Персона: Тихомирова, Дарья Валерьевна
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Институт интеллектуальных кибернетических систем
Цель ИИКС и стратегия развития - это подготовка кадров, способных противостоять современным угрозам и вызовам, обладающих знаниями и компетенциями в области кибернетики, информационной и финансовой безопасности для решения задач разработки базового программного обеспечения, повышения защищенности критически важных информационных систем и противодействия отмыванию денег, полученных преступным путем, и финансированию терроризма.
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- ПубликацияТолько метаданныеEmpirical and modeling study of emotional state dynamics in social videogame paradigms(2020) Tikhomirova, D. V.; Chubarov, A. A.; Samsonovich, A. V.; Тихомирова, Дарья Валерьевна; Самсонович, Алексей Владимир© 2019The objective of this work was to study the dynamics of human emotional states in the process of social interaction in a virtual environment. The previously developed for this purpose prototypes of the virtual actor (NPC) and its virtual environment simulator “Teleport” underwent significant re-design and modification. The experimental platform was re-implemented and used in experiments with college student participants, combining electromyography, emotion recognition in facial recordings and model-based game log analysis in a social videogame paradigm. Participants interacted with two virtual actors implemented based on the eBICA cognitive architecture (Samsonovich, 2013, 2018). Positive correlations were found between eBICA model predictions and participant affects extracted from their facial expressions and facial muscle activity. Affective dynamics of social phenomena, such as the establishment of partnership or an act of betrayal, were characterized and found consistent with the model predictions. Other findings include a gradually developing emotional reaction, possibly due to the integration of appraisals of game events. Overall, obtained results confirm the eBICA model, suggesting its further extension and refinement.
- ПубликацияТолько метаданныеThe Loop of Nonverbal Communication Between Human and Virtual Actor: Mapping Between Spaces(2021) Vladimirov, R. D.; Dolenko, S. A.; Shirokiy, V. R.; Tikhomirova, D. V.; Samsonovich, A. V.; Широкий, Владимир Романович; Тихомирова, Дарья Валерьевна; Самсонович, Алексей Владимир© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.There is a question about the appropriate emotional and expressive language of a virtual actor. In this paper we study facial expressions. We investigate the transformations between the space of Action Units and the standard affective space in the loop of nonverbal communication between a person and a virtual actor using facial expressions [1]. We are mapping both dimensions into each other using various machine learning algorithms. Action Units space was mapped into emotional space directly using artificial neural networks. Emotional space was mapped into Action Units space with help of dimensionality reduction followed by clusterization of the latter. After the final synthesis, the facial expression of virtual actor can be determined.
- ПубликацияТолько метаданныеMapping Action Units to Valence and Arousal Space Using Machine Learning(2024) Gadzhiev, I. M.; Makarov, A. S.; Tikhomirova, D. V.; Dolenko, S. A.; Samsonovich, A. V.; Гаджиев, Исмаил Маратович; Тихомирова, Дарья Валерьевна; Самсонович, Алексей Владимир
- ПубликацияОткрытый доступVirtual Listener: A Turing-like test for behavioral believability(2020) Chubarov, A. A.; Tikhomirova, D. V.; Shirshova, A. V.; Veselov, N. O.; Samsonovich, A. V.; Тихомирова, Дарья Валерьевна; Самсонович, Алексей Владимир© 2020 The Authors. Published by Elsevier B.V.Virtual Listener (VL) is a generalized prototype of a virtual character based on the principles of cognitive architecture eBICA, which uses facial expressions and body language (eyes movements, head rotation) to keep social and emotional contact with the user. Such contact also implies that VL needs to perceive user's facial expression and gaze, and in the long term- A lso intonation of the user's voice, the sentiment and content of user's speech. In this work, we present an approach to modeling a perceptive 3D virtual listener with emotional capabilities. The virtual character has a 3D face that performs real-time, realistic and believable facial expression dynamics. Our primary goal in this study was to evaluate the concept: E.g., to find out whether a virtual-agent-generated behavior can engender feelings of rapport in human speakers comparable to those that a real human listener can cause? At the same time, this article serves a limited purpose and only describes our current progress so far in addressing this question.
- ПубликацияОткрытый доступSocial–Emotional Conversational Agents Based on Cognitive Architectures and Machine Learning(2024) Dolgikh,A.A.; Samsonovich,A.V.; Tikhomirova,D.V.; Долгих, Анатолий Андреевич; Самсонович, Алексей Владимир; Тихомирова, Дарья Валерьевна
- ПубликацияТолько метаданныеToward a general believable model of human-analogous intelligent socially emotional behavior(2020) Samsonovich, A. V.; Chubarov, A. A.; Tikhomirova, D. V.; Eidln, A. A.; Самсонович, Алексей Владимир; Тихомирова, Дарья Валерьевна© Springer Nature Switzerland AG 2020.Social virtual actors need to interact with users emotionally, convincing them in their ability to understand human minds. For this to happen, an artificial emotional intelligence is needed, capable of believable behavior in real-life situations. Summarizing recent work of the authors, the present paper extends the general state-of-the-art framework of emotional AGI, using the emotional Biologically Inspired Cognitive Architecture (eBICA) as a basis. In addition to appraisals, other kinds of fluents are added to the model: somatic markers, feelings, emotional biases, moods, etc. Their integration is achieved on the basis of semantic maps and moral schemas. It is anticipated that this new level of artificial general socially emotional intelligence will complement the next-generation AGI, helping it to merge into the human society on equal with its human members.
- ПубликацияТолько метаданныеPsychological portrait of a virtual agent in the teleport game paradigm(2020) Tikhomirova, D. V.; Zavrajnova, M. V.; Rodkina, E. A.; Musayeva, Y.; Samsonovich, A. V.; Тихомирова, Дарья Валерьевна; Мусаева, Ясамин; Самсонович, Алексей Владимир© Springer Nature Switzerland AG 2020.The videogame platform Teleport created earlier allows us to study anonymous social interactions among actors of various nature: human and virtual actor, ensuring their indistinguishability, which implies believable behavior of a virtual actor. The present study found a connection between the human player behavior in the Teleport game and her psychological portrait constructed using the sixteen-factor Catell personality test for empathy. Assuming that this connection is extendable to perception of virtual actor behavior, the game sessions data was analyzed to infer behavioral characteristics of virtual actors. Based on this data analysis, we constructed psychological characteristics of models of a virtual actor (a bot). Partner and emotional characteristics of bots were defined, and their psychological portrait was constructed based on the registered bot behavior. Personal characteristics such as courage, sociability, calmness, balance, and loyalty were attributed to bots and compared to analogous characteristics of human players.