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  • 1.
    Palmberg, Robin
    et al.
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment.
    Peters, Christopher
    KTH, School of Computer Science and Communication (CSC), Computational Science and Technology (CST).
    Qureshi, Adam
    When Facial Expressions Dominate Emotion Perception in Groups of Virtual Characters2017In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings, IEEE, 2017, p. 157-160Conference paper (Refereed)
    Abstract [en]

    Virtual characters play a central role in populating virtual worlds, whether they act as conduits for human expressions as avatars or are automatically controlled by a machine as agents. In modern game-related scenarios, it is economical to assemble virtual characters from varying sources of appearances and motions. However, doing so may have unintended consequences with respect to how people perceive their expressions. This paper presents an initial study investigating the impact of facial expressions and full body motions from varying sources on the perception of intense positive and negative emotional expressions in small groups of virtual characters. 21 participants views a small group of three virtual characters engaged in intense animated behaviours as their face and body motions were varied between positive, neutral and negative valence expressions. While emotion perception was based on both the bodies and the faces of the characters, we found a strong impact of the valence of facial expressions on the perception of emotions in the group. We discuss these findings in relation to the combination of manually created and automatically defined motion sources, highlighting implications for the animation of virtual characters.

  • 2.
    Palmberg, Robin
    et al.
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, System Analysis and Economics.
    Susilo, Yusak
    KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Transport Studies, CTS. KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Traffic Research, CTR. KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, System Analysis and Economics.
    Gidofalvi, Gyözö
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, Geoinformatics.
    Developing and trialling an implicit interaction platform to monitor and aiding dementia travellers2019Conference paper (Other academic)
    Abstract [en]

    Age related cognitive diseases are becoming a growing problem in Sweden. With the fast ageing population and lowered mortality rate comes the spread of cognitive diseases related to dementia. In order to accommodate this growing target group in transport and the built environment, it is important to understand the mobility and travel behaviour of patients suffering from these diseases. One subset of this target group is travellers suffering from age induced illnesses related with dementia, which most often have fluctuating symptoms that are affecting the cognitive skills of the traveller. This makes it hard to use standardized forms and survey-based information that would require the traveller to actively respond retroactively, either in oral or written form, since the traveller might have forgotten or mixed up their past experiences, among other things, it becomes very hard to gain confidence in the results as it might be hard to tell in which condition the patient is during the collection.

    We propose an automated collection of biometric data such as heart rate in combination with position. Since the validity of the information collected in this manner is directly related to the quality of the sensors used it means that the precision and accuracy of the results could be virtually endlessly improved by upgrading the hardware and optimizing the software. To take a first step towards a solution like this we have started developing a smart watch application which is utilizing PPG technology to collect heart rate and combine it with positions collected through GPS technology.

    Early testing has shown the possibility to correlate the heart rate of a traveller to their specific location. The implications of this must be validated through data labelling as we wish to utilize machine learning algorithms to analyse the data collected.

  • 3.
    Palmberg, Robin
    et al.
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, System Analysis and Economics.
    Susilo, Yusak
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, System Analysis and Economics. KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Transport Studies, CTS. KTH, School of Architecture and the Built Environment (ABE), Centres, Centre for Traffic Research, CTR.
    Gidofalvi, Gyözö
    KTH, School of Architecture and the Built Environment (ABE), Urban Planning and Environment, Geoinformatics.
    Uncovering Effects of Spatial and Transportation Elements on Travellers Using Biometric Data2019In: TOWARDS HUMAN SCALE CITIES - OPEN AND HAPPY / [ed] Tuuli Toivonen, Karst Geurs, Elias Willberg, Helsinki: Department of Geosciences and Geography, University of Helsinki , 2019Conference paper (Refereed)
    Abstract [en]

    Travel surveys has been used for decades to observe the patterns, locations, and choices, which travellers chose and do during the given observed period. This information can be utilized as background for informed planning decisions. Despite the progress in the travel survey technologies, the applications mostly focus on more traditional travel parameters. With programmable smart watches now, we can also collect real time data that is not solely pertaining to position and travel mode choices, but also to users’ biometric data. Such an application would open another level of possibilities in dynamically integrating land use and transport planning with public health research.

    Utilising a smart watch platform, we are aiming to develop a tool that will collect biometric data, in combination with spatial context, such as position, spatial features and objects in the built environment, and by utilizing machine learning algorithms, try to detect how travellers are affected by their choice of transport mode, the built environment in general as well as how the public transport is operated.

    Early testing reveals the possibility to find correlations between heart rate and position, which in turn could reveal the effect of spatial and transportation elements on the traveller. By targeting widely available hardware, the scalability for this tool is virtually endless, making it possible to collect large amounts of data and utilizing machine learning algorithms to analyse it.

  • 4.
    Yang, Fangkai
    et al.
    KTH, School of Computer Science and Communication (CSC), Computational Science and Technology (CST).
    Li, Chengjie
    KTH, School of Computer Science and Communication (CSC), Computational Science and Technology (CST).
    Palmberg, Robin
    KTH, School of Computer Science and Communication (CSC).
    Van der Heide, Ewoud
    KTH, School of Computer Science and Communication (CSC).
    Peters, Christopher
    KTH, School of Computer Science and Communication (CSC), Computational Science and Technology (CST).
    Expressive Virtual Characters for Social Demonstration Games2017In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017 - Proceedings, IEEE, 2017, p. 217-224Conference paper (Refereed)
    Abstract [en]

    Virtual characters are an integral part of many game and learning environments and have practical applications as tutors, demonstrators or even representations of the user. However, creating virtual character behaviors can be a time-consuming and complex task requiring substantial technical expertise. To accelerate and better enable the use of virtual characters in social games, we present a virtual character behavior toolkit for the development of expressive virtual characters. It is a midlleware toolkit which sits on top of the game engine with a focus on providing high-level character behaviors to quickly create social games. The toolkit can be adapted to a wide range of scenarios related to social interactions with individuals and groups at multiple distances in the virtual environment and supports customization and control of facial expressions, body animations and group formations. We describe the design of the toolkit, providing an examplar of a small game that is being created with it and our intended future work on the system.

1 - 4 of 4
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