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Ulysses Bernardet

dblp:29/6844 · DBLP profile ↗
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20ranked-venue papers
6as first author
3since 2021 · last 2025
0000-0003-4659-3035ORCID · verified

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

Artificial intelligence and machine learning · 14 · 6 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 11 · 4 first-author · 2 since 2021Systems, architecture and hardware · 3Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 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
1 paper
Ubiquitous computing and smart environments · 56% Collaborative and social computing · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › interactive environments
interactive space
0.012003
Ada -intelligent space: an artificial creature for the swiss Expo.02 · ICRA 2003
Collaborative and social computing › social interaction
multi-user interaction
0.012003
Ada -intelligent space: an artificial creature for the swiss Expo.02 · ICRA 2003

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

light and sound interaction · 0.0
YearPublicationVenuePosition
2025 Evaluating Perceived Realism of Micro-Movement Strategies in Artificial Social Agents
abstract
This study empirically evaluates the perceived realism of six micromovement strategies implemented in two agent embodiments (Humanoid and Dummy).Thirty participants (ages 18-55) recruited via the Gorilla platform viewed randomised 5-second video clips (six micro-movement strategies × two embodiments).After each clip, participants rated five dimensions-Resemblance, Daily-Life Likelihood, Efficiency, Movement Realism, and Overall Agent Realism-on a continuous 0-100 scale.Descriptive statistics for a representative movement (TurnBackward) revealed that the Dummy variant scored lower in Overall Agent Realism than the Humanoid, despite similar Movement Realism ratings.Two-way ANOVAs showed significant main effects of Movement Type on Resemblance, Day-to-day, Efficiency, and Movement Realism but no significant Movement × Embodiment interactions.Agent type significantly influenced only Overall Agent Realism.Mixed Linear Models corroborated that CurveForward and Forward movements positively impacted Resemblance and Day-to-day, while Backward and Strafe had negative effects.Correlation analysis revealed strong positive associations among Resemblance, Day-to-day, Efficiency, and Movement Realism, but weaker links to Overall Agent Realism.These findings validate the proposed micro-movement taxonomy and indicate that movement kinematics drive perceived realism more than agent appearance, guiding future ASA controller design.
Jacob Sharp, Ulysses Bernardet
IVA2
2024 Modelling Individual Aesthetic Preferences of 3D Sculptures
Edward Easton, Ulysses Bernardet, Anikó Ekárt
EvoMUSART2
2023 The Missing Tip: Lack of Micro-Movements Impairs Navigation Realism in Artificial Social Agents
Jacob Sharp, Ulysses Bernardet
ICAART (1)2
2017 A Dynamic Speech Breathing System for Virtual Characters
Ulysses Bernardet, Sin-Hwa Kang, Andrew W. Feng, Steve DiPaola, Ari Shapiro
IVA1
2016 An Architecture for Biologically Grounded Real-Time Reflexive Behavior
Ulysses Bernardet, Mathieu Chollet, Steve DiPaola, Stefan Scherer
IVA1
2016 Simulink Toolbox for Real-Time Virtual Character Control
Ulysses Bernardet, Maryam Saberi, Steve DiPaola
IVA1
2015 Model of Personality-Based, Nonverbal Behavior in Affective Virtual Humanoid Character
abstract
In this demonstration a human user interacts with a virtual humanoid character in real-time. Our goal is to create a character that is perceived as imbued with a distinct personality while responding dynamically to inputs from the environment [4] [1]. A hybrid model that comprises continuous and discrete components, firstly, drives the logical behavior of the virtual character moving through states of the interaction, and secondly, continuously updates of the emotional expressions of the virtual character depending on feedback from interactions with the environment. A Rock-Paper-Scissors game scenario is used as framework for the interaction scenario and provides an easy-to-learn and engaging demo environment with minimum conversation.
Maryam Saberi, Ulysses Bernardet, Steve DiPaola
ICMI2
2015 A Framework for Exogenous and Endogenous Reflexive Behavior in Virtual Characters
Ulysses Bernardet, Steve DiPaola
IVA1
2015 Effect of a Virtual Agent's Contingent Smile Response on Perceived Social Status
Maryam Saberi, Ulysses Bernardet, Steve DiPaola
IVA2
2014 Affective response patterns as indicators of personality in virtual characters
Ulysses Bernardet, Steve DiPaola
CogSci1
2014 A model for social spatial behavior in virtual characters
abstract
ABSTRACT Plausible spatial behavior is a key capability that autonomous virtual characters need in order to provide ecologically valid social interactions. However, there is a lack of psychological data on spatial behavior in the larger scale social settings and over extended periods of time. In this paper, we present a social navigation model that aims at generating human‐like spatial behavior for a virtual human in a social setting with group dynamics. We employ an engineering approach by defining a dynamic representation of interest and then using it as the psychometric function that regulates the behavior of the agent. We evaluate our model by means of two test cases that address different aspect of the model and serve as a proof of concept. Our work is a step toward models for generating more plausible social spatial behavior for virtual characters that is based on both internal dynamics and attributes of the social environment. Copyright © 2014 John Wiley & Sons, Ltd.
