Page 182 - Designing Sociable Robots
P. 182

breazeal-79017  book  March 18, 2002  14:11





                       Facial Animation and Expression                                      163





                       displays with vocal, postural, and gaze/orientation behavior. Ultimately, this subsystem
                       might include learned movements that could be acquired during imitative facial games with
                       the caregiver.
                         The emotive facial expression subsystem is responsible for generating a facial expression
                       that mirrors the robot’s current affective state. This is an important communication signal
                       for the robot. It lends richness to social interactions with humans and increases their level of
                       engagement. For the remainder of this chapter, I describe the implementation of this system
                       in detail. I also discuss how affective postural shifts complement the facial expressions and
                       lend strength to the overall expression. The expressions are analyzed and their readability
                       evaluated by subjects with minimal to no prior familiarity with the robot (Breazeal, 2000a).

                       10.3 Generation of Facial Expressions


                       There have been only a few expressive autonomous robots (Velasquez, 1998; Fujita &
                       Kageyama, 1997) and a few expressive humanoid faces (Hara, 1998; Takanobu et al., 1999).
                       The majority of these robots are only capable of a limited set of fixed expressions (a single
                       happy expression, a single sad expression, etc.). This hinders both the believability and
                       readability of their behavior. The expressive behavior of many robotic faces is not life-like
                       (or believable) because of their discrete, mechanical, and reflexive quality—transitioning
                       between expressions like a switch being thrown. This discreteness and discontinuity of
                       transitions limits the readability of the face. It lacks important cues for the intensity of the
                       underlying affective state. It also lacks important cues for the transition dynamics between
                       affective states.

                       Insights from Animation
                       Classical and computer animators have a tremendous appreciation for the challenge in
                       creating believable behavior. They also appreciate the role that expressiveness plays in
                       this endeavor. A number of animation guidelines and techniques have been developed for
                       achieving life-like, believable, and compelling animation (Thomas & Johnston, 1981; Parke
                       & Waters, 1996). These rules of thumb explicitly consider audience perception. The rules
                       are designed to create behavior that is rich and interesting, yet easily understandable to the
                       human observer. Because Kismet interacts with humans, the robot’s expressive behavior
                       must cater to the perceptual needs of the human observer. This improves the quality of social
                       interaction because the observer feels that she understands the robot’s behavior. This helps
                       her to better predict the robot’s responses to her, and in turn to shape her own responses to
                       the robot.
                         Of particular importance is timing: how to sequence and how to transition between
                       actions. A cardinal rule of timing is to do one thing at a time. This allows the observer to
   177   178   179   180   181   182   183   184   185   186   187