Communicative facial displays as a new conversational modality
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Shader Lamps: Animating Real Objects With Image-Based Illumination
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Differences in effect of robot and screen agent recommendations on human decision-making
International Journal of Human-Computer Studies - Special issue: Subtle expressivity for characters and robots
From brows to trust: evaluating embodied conversational agents
From brows to trust: evaluating embodied conversational agents
Parameterized Models for Facial Animation
IEEE Computer Graphics and Applications
Animatronic Shader Lamps Avatars
ISMAR '09 Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality
A study of a retro-projected robotic face and its effectiveness for gaze reading by humans
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
Face-to-face interaction and the KTH cooking show
COST'09 Proceedings of the Second international conference on Development of Multimodal Interfaces: active Listening and Synchrony
Furhat: a back-projected human-like robot head for multiparty human-machine interaction
COST'11 Proceedings of the 2011 international conference on Cognitive Behavioural Systems
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We introduce an approach to using animated faces for robotics where a static physical object is used as a projection surface for an animation. The talking head is projected onto a 3D physical head model. In this chapter we discuss the different benefits this approach adds over mechanical heads. After that, we investigate a phenomenon commonly referred to as the Mona Lisa gaze effect. This effect results from the use of 2D surfaces to display 3D images and causes the gaze of a portrait to seemingly follow the observer no matter where it is viewed from. The experiment investigates the perception of gaze direction by observers. The analysis shows that the 3D model eliminates the effect, and provides an accurate perception of gaze direction. We discuss at the end the different requirements of gaze in interactive systems, and explore the different settings these findings give access to.