Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A storytelling robot for pediatric rehabilitation
Assets '00 Proceedings of the fourth international ACM conference on Assistive technologies
Morphable Models for the Analysis and Synthesis of Complex Motion Patterns
International Journal of Computer Vision - special issue on learning and vision at the center for biological and computational learning, Massachusetts Institute of Technology
Development of a new robotic interface for telerehabilitation
WUAUC'01 Proceedings of the 2001 EC/NSF workshop on Universal accessibility of ubiquitous computing: providing for the elderly
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Three sources of information in social learning
Imitation in animals and artifacts
Constraining Human Body Tracking
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
EyeKeys: A Real-Time Vision Interface Based on Gaze Detection from a Low-Grade Video Camera
CVPRW '04 Proceedings of the 2004 Conference on Computer Vision and Pattern Recognition Workshop (CVPRW'04) Volume 10 - Volume 10
Robot's play: interactive games with sociable machines
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Establishing and maintaining long-term human-computer relationships
ACM Transactions on Computer-Human Interaction (TOCHI)
The Termenova: a hybrid free-gesture interface
NIME '02 Proceedings of the 2002 conference on New interfaces for musical expression
A metric for the evaluation of imitation
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
An Embodied Cognition Approach to Mindreading Skills for Socially Intelligent Robots
International Journal of Robotics Research
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Personal robots are an increasingly promising new platform for human entertainment. In particular, socially interactive game playing can be used as a mechanism for imparting knowledge and skills to both the robot and the human player. Simultaneous advances in untethered sensing of human activity has widened the scope for inclusion of natural physical movement in these games. In particular, this places certain human health applications within the purview of entertainment robots. Socially responsive automata equipped with the ability to physically monitor unencumbered humans can help to motivate them to perform suitable repetitions of exercise and physical therapy tasks. We demonstrate this concept with two untethered playful interactions: arm exercise mediated by play with a physical robot, and facial exercise mediated by expression-based operation of a popular video game console.