TY - GEN
T1 - Design and implementation of an affective computing for recognition and generation of behaviors in a robot
AU - Rodolfo Herrera, Romero
AU - Gallegos Funes, Francisco
AU - Soto Alvarez del Castillo, Maria Adela
N1 - Publisher Copyright:
© Springer International Publishing Switzerland 2015.
PY - 2015
Y1 - 2015
N2 - In this paper adapting a robot to a social approach is presented in the selection of behaviors for interaction in real environments, which represents an emotionally charged, causing attention to focus on the most relevant aspects of the surroundings for the realization of the software system; which is part of a branch called affective computing, where there is a classification for emotion exhibited by a system. In this classification, the machine is included within the application for displaying and perceiving simulated emotions. Determining the emotion is by using templates based on probability theory of Markov. In this project the user interaction function is modified for vary with respect to the emotional state of the agent, which is determined according to the environment in which it is. Based in the Kinect sensor, emotional states according to body language of people and positions is detected. The system recognizes that the compatibility of the emotional state has been entered against it by users or persons with whom the project is tested. After recognizing the emotional state; a robot mimics the movements of the human pretending to have such emotions.
AB - In this paper adapting a robot to a social approach is presented in the selection of behaviors for interaction in real environments, which represents an emotionally charged, causing attention to focus on the most relevant aspects of the surroundings for the realization of the software system; which is part of a branch called affective computing, where there is a classification for emotion exhibited by a system. In this classification, the machine is included within the application for displaying and perceiving simulated emotions. Determining the emotion is by using templates based on probability theory of Markov. In this project the user interaction function is modified for vary with respect to the emotional state of the agent, which is determined according to the environment in which it is. Based in the Kinect sensor, emotional states according to body language of people and positions is detected. The system recognizes that the compatibility of the emotional state has been entered against it by users or persons with whom the project is tested. After recognizing the emotional state; a robot mimics the movements of the human pretending to have such emotions.
KW - Computer affective
KW - Kinect
KW - Markov
KW - Recognizing
KW - Robot
KW - Student paper
UR - http://www.scopus.com/inward/record.url?scp=84928265466&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-09858-6_53
DO - 10.1007/978-3-319-09858-6_53
M3 - Contribución a la conferencia
AN - SCOPUS:84928265466
T3 - Mechanisms and Machine Science
SP - 567
EP - 578
BT - Multibody Mechatronic Systems - Proceedings of the MUSME Conference, 2014
A2 - Martinez, Eusebio Eduardo Hernández
A2 - Ceccarelli, Marco
PB - Kluwer Academic Publishers
T2 - 5th International Symposium on Multibody Systems and Mechatronics, MUSME 2014
Y2 - 21 October 2014 through 24 October 2014
ER -