Nahid Karim Aghalou, Ulysses Bernardet, Steve DiPaola
Comput. Animat. Virtual Worlds2
2013 Non-anthropomorphic Expression of Affective States through Parametrized Abstract Motifs
abstract
One of the key challenges of affective computing is to extend the expression of emotions to machines. Research in this field has focused mainly on embodied machines that can reproduce verbal or non-verbal cues such as facial movements and gestures. However, most machines we interact with in our daily life are non-anthropomorphic. For this reason, the question we are addressing in our study is whether it is possible to express emotions or affective states using non-anthropomorphic cues in non-humanoid artifacts. We generated animated motifs using a small set of parameters (color, motion and complexity) and we displayed them on the interactive floor of the experience Induction Machine (XIM), an immersive mixed reality space. We asked the participants to assess the emotions attributed to these abstract visual cues. Our findings suggest that it is not only possible to express affective states, but also to modulate human behavior through non-anthropomorphic and abstract stimuli.
Alberto Betella, Martin Inderbitzin, Ulysses Bernardet, Paul F. M. J. Verschure
ACII3
2011 Expression of emotional states during locomotion based on canonical parameters
abstract
Humans have the ability to use a complex code of non-verbal behavior to communicate their internal states to others. Conversely, the understanding of intentions and emotions of others is a fundamental aspect of human social interaction. In the study presented here we investigate how people perceive the expression of emotional states based on the observation of different styles of locomotion. Our goal is to find a small set of canonical parameters that allow to control a wide range of emotional expressions. We generated different classes of walking behavior by varying the head/torso inclination, the walking speed, and the viewing angle of an animation of a virtual character. 18 subjects rated the observed walking person using the two-dimensional circumplex model of arousal and valence. The results show that, independent of the viewing angle, participants perceived distinct states of arousal and valence. Moreover, we could show that parametrized body posture codes emotional states, irrespective of the contextual influence or facial expressions. These findings suggest that human locomotion transmits basic emotional cues that can be directly related to canonical parameters of different dimensions of the expressive behavior. These findings are important as they allow us to build virtual characters whose emotional expression is recognizable at large distance and during extended periods of time.
Martin Inderbitzin, Aleksander Väljamäe, José Maria Blanco Calvo, Paul F. M. J. Verschure, Ulysses Bernardet
FG5
2011 Interaction mapping affects spatial memory and the sense of presence when navigating in a virtual environment
abstract
By their very nature, virtual reality worlds are spatial. Hence, one of the key requirements for virtual reality applications is the possibility to navigate within the virtual world. Previous studies have shown that the characteristics of the device used for navigation, both in terms of the physical properties, and the interaction logic, has effects on the user's experience. The question we address is how does different navigation modes with the same physical interface affect the user's experience. We selected two modes which differed in the way the user's actions were mapped to movements in the virtual environment. To quantify the difference between the two interaction mappings, spatial memory and the subjective sense of presence were compared. The results of our study showed that interaction mapping affects both, spatial memory and presence. Hence, not only the specific physical device but also the way it is used is important for the user's experience and recollection of it. Additionally, we found a correlation between spatial memory and subjective sense of presence, which indicates that the subjective sense of presence can be estimated from the performance in a spatial memory task.
Hannu Järvinen, Ulysses Bernardet, Paul F. M. J. Verschure
TEI2
2010 Allostatic control for robot behaviour regulation: An extension to path planning
abstract
Rodents are optimal real-world foragers that can smoothly regulate behaviors like homing and exploration combined with more elaborate abilities as food source localization. Here we investigate a robot based model that implements the self-regulatory processes that underly optimal foraging of rodents in unknown environments and is also able to combine it with goal directed behaviors. Behavior is decomposed into minimal homeostatic subsystems that regulate themselves through the local perception/detection of a gradient. On a higher level, the allostatic control orchestrates the interaction of the different homeostatic modules allowing it to dynamically manage the interactions between the desired values of each subsystem to achieve stability on a meta behavioral level. In this case, we show that overall behavioral stability can be achieved. We validate our model by comparing the behavior of both simulated and real robots with that of rodents. Our next step is then to justify gradients as a valid biological assumption by giving a biologically plausible process for generating them from a cognitive map, in this case, a set of approximated hippocampal place cells. We finally formulate path planning (used for goal reaching, e.g. food source localization) in the same context of a gradient map generation that can be then inserted as an additional subsystem of the higher meta level allostatic control.
Martí Sánchez-Fibla, Ulysses Bernardet, Paul F. M. J. Verschure
IROS2
2010 Non-Linear Neuronal Responses as an Emergent Property of Afferent Networks: A Case Study of the Locust Lobula Giant Movement Detector
abstract
In principle it appears advantageous for single neurons to perform non-linear operations. Indeed it has been reported that some neurons show signatures of such operations in their electrophysiological response. A particular case in point is the Lobula Giant Movement Detector (LGMD) neuron of the locust, which is reported to locally perform a functional multiplication. Given the wide ramifications of this suggestion with respect to our understanding of neuronal computations, it is essential that this interpretation of the LGMD as a local multiplication unit is thoroughly tested. Here we evaluate an alternative model that tests the hypothesis that the non-linear responses of the LGMD neuron emerge from the interactions of many neurons in the opto-motor processing structure of the locust. We show, by exposing our model to standard LGMD stimulation protocols, that the properties of the LGMD that were seen as a hallmark of local non-linear operations can be explained as emerging from the dynamics of the pre-synaptic network. Moreover, we demonstrate that these properties strongly depend on the details of the synaptic projections from the medulla to the LGMD. From these observations we deduce a number of testable predictions. To assess the real-time properties of our model we applied it to a high-speed robot. These robot results show that our model of the locust opto-motor system is able to reliably stabilize the movement trajectory of the robot and can robustly support collision avoidance. In addition, these behavioural experiments suggest that the emergent non-linear responses of the LGMD neuron enhance the system's collision detection acuity. We show how all reported properties of this neuron are consistently reproduced by this alternative model, and how they emerge from the overall opto-motor processing structure of the locust. Hence, our results propose an alternative view on neuronal computation that emphasizes the network properties as opposed to the local transformations that can be performed by single neurons.
Sergi Bermúdez i Badia, Ulysses Bernardet, Paul F. M. J. Verschure
PLoS Comput. Biol.2
2003 Ada -intelligent space: an artificial creature for the swiss Expo.02
abstract
Ada is an entertainment exhibit that is able to interact with many people simultaneously, using a language of light and sound. "She " received 553,700 visitors over 5 months during the Swiss Expo.02 in 2002. In this paper we present the broad motivations, design and technologies behind Ada, and a first overview of the outcomes of the exhibit.
Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Márcio O. Costa, Tobi Delbruck, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Adrian M. Whatley, Aaron Wittmann, Reto Wyss, Paul F. M. J. Verschure
ICRA3
2003 Ada: a Playful Interactive Space
Tobi Delbruck, Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Adam Briska, Márcio O. Costa, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Aaron Wittmann, Adrian M. Whatley, Reto Wyss, Paul F. M. J. Verschure
INTERACT4
2002 Ada: constructing a synthetic organism
abstract
Despite immense progress in neuroscience, we remain restricted in our ability to construct autonomous behaving robots that match the competence of even simple animals. The barriers to the realisation of this goal include: the lack of knowledge of system integration issues, engineering limitations and organisational constraints common to many research laboratories. In this paper we describe our approach to addressing these issues by constructing an artificial organism within the framework of the Ada project - a large-scale public exhibit for the Swiss Expo.02 national exhibition.
Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Adam Briska, Jörg Conradt, Márcio O. Costa, Tobi Delbruck, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Thomas Netter, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Adrian M. Whatley, Aaron Wittmann, Reto Wyss, Paul F. M. J. Verschure
IROS3
2002 IQR: a distributed system for real-time real-world neuronal simulation
Ulysses Bernardet, Mark Blanchard, Paul F. M. J. Verschure
Neurocomputing1