Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Samuel Marcos

dblp:99/6466 · also Samuel Marcos Pablos · DBLP profile ↗
← Back
9ranked-venue papers
5as first author
0since 2021 · last 2020
0000-0003-3546-2822ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 3 first-authorSystems, architecture and hardware · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 84% Usability and user experience research · 16%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
robot behavior
0.212015
A bellboy robot: Study of the effects of robot behaviour on user engagement and comfort · Int. J. Hum. Comput. Stud. 2015
Computer vision › Face, body and person analysis › facial expression analysis
facial expression recognition
0.112011
Nonverbal communication with a multimodal agent via facial expression recognition · ICRA 2011
Human-robot interaction
nonverbal communication
0.112011
Nonverbal communication with a multimodal agent via facial expression recognition · ICRA 2011
Usability and user experience research
user engagement
0.112015
A bellboy robot: Study of the effects of robot behaviour on user engagement and comfort · Int. J. Hum. Comput. Stud. 2015

Methods — techniques the papers use, named apart from their topics

multimodal avatar · 0.2FACS action units · 0.2
YearPublicationVenuePosition
2020 An Online Sales System to Be Managed by People with Mental Illness
Alicia García-Holgado, Samuel Marcos, Francisco J. García-Peñalvo
WorldCIST (3)2
2020 Information retrieval methodology for aiding scientific database search
Samuel Marcos, Francisco J. García-Peñalvo
Soft Comput.1
2019 A Model to Define an eHealth Technological Ecosystem for Caregivers
Alicia García-Holgado, Samuel Marcos, Francisco J. García-Peñalvo
WorldCIST (3)2
2018 Interaction System Based on an Avatar Projected on a Pyramidal Display
abstract
In this paper an interaction system based on a three dimensional virtual head projected onto a pyramidal display is proposed. The proposed system makes use of a social robot behavioral architecture already developed in our lab, which allows us to interchange developments between our robotic realizations and the 3D avatar. The overall system is divided into two parts: back projection subsystem and expression generator subsystem. The back projection subsystem projects a three-dimensional avatar onto a pyramidal structure in order to achieve a sensation of depth and realism. The expression generator subsystem carries out the avatar animations using shape keys and bones, following the Facial Action Coding System (FACS). The system consists in several nodes that are integrated in ROS middleware (Robotic Operating System), and includes a user interface that makes the avatar teleoperation easier (the package is avaible in github public respository). In order to evaluate the expressiveness of the system, two sets of experiments have been performed: one to analyze the avatar's gestural ability, that is, its capability to perform expressions that can be identified by an observer, and a second experiment to measure the emotion displaying ability in terms of valence and arousal.
David Loza, Samuel Marcos, Eduardo Zalama Casanova, Jaime Gómez García-Bermejo
IROS2
2015 A bellboy robot: Study of the effects of robot behaviour on user engagement and comfort
Eduardo Rodriguez-Lizundia, Samuel Marcos, Eduardo Zalama Casanova, Jaime Gómez García-Bermejo, Alfonso Gordaliza
Int. J. Hum. Comput. Stud.2
2015 Dynamic Facial Emotion Recognition Oriented to HCI Applications
abstract
As part of a multimodal animated avatar previously presented in Marcos-Pablos et al. ((2010) A realistic, virtual head for human-computer interaction. Interact. Comput., 22, 176–192, ISSN 0953-5438), in this paper we describe a method for dynamic recognition of displayed facial emotions on low-resolution streaming images. First, we address the detection of action units (AUs) of the facial action coding system using active shape models and Gabor filters. Normalized outputs of the AU recognition step are then used as inputs for a neural network that consists of an habituation network plus a competitive network. Both the competitive and the habituation layer use differential equations, thus taking into account the dynamic information of facial expressions through time. Experimental results carried out on live video sequences and on the Cohn-Kanade face database show that the proposed method provides high recognition hit rates. To assess the suitability of the developed emotional recognition system for human–computer interaction applications, it has been successfully integrated in the architecture of an avatar and we have conducted a preliminary experiment on empathy. The experiment showed promising results, as the avatar that made use of the emotional recognition system obtained a clear increase in the positivity of the rating when compared with the same avatar with no emotional response.
Samuel Marcos, Jaime Gómez García-Bermejo, Eduardo Zalama Casanova, Joaquín López
Interact. Comput.1
2011 Nonverbal communication with a multimodal agent via facial expression recognition
abstract
Based on our previous work in the development of a multimodal animated avatar oriented to human-machine interaction and social robotics, a facial expression recognition system is presented in this paper. Both the avatar's architecture and facial recognition system have been oriented to FACS Action Units recognition and generation, so they can be easily integrated. The resulting animated system is able to maintain nonverbal and verbal bidirectional communication, enhancing the interaction with the avatar and making it more natural for the users.
Samuel Marcos, Jaime Gómez García-Bermejo, Eduardo Zalama Casanova, Joaquín López
ICRA1
2010 A realistic, virtual head for human-computer interaction
abstract
In this paper an interactive and realistic virtual head oriented to human–computer interaction and social robotics is presented. It has been designed following a hybrid approach, taking robotic characteristics into account and searching for a convergence between these characteristics, real facial actions and animation techniques. An initial head model is first obtained from a real person using a laser scanner. Then the model is animated using a hierarchical skeleton based procedure. The proposed rig structure is close to real facial muscular anatomy and its behaviour follows the Facial Action Coding System. Speech synthesis and visual human-face tracking capabilities are also integrated for providing the head with further interaction ability. Using the said hybrid approach, the head can be readily linked to a social-robot architecture. The opinions of a number of persons interacting with this social avatar have been evaluated and are reported in the paper, as against their reactions when interacting with a social robot with a mechatronic face. Results show the suitability of the avatar for on-screen, real-time interfacing in human–computer interaction. The proposed technique could also be helpful in the future for designing and parameterizing mechatronic human-like heads for social robots.
Samuel Marcos, Jaime Gómez García-Bermejo, Eduardo Zalama Casanova
Interact. Comput.1
2008 A realistic facial animation suitable for human-robot interfacing
abstract
In this paper an interactive and realistic facial animation oriented to human-computer interaction and social robotics is proposed. An initial model is obtained from a real face using a range scanner, and is then animated using a hierarchical skeleton oriented procedure. The rig structure is close to that of real facial muscular anatomy and the behavior follows the Facial Action Coding System. The resulting animated face is suitable for both real-time interfacing in human-machine interaction such as a social robot, and for helping in design and parametrization of android heads.
Samuel Marcos, Jaime Gómez García-Bermejo, Eduardo Zalama Casanova
IROS1