Projects

ARIA-VALUSPA

A new framework that will allow easy creation of Affective Retrieval of Information Assistants (ARIA agents) that are capable of holding multi-modal social interactions in challenging and unexpected situations. ... read more

AXES

The goal of AXES (Access to Audiovisual Archives) is to develop tools that provide various types of users with new engaging ways to interact with audiovisual libraries, helping them discover, browse, navigate, search and enrich archives. In particular, apart from a search-oriented scheme, we will explore how suggestions for audiovisual content exploration can be generated via a myriad of information trails crossing the archive. This will be approached from three perspectives (or axes): users, content, and technology. ... read more

BNCI: Horizon 2020

The Future of Brain/Neural Computer Interaction: Horizon 2020 ... read more

EASEL

Exploring human-robot symbiotic interaction (HRSI) defined as the capacity of the robot and the person to mutually influence each other. ... read more

SQUIRREL

Squirrel addresses issues with clutter by actively controlling clutter and incrementally learning to extend the robot’s capabilities while doing so. The robot tackles clutter one bit at a time and also extends its knowledge continuously as new bits of information become available. ... read more

TERESA

The TERESA project aims to develop a telepresence robot of unprecedented social intelligence, thereby helping to pave the way for the deployment of robots in settings such as homes, schools, and hospitals that require substantial human interaction. ... read more

TNO Tactile

In our daily lives, we oftentimes encounter physical social interactions, ranging from a supporting pat on the back to holding hands, and from a formal handshake to a comforting hug. These kinds of touches carry a variety of meanings and can have profound social effects ... read more

Infinity

Commit P01.
The Infiniti project aims to search for structure in large piles of information originating from very different sources. The aim is to search for events and entities trying to explain what they mean (the semantics), where they come from and how they change over time, and how they relate to other events and entities. The structures found help in making informed decisions. The scope of research is news, advertising, and other information sources that are used in socio-economic decision-making in general. ... read more

Interaction for Universal Access

Commit P02.
The keyword here is social, developing technologies that can detect social signals from non-verbal behavior and that can engage people in social interactions. Socially intelligent systems will take on various use cases. One of them is a virtual human equipped with socially intelligent behavior, where training and coaching of people through serious games is the key. We will be looking at technology and at the methodology that invites people to be included in the design of systems. Partners are mostly SMEs in man-machine-interaction, knowledge institutes and end user representatives ... read more

Virtual worlds for well-being

Commit P04-05.
The aim of the project is to improve the well-being of (elderly) people when they want to stay healthy at home as long as possible. The mental and physical condition can be improved by a virtual world in which fitness systems are equipped with intelligence. For example, if the movement of a home-trainer is connected with a street map viewer, one can enter the address of living at the age of 20 and then both the physical and mental capabilities are trained. In addition, a well-being feedback system will monitor the emotion of a person or a group of persons when a specific type of music or gaming effects with avatars are introduced in the virtual world. ... read more

Spencer

SPENCER will break new ground for cognitive systems in populated environments. While there is an increasing focus on making robots more socially aware, related approaches are still limited in their capacity to perceive, model and learn human social behavior and respond with appropriate actions in real-time from mobile platforms. ... read more

FACT

FACT wants to develop software enabling the computer to automatically enrich a corpus of Dutch folktales with metadata such as names, keywords, the genre, a summary and a catalogue number (or folktale type). ... read more

NLSpraak

In the NLSpraak project, an open source speech recognizer for Dutch is developed, based on Kaldi. Live recognition which is almost real-time allows application of the ASR service in spoken dialogue systems. ... read more

FIODSpraak

In FIODSpraak we investigate the possibilities that automatic transcription of investigative Interviews offer in the work field of the FIOD. ... read more

AVATAR

In the AVATAR project, we develop and demonstrate virtual characters (embodied conversational agents) that can play the role of a police officer or a witness in a police interview. The virtual interview platform for training interview skills integrates the speech recognizer developed in the NLSpraak project, a social agent platform (ASAP) for behavior generation, a dialogue module, text-to-speech generation and virtual humans. ... read more

R3D3

The R3D3 project aims at investigating situated natural language dialogue systems that combine limited natural language understanding with the understanding of the nonverbal behaviour of the users in a real-life context. Inspired by Star Wars’ R2D2, we propose to develop an even more advanced robot, our R3D3. R3D3 takes the form of a Receptionist Robot that can have an intelligent dialogue with the visitors to a museum, shop or office building. These dialogues are ‘double’ in the sense that they involve a third party in the form of an avatar or a person shown on a screen by the robot. The R3D3 project addresses scientific ICT challenges in the areas of computer vision, spoken language interaction, and data processing, as well as practical challenges in robot development. ... read more

PERGAMON

An innovative technology framework for the development of pervasive serious games to provide a personalized gaming experience. This new concept of digital game can be used in many application contexts but will initially be implemented and tested for the empowerment of chronic disease patients. ... read more