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Christopher Peters

Publications and source records attributed to Christopher Peters.

11 recordsLinked to original sources

Hybrid Attention Estimation Pipeline for Adaptive HRI Using an Expressive Robotic Head

This paper presents an applied case study on hybrid visual attention estimation for human-robot interaction using an expressive robotic head based on the InMoov ecosystem. The proposed pipeline combines a fast geometric perception layer with an independent semantic perception layer based on a vision-language model. The geometric layer provides high-frequency face and head-pose information for temporal regulation, while the semantic layer receives only raw egocentric camera frames and produces contextual attention labels related to attention toward the robot, phone use, or attention elsewhere. These signals are integrated through a finite state machine that regulates adaptive interaction behavior, including activation, waiting, interaction resumption, and return to rest. The system was evaluated with 10 participants across 40 trials covering baseline and adaptive interaction conditions. Results show reliable interaction start across all trials, consistent pause behavior in the adaptive distraction condition, and non-redundant semantic information between the geometric and semantic outputs.

cs.RO

Evaluation of Generative Models for Emotional 3D Animation Generation in VR

Social interactions incorporate nonverbal signals to convey emotions alongside speech, including facial expressions and body gestures. Generative models have demonstrated promising results in creating full-body nonverbal animations synchronized with speech; however, evaluations using statistical metrics in 2D settings fail to fully capture user-perceived emotions, limiting our understanding of model effectiveness. To address this, we evaluate emotional 3D animation generative models within a Virtual Reality (VR) environment, emphasizing user-centric metrics emotional arousal realism, naturalness, enjoyment, diversity, and interaction quality in a real-time human-agent interaction scenario. Through a user study (N=48), we examine perceived emotional quality for three state of the art speech-driven 3D animation methods across two emotions happiness (high arousal) and neutral (mid arousal). Additionally, we compare these generative models against real human expressions obtained via a reconstruction-based method to assess both their strengths and limitations and how closely they replicate real human facial and body expressions. Our results demonstrate that methods explicitly modeling emotions lead to higher recognition accuracy compared to those focusing solely on speech-driven synchrony. Users rated the realism and naturalness of happy animations significantly higher than those of neutral animations, highlighting the limitations of current generative models in handling subtle emotional states. Generative models underperformed compared to reconstruction-based methods in facial expression quality, and all methods received relatively low ratings for animation enjoyment and interaction quality, emphasizing the importance of incorporating user-centric evaluations into generative model development. Finally, participants positively recognized animation diversity across all generative models.

cs.HC

Learning 3D Texture-Aware Representations for Parsing Diverse Human Clothing and Body Parts

Existing methods for human parsing into body parts and clothing often use fixed mask categories with broad labels that obscure fine-grained clothing types. Recent open-vocabulary segmentation approaches leverage pretrained text-to-image (T2I) diffusion model features for strong zero-shot transfer, but typically group entire humans into a single person category, failing to distinguish diverse clothing or detailed body parts. To address this, we propose Spectrum, a unified network for part-level pixel parsing (body parts and clothing) and instance-level grouping. While diffusion-based open-vocabulary models generalize well across tasks, their internal representations are not specialized for detailed human parsing. We observe that, unlike diffusion models with broad representations, image-driven 3D texture generators maintain faithful correspondence to input images, enabling stronger representations for parsing diverse clothing and body parts. Spectrum introduces a novel repurposing of an Image-to-Texture (I2Tx) diffusion model (obtained by fine-tuning a T2I model on 3D human texture maps) for improved alignment with body parts and clothing. From an input image, we extract human-part internal features via the I2Tx diffusion model and generate semantically valid masks aligned to diverse clothing categories through prompt-guided grounding. Once trained, Spectrum produces semantic segmentation maps for every visible body part and clothing category, ignoring standalone garments or irrelevant objects, for any number of humans in the scene. We conduct extensive cross-dataset experiments, separately assessing body parts, clothing parts, unseen clothing categories, and full-body masks, and demonstrate that Spectrum consistently outperforms baseline methods in prompt-based segmentation.

cs.CV

Synthetically Expressive: Evaluating gesture and voice for emotion and empathy in VR and 2D scenarios

The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation technologies, alongside the growing popularity of virtual reality (VR), presents significant questions about the integration of these signals and their ability to convey emotional detail in immersive environments. In this paper, we evaluate the influence of real and synthetic gestures and speech, alongside varying levels of immersion (VR vs. 2D displays) and emotional contexts (positive, neutral, negative) on user perceptions. We investigate how immersion affects the perceived match between gestures and speech and the impact on key aspects of user experience, including emotional and empathetic responses and the sense of co-presence. Our findings indicate that while VR enhances the perception of natural gesture-voice pairings, it does not similarly improve synthetic ones - amplifying the perceptual gap between them. These results highlight the need to reassess gesture appropriateness and refine AI-driven synthesis for immersive environments. Supplementary video: https://youtu.be/WMfjIB1X-dc

cs.GR

Implementaci\'on de Navegaci\'on en Plataforma Rob\'otica M\'ovil Basada en ROS y Gazebo

This research focused on utilizing ROS2 and Gazebo for simulating the TurtleBot3 robot, with the aim of exploring autonomous navigation capabilities. While the study did not achieve full autonomous navigation, it successfully established the connection between ROS2 and Gazebo and enabled manual simulation of the robot's movements. The primary objective was to understand how these tools can be integrated to support autonomous functions, providing valuable insights into the development process. The results of this work lay the groundwork for future research into autonomous robotics. The topic is particularly engaging for both teenagers and adults interested in discovering how robots function independently and the underlying technology involved. This research highlights the potential for further advancements in autonomous systems and serves as a stepping stone for more in-depth studies in the field.

cs.RO

De la Extensi\'on a la Investigaci\'on: Como La Rob\'otica Estimula el Inter\'es Acad\'emico en Estudiantes de Grado

This research examines the impact of robotics groups in higher education, focusing on how these activities influence the development of transversal skills and academic motivation. While robotics goes beyond just technical knowledge, participation in these groups has been observed to significantly improve skills such as teamwork, creativity, and problem-solving. The study, conducted with the UruBots group, shows that students involved in robotics not only reinforce their theoretical knowledge but also increase their interest in research and academic commitment. These results highlight the potential of educational robotics to transform the learning experience by promoting active and collaborative learning. This work lays the groundwork for future research on how robotics can continue to enhance higher education and motivate students in their academic and professional careers

cs.CY

Behavior Cloning for Mini Autonomous Car Path Following

This article presents the implementation and evaluation of a behavior cloning approach for route following with autonomous cars. Behavior cloning is a machine-learning technique in which a neural network is trained to mimic the driving behavior of a human operator. Using camera data that captures the environment and the vehicle's movement, the neural network learns to predict the control actions necessary to follow a predetermined route. Mini-autonomous cars, which provide a good benchmark for use, are employed as a testing platform. This approach simplifies the control system by directly mapping the driver's movements to the control outputs, avoiding the need for complex algorithms. We performed an evaluation in a 13-meter sizer route, where our vehicle was evaluated. The results show that behavior cloning allows for a smooth and precise route, allowing it to be a full-sized vehicle and enabling an effective transition from small-scale experiments to real-world implementations.

cs.RO

UruBots Autonomous Car Team Two: Team Description Paper for FIRA 2024

This paper proposes a mini autonomous car to be used by the team UruBots for the 2024 FIRA Autonomous Cars Race Challenge. The vehicle is proposed focusing on a low cost and light weight setup. Powered by a Raspberry PI4 and with a total weight of 1.15 Kilograms, we show that our vehicle manages to race a track of approximately 13 meters in 11 seconds at the best evaluation that was carried out, with an average speed of 1.2m/s in average. That performance was achieved after training a convolutional neural network with 1500 samples for a total amount of 60 epochs. Overall, we believe that our vehicle are suited to perform at the FIRA Autonomous Cars Race Challenge 2024, helping the development of the field of study and the category in the competition.

cs.RO

UruBots Autonomous Cars Team One Description Paper for FIRA 2024

This document presents the design of an autonomous car developed by the UruBots team for the 2024 FIRA Autonomous Cars Race Challenge. The project involves creating an RC-car sized electric vehicle capable of navigating race tracks with in an autonomous manner. It integrates mechanical and electronic systems alongside artificial intelligence based algorithms for the navigation and real-time decision-making. The core of our project include the utilization of an AI-based algorithm to learn information from a camera and act in the robot to perform the navigation. We show that by creating a dataset with more than five thousand samples and a five-layered CNN we managed to achieve promissing performance we our proposed hardware setup. Overall, this paper aims to demonstrate the autonomous capabilities of our car, highlighting its readiness for the 2024 FIRA challenge, helping to contribute to the field of autonomous vehicle research.

cs.RO

Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion

Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content, and better represent the emotion expressed by the input speech. Our code is available at amuse.is.tue.mpg.de.

cs.CV

Learning Socially Appropriate Robot Approaching Behavior Toward Groups using Deep Reinforcement Learning

Deep reinforcement learning has recently been widely applied in robotics to study tasks such as locomotion and grasping, but its application to social human-robot interaction (HRI) remains a challenge. In this paper, we present a deep learning scheme that acquires a prior model of robot approaching behavior in simulation and applies it to real-world interaction with a physical robot approaching groups of humans. The scheme, which we refer to as Staged Social Behavior Learning (SSBL), considers different stages of learning in social scenarios. We learn robot approaching behaviors towards small groups in simulation and evaluate the performance of the model using objective and subjective measures in a perceptual study and a HRI user study with human participants. Results show that our model generates more socially appropriate behavior compared to a state-of-the-art model.

cs.RO