Role and Value of Character Design of Social Robots

Author(s):  
Junichi Osada ◽  
Keiji Suzuki ◽  
Hitoshi Matsubara
2020 ◽  
Author(s):  
Chiara de Jong ◽  
Rinaldo Kühne ◽  
Jochen Peter ◽  
Caroline L. van Straten ◽  
Alex Barco
Keyword(s):  

2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


Author(s):  
Alistair M. C. Isaac ◽  
Will Bridewell

It is easy to see that social robots will need the ability to detect and evaluate deceptive speech; otherwise they will be vulnerable to manipulation by malevolent humans. More surprisingly, we argue that effective social robots must also be able to produce deceptive speech. Many forms of technically deceptive speech perform a positive pro-social function, and the social integration of artificial agents will be possible only if they participate in this market of constructive deceit. We demonstrate that a crucial condition for detecting and producing deceptive speech is possession of a theory of mind. Furthermore, strategic reasoning about deception requires identifying a type of goal distinguished by its priority over the norms of conversation, which we call an ulterior motive. We argue that this goal is the appropriate target for ethical evaluation, not the veridicality of speech per se. Consequently, deception-capable robots are compatible with the most prominent programs to ensure that robots behave ethically.


Author(s):  
Anouk van Maris ◽  
Alexander Sutherland ◽  
Alexandre Mazel ◽  
Sanja Dogramadzi ◽  
Nancy Zook ◽  
...  
Keyword(s):  

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