Looking for a PhD position in psychology/affective computing?

I am looking for candidates with a psychology background for the new ANIMATAS (Advancing human machine interaction with human-like social capabilities for education in schools) project. ANIMATAS (MSCA – ITN – 2017 – 765955 2) is a H2020 Marie Sklodowska Curie European Training Network funded by Horizon 2020 (the European Union’s Framework Programme for Research and Innovation), coordinated by Université Pierre et Marie Curie (Paris, France). The person working with me would be based at Jacobs University Bremen. The topic is

Social context effects on expressive behaviour of embodied systems

More here

Please note that ANIMATAS offers in total 15 funded PhD positions and information about all of these, and the instructions for applications can be found here.


Explain the Uncanny Valley

A friend alerted me on Facebook to this Youtube video which is on the IEEE Spectrum page. Roboticists struggling to define the Uncanny Valley in one minute. (Thanks Astrid!)