
    Ross Miller
    Ross Miller
    07.27.2010

    Twitter, of course, isn't the be all and end all for tracking the mood of a population (not yet, at least). Still, it's worth studying, and if nothing else, it produces interesting observations. A team of researchers from both Northeastern University and Harvard collaborated to analyze some 300 million tweets from September 2006 to August 2009. Using geographical data and past work in word / emotion association, the group has produced preliminary results and (arguably just as important) pretty graphs. The findings are presented by cartogram evolving over time -- weekends and weekdays are currently lumped together but will be separated later. Unsurprisingly, west coast moods follow the same pattern as the east coast, only three hours behind, but it is interesting to note that they also don't hit the same lows. Consider it some food for thought, and if you take offense, maybe you should spend more time looking at the bright side of life and gloating about it online. Hit up the source for more data and after the break for video.

  • Officers' Quarters: Emotionally invested

    by 
    Scott Andrews
    Scott Andrews
    06.14.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press. When you're frustrated with your guild, it's tempting to jump ship. But sometimes it's also difficult to let go. This week, one officer asks, can you be an officer in one guild and a regular member in another? Dear Scott, I am Raid Officer in a casual raiding guild. I attend the most raids and am one of the highest output players on each raid on all my characters. I am one of the most active, hardest working Officers in the guild. We have always been lenient with who is allowed to raid -- we have some healers who do less than 50% output of other healers who are similarly geared, we have DPS that do less than half of what they should be doing (with "casual" expectations, I don't expect everyone to do 10k DPS but 4-5k is low for a well geared player in ICC with the buff). Even members of our A-team have been slacking a bit. Many players don't pay attention to the leaders in Vent, don't react well to constructive criticism of their gear, spec etc. PUGs are further progressed than our guild is.

  • Magnetic waves distort the brain's ability to make moral judgments, tell which way is north

    by 
    Darren Murph
    Darren Murph
    04.02.2010

    Morality isn't a topic discussed 'round these parts too often, but you mix in the geniuses at MIT and a boatload of magnets, and well -- you've got us interested. According to research conducted by neuroscientists at the institution, people's views on morality can actually be swayed by interfering with activity in a specific brain region. Past studies found that the right temporo-parietal junction (TPJ) is extremely active when people think about the intentions, thoughts and beliefs of others, and in the new project, gurus disrupted activity in the right TPJ by "inducing a current in the brain using a magnetic field applied to the scalp." The result? The subjects' ability to make moral judgments requiring an understanding of someone else's intentions (a failed murder attempt, for example) was impaired. MIT's own Rebecca Saxe noted that the process introduced a certain level of "bias" more than an outright change of perception, but still, this definitely sounds like an awesome way to get just about anything you ever wanted. Within reason, of course.

  • The Daily Grind: What game has generated the strongest feelings for you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.05.2009

    There are some games that you just sort of play. You pick them up, you enjoy them, and then you walk away without any real feelings about them one way or the other. And then there are the games that you launch into a screaming two-hour argument with one of your closest friends about on your birthday, because they happened to say that they didn't like it. Or maybe you finished an intense, epic play session on the game, working your way through an emotional questline and roleplaying all the way, and you find out afterwards that you need to lie down for a little while. Or maybe they're just the games that inspire you to post long forum diatribes wherever you can about why this is the greatest game in history. Whether it be in the game or out of it, what games have generated the strongest feelings in you? Whether it's an intense emotional reaction to a character's death that you would nominate as an exhibit in the ongoing "are games art" debate, or just some impassioned soapboxing off-the-cuff, we're sure you have some moments and games that just resonate with you. Tell us about them. We're all ears.

  • Flower's Jenova Chen doesn't play new games, wants to explore 'feelings'

    by 
    Griffin McElroy
    Griffin McElroy
    02.23.2009

    Jenova Chen, creative director for thatgamecompany and champion for the recently released arboreal PSN title Flower, recently opened up during an interview with GamesIndustry to an extent we rarely see outside of Dr. Phil reruns. During the interview, he reveals that he's interested in making games that elicit emotional responses more effectively than the traditional industry blockbuster, in an attempt to "recapture" the emotions that games used to inspire within him during his formative years. According to him, this is an area that modern video games (which he admittedly rarely plays) don't really excel at, saying most major releases "fail to educate you on an intellectual level, and the emotions they evoke are relatively primal." To this effect, the self-proclaimed goal of his burgeoning development company is to "push the boundary of what games can communicate." We're not sure what thatgamecompany's next aesthetically pleasing project will be, but one thing's for certain -- it probably won't incorporate any firearms with chainsaws attached to them. [Image]

  • Behind the Curtain: Too much emotion

    by 
    Craig Withers
    Craig Withers
    11.29.2008

    Oh Richard Bartle, you so crazy! So, the rantings of an out-of-touch academic, desperate to grab attention, or astute observations from a true pioneer of MMOs and virtual worlds? I'll go with the latter – partly because it's true, and partly because I'm scared Dr Bartle might hunt me down and shout at me. Going by some of the comments I've seen here on Massively and elsewhere in the past couple of days, not everyone agrees with me. That's cool though, it's the Internet, and you have a right to be face-slappingly stupid hold an alternate viewpoint. Don't worry though, I don't plan on dissecting the good Doctor's words today, not only has that been done to death elsewhere; I simply don't want to. Instead, I'd like to talk briefly about emotion and our emotional investment in MMOs. To be specific, I'd like to talk about emotions which arise moment to moment, as we play.

  • Mahru the robot dances to mask its emotional insecurities

    by 
    Samuel Axon
    Samuel Axon
    10.13.2008

    We've enjoyed watching KIST's Hubo do crazy things like wear the face of Albert Einstein and ride a Segway, but we haven't given as much attention to its brother Mahru. Feeling left out, the biped learned to dance with its upper body whilst walking around -- an impressive feat, considering it wasn't all that long ago that scientists first managed to get these things to take five steps without falling flat on their faces. Mahru also releases scents to express its artificial emotions, so you should be able to smell something fishy when it achieves sentience and begins angrily plotting to destroy its creators. Take a gander at a South Korean TV news report after the break.

  • Heart Robot loves to be hugged, express emotions

    by 
    Darren Murph
    Darren Murph
    07.30.2008

    Here's your afternoon dose of cuteness, ready or not. David McGoran's Heart Robot has made its way into London's Science Museum, and for good reason. This intelligent robot not only possesses a face with moving eyes and an external heart that blinks depending on what's happening, but it actually encourages people to hug and cuddle it like a real human. Seen as being "among the first robots to signify a new era of emotional machines used for medical treatment and enjoyment," this creature could one day become a mainstay in nursing homes where the elderly could interact with it and hopefully benefit in some metaphysical manner. Check out the read link for a video oozing with adorableness.[Via TimesOnline]

  • Would emotional value improve the leveling experience in MMOGs?

    by 
    Matt Warner
    Matt Warner
    07.25.2008

    Grats on your ding, wait, why are you crying? Not again. That last level really hurt your feelings didn't it. Well, some game developers like Indigo Prophecy creator, David Cage believe there is a missing component in the MMOG leveling experience. Cage's own feeling on the matter is that the interconnection is lacking when it comes to invoking a broader reaction from the player. "What's the real narrative or emotional value? Sometimes it's really interesting when you're in the guild in a massively multiplayer game and you attack the fortress or whatever. Some great things can be told, but it's not guaranteed. The value is not always there."Wow, that's deep but in all seriousness there is a certain truth to his sentiment. Leveling can be a painfully dull experience and usually MMOG use the same formula and mimic the same rags-to-riches journey. While there is nothing wrong with that, it can become tiresome and insipid if you no longer care for the redundant leveling experience. So maybe developers do need to instill a sense of danger, a sense of importance and meaning to the leveling experience. Fun is most important, and MMOGs should be enjoyed and not an emotional rollercoaster into dystopia.

  • Pomi robot penguin shows its emotions with smells

    by 
    Donald Melanson
    Donald Melanson
    06.13.2008

    We've seen plenty of robots that attempt to display emotions, but none quite like this Pomi penguin bot developed by Korea's Electronics and Telecommunications Research Institute, which can emit two unspecified smells in addition to employing some more common means of letting you know how it feels. Those other options include a "heart box" on its chest that changes its heartbeat based on its mood, and movable lips, eyebrows and pupils that'll let it make faces at you, along with the usual sensors to follow you around, and voice recognition to help it recite some pre-programmed answers. Unlike some other similar bots, however, this one is apparently going to actually be commercially available by the end of next month, although there's no word on a price tag just yet.[Via The Raw Feed]

  • USQ patenting avatar emotional body-language

    by 
    Tateru Nino
    Tateru Nino
    06.09.2008

    Well, sort of -- it is hard to be precise in the scant space that a headline provides. University of Southern Queensland (Australia) has a patent in the pipe at the moment that covers the extraction and avatar expression of avatar emotions -- at least if we're reading this right. The idea is that the system is supposed to work out emotional content based on input text or voice, generate an overall emotion plot in a multidimensional coordinate system, and then express that emotion through your avatar. Essentially your avatar is animated and expressive according to your detected mood in order to communicate the non-verbal cues normally associated with that mood. Will you see this in (say) Second Life, for example? Probably not. The Second Life Terms of Service grant an "a non-exclusive, worldwide, fully paid-up, transferable, irrevocable, royalty-free and perpetual License, under any and all patent rights you may have" to Linden Lab and all Second Life users as a part of pushing content in or through the virtual world. That scares the pants off of enough IP-lawyers right there, so it isn't very likely we'll see this show up in Linden Lab's virtual domain.

  • Study finds Roomba owners heart their vacuums, accept flaws

    by 
    Darren Murph
    Darren Murph
    10.01.2007

    While we greatly appreciate the research done by the fine folks over at Georgia Tech, we can't exactly say that we're shocked to hear that Roomba owners (in particular) actually care about their vacuums. In a study revolving around the intricacies in human-robot relationships, gurus found that "some Roomba owners became deeply attached to the robotic vacuums and that there was a measure of public readiness to accept additional robots in the house -- even flawed ones." Interestingly, the report goes on to state that consumers would be less likely to complain if troublesome / faulty household bots were "emotionally engaging," and considering that some folks were willing to "buy new rugs, pre-clean floors and purchase refrigerators with higher clearances" for their Roomba, we suppose we can't really argue with the findings. Now, robot manufacturers, don't you go ditching quality just 'cause we're pushovers, capiche?[Image courtesy of Halo5]

  • Gadgets blamed for making the world a shier place

    by 
    Darren Murph
    Darren Murph
    09.02.2007

    Though we certainly feel as if we've had this discussion before, gadgets are yet again being blamed for an increase in shyness around the world. 'Course, we doubt you'd need any fancy degree to understand the cause, but a Harvard Business School researcher and psychologist has insinuated that the ease of communicating in roundabout ways (read: not face-to-face) has caused an increase in the amount of people that feel shy in public. Essentially, it was suggested that "technology is enabling us to opt out of difficult situations and causing people to become more insular," but hey, it's hard to argue how much easier life is with a little texting mixed in, no?[Via The Raw Feed, image courtesy of ABC]

  • Augmented reality relationship game plays with your emotions

    by 
    Darren Murph
    Darren Murph
    06.21.2007

    If you couldn't quite make it to the last Wii marriage counseling session, there's still good news coming from Georgia Tech. Thanks to a group of engineering minds at the university, a new augmented reality game (dubbed AR Facade) is placing you in the center of a marital spat with nearly limitless options. The program apparently runs on a back-worn laptop and utilizes an oh-so-tacky head mountable display, and developers suggest that being placed in the midst of an "interactive drama" allows you to choose sides, attempt to mediate, and basically "define your own way to win" as you try to talk some sense into the flustered couple. Interestingly, there's even talk of bringing such games "onto mobile phones" and into the workplace, but it looks like they've got a bit of hardware trimming to do first.[Via The Raw Feed]

  • Kansei makes a comeback with reactive facial expressions

    by 
    Darren Murph
    Darren Murph
    06.06.2007

    Quite a lot has transpired in the android universe in the past two years, and it's fairly safe to say that Kansei has made a few solid strides during that time as well. A Japanese research team has purportedly crafted a working prototype that can "pull up to 36 different facial expressions based on a program which creates word associations from a self-updating online database of 500,000 keywords." According to a professor at Meiji University's School of Science and Technology, the idea of the project is to "create a flow of consciousness in robots so that they can make the relevant facial expressions," and the device relies on 19 movable parts and a silicon face mask in order to work its magic. Developers also noted that speech abilities should be added within a few years, and while we doubt you had to guess, it's quite likely that fully developed Kanseis will one day roam nursing homes as Japan seeks to care for its quickly growing geriatric set.

  • Bugs show a little emotion

    by 
    Mike Schramm
    Mike Schramm
    05.14.2007

    Sorandra over on Livejournal has an interesting bug happening when she runs WoW in Vista-- her female draenei is showing a different skin in different situations. Out of water, she's got the face you see up on the left. But in water, a different face appears. It looks like her toon just really hates water.Of course it's just a texture error (a known one, at that), most likely fixed by updating her video drivers. But it does kind of make you wonder a little bit why Blizzard doesn't bother implementing something like this for real, and making characters actually show facial animations. Sure, the mouths move, but we can't actually frown when we /frown or smile when we /smile. If it's this easy to change the face textures, it seems like it would be just as easy to show displeasure for real.The only obstacle might be that they'd have to design different textures for each gender and race, which would take a bit of time (time probably best spent on the actual patches and expansions). Still, a little more emotion would be fun to have. If Blizzard ever gets around to doing a graphics overhaul (much like Dark Age of Camelot has done with one of their expansions), hopefully something like this will be on the list.

  • GlowBots develop relationships, express emotions via LEDs

    by 
    Darren Murph
    Darren Murph
    05.13.2007

    Although we can't deny that having a household humanoid that chases away intruders would be a welcome member to most families, a team of individuals more focused on actual "complex relationships" have developed a series of bots that can learn and express emotions via lights. GlowBots are wee wheeled creatures that "develop attractive patterns that are affected both by user interaction and communication between the robots," meaning that the days of expensive animal training in order to have a pet around are nearly through. The technology within is based on an open experimental robot platform, dubbed e-Puck, and the actual robots utilize "eight IR proximity sensors, a camera, a trio of microphones, three-axis accelerometer, a speaker, two stepper motors, Bluetooth interface, a number of LEDs, a PIC micro controller, and a 12-step-mode selector" to confess their love. The creators will apparently be showing off their heartwarming invention at this year's SIGGRAPH conference, but until these suckas come sheathed in some sort of faux fur and fully equipped with bad breath, we're afraid Fido will retain control of the dog house for now.[Via PastaAndVinegar]