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Simon Schulz

dblp:03/6099 · DBLP profile ↗
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9ranked-venue papers
5as first author
0since 2021 · last 2019
—ORCID · none

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

Artificial intelligence and machine learning · 7 · 3 first-authorSystems, architecture and hardware · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-author

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
4 papers
Human-robot interaction · 80% Interaction techniques and input · 12% Collaborative and social computing · 4%
Artificial intelligence
2 papers
Robot manipulation · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation › robot design
robot mechanism design
0.412019
See and Be Seen - Rapid and Likeable High-Definition Camera-Eye for Anthropomorphic Robots · ICRA 2019
Human-robot interaction › social robot
social robot design
0.412019
See and Be Seen - Rapid and Likeable High-Definition Camera-Eye for Anthropomorphic Robots · ICRA 2019
Human-robot interaction
teleoperation
0.212013
Robot reality - A motion capture system that makes robots become human and vice versa · ICRA 2013
Human-robot interaction › robot design
robot face design
0.112019
See and Be Seen - Rapid and Likeable High-Definition Camera-Eye for Anthropomorphic Robots · ICRA 2019
Human-robot interaction › anthropomorphism
anthropomorphic robot head
0.112010
The Bielefeld anthropomorphic robot head "Flobi" · ICRA 2010
Human-robot interaction
social robot
0.112010
The Bielefeld anthropomorphic robot head "Flobi" · ICRA 2010
Collaborative and social computing
social interaction
0.112014
Reality check!: a physical robot versus its simulation · HRI 2014
Design research and methods › research methodology
wizard of oz prototyping
0.012013
Robot reality - A motion capture system that makes robots become human and vice versa · ICRA 2013
Robotics › Robot manipulation
service robot
0.012010
The Bielefeld anthropomorphic robot head "Flobi" · ICRA 2010

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

off-the-shelf components · 0.8CAD modeling · 0.8stereo vision · 0.2gyroscope motion compensation · 0.2visual attention · 0.2simulation comparison · 0.2motion capture · 0.2
YearPublicationVenuePosition
2019 See and Be Seen - Rapid and Likeable High-Definition Camera-Eye for Anthropomorphic Robots
abstract
While many social robots already include carefully designed robotic faces, functional robot eyes that meet human expectations are still an open challenge. As a consequence, many robots either have cameras separated from their robot eyes or active camera heads missing an anthropomorphic face. In this paper, we propose a new robot eye that is integrated in the anthropomorphic robot head Floka and fulfills a similar technical specification as a human eye including zero backlash, an increased range of motion, high velocities and accelerations, an integrated high resolution camera, and fast actuated eyelids. The robot eye is built using state-of-the-art off-the-shelf components and the CAD model of our prototype is available free of charge on request for non-commercial applications. We evaluate the technical properties of the robot eye and show that it meets and partially outperforms human eye movements and saccades.
Simon Schulz, Sebastian Meyer zu Borgsen, Sven Wachsmuth
ICRA1
2016 Accelerating source-level timing simulation
Simon Schulz, Oliver Bringmann 0001
DATE1
2016 Humotion: A Human Inspired Gaze Control Framework for Anthropomorphic Robot Heads
abstract
In recent years, an attempt is being made to control robots more intuitive and intelligible by exploiting and integrating anthropomorphic features to boost social human-robot interaction. The design and construction of anthropomorphic robots for this kind of interaction is not the only challenging issue -- smooth and expectation-matching motion control is still an unsolved topic. In this work we present a highly configurable, portable, and open control framework that facilitates anthropomorphic motion generation for humanoid robot heads by enhancing state-of-the-art neck-eye coordination with human-like eyelid saccades and animation. On top of that, the presented framework supports dynamic neck offset angles that allow animation overlays and changes in alignment to the robots communication partner whileretaining visual focus on a given target. In order to demonstrate the universal applicability of the proposed ideas we used this framework to control the Flobi and the iCub robot head, both in simulation and on the physical robot. In order to foster further comparative studies of different robot heads, we will release all software, based on this contribution, under an open-source license.
Simon Schulz, Florian Lier, Andreas Kipp 0002, Sven Wachsmuth
HAI1
2016 Towards automated system and experiment reproduction in robotics
abstract
Even though research on autonomous robots and human-robot interaction accomplished great progress in recent years, and reusable soft- and hardware components are available, many of the reported findings are only hardly reproducible by fellow scientists. Usually, reproducibility is impeded because required information, such as the specification of software versions and their configuration, required data sets, and experiment protocols are not mentioned or referenced in most publications. In order to address these issues, we recently introduced an integrated tool chain and its underlying development process to facilitate reproducibility in robotics. In this contribution we instantiate the complete tool chain in a unique user study in order to assess its applicability and usability. To this end, we chose three different robotic systems from independent institutions and modeled them in our tool chain, including three exemplary experiments. Subsequently, we asked twelve researchers to reproduce one of the formerly unknown systems and the associated experiment. We show that all twelve scientists were able to replicate a formerly unknown robotics experiment using our tool chain.
Florian Lier, Marc Hanheide, Lorenzo Natale, Simon Schulz, Jonathan Weisz, Sven Wachsmuth, Sebastian Wrede 0001
IROS4
2016 How to Address Smart Homes with a Social Robot? A Multi-modal Corpus of User Interactions with an Intelligent Environment
Patrick Holthaus, Christian Leichsenring, Jasmin Bernotat, Viktor Richter, Marian Pohling, Birte Richter, Norman Köster, Sebastian Meyer zu Borgsen, René Zorn, Birte Schiffhauer, Kai Frederic Engelmann, Florian Lier, Simon Schulz, Philipp Cimiano, Friederike Eyssel, Thomas Hermann 0001, Franz Kummert, David Schlangen, Sven Wachsmuth, Petra Wagner, Britta Wrede, Sebastian Wrede 0001
LREC13
2014 Reality check!: a physical robot versus its simulation
abstract
Simulated environments usually provide the most frequent test environment for robotic systems, often due to their cost and availability advantages. The crucial question is: how precisely must a simulation match the real world in order to produce realistic results? In this demonstration the humanoid robot head Flobi, as well as its simulation, will react to diverse visual stimuli in order to indicate visual attention which is an important cue in social interaction. We directly compare the behavior of the virtual robot, triggered by simulated stimuli, to the physical robot, triggered by real world stimuli. Therefore, we are able to assess and demonstrate the current limitations and advantages of our simulation compared to real world interactions.
Florian Lier, Simon Schulz, Sven Wachsmuth
HRI2
2013 Robot reality - A motion capture system that makes robots become human and vice versa
abstract
A key issue for interactive robots is smooth and natural motion. When robots are tele-operated, e.g. for tele-presence or during “Wizard of Oz” style studies, this requires an intuitive and responsive control interface. Furthermore, this interface should not interfere with perceiving the robot's sensors.
Simon Schulz, Florian Lier, Ingo Lütkebohle, Sven Wachsmuth
ICRA1
2012 An affordable, 3D-printable camera eye with two active degrees of freedom for an anthropomorphic robot
abstract
Movable cameras, or robotic eyes, have been of longstanding interest in robotics, but it remains challenging to achieve the various desirable characteristics (such as fast, small, robust, good-looking, etc.) at the same time. We consider robotic eyes targeted at interactive humanoid robots, and present a novel construction that provides human-level accelerations and velocities in a robust way, while its appearance avoids the uncanny valley effect by hiding all mechanics.
Simon Schulz, Ingo Lütkebohle, Sven Wachsmuth
IROS1
2010 The Bielefeld anthropomorphic robot head "Flobi"
abstract
A robot's head is important both for directional sensors and, in human-directed robotics, as the single most visible interaction interface. However, designing a robot's head faces contradicting requirements when integrating powerful sensing with social expression. Furher, reactions of the general public show that current head designs often cause negative user reactions and distract from the functional capabilities. Therefore, this contribution presents a novel anthropomorphic robot head called "Flobi", which combines state-of-the-art sensing functionality with an exterior that elicits a sympathetic emotional response. It can display primary and secondary emotions in a human-like way, to enable intuitive human-robot-interaction. To facilitate further research on facial appearance, the exterior is fully modular and replaceable. While current state-of-the-art still requires trade-offs when integrating sensing and social expression, Flobi has been designed to enable service robotic applications, with high-resolution, wide-angle stereo vision, gyroscope motion compensation and stereo audio. For ease of integration, the head is self-contained, including 18 actuators, sensors and control boards, all in a human-head sized package.
Ingo Lütkebohle, Frank Hegel, Simon Schulz, Matthias Hackel, Britta Wrede, Sven Wachsmuth, Gerhard Sagerer
ICRA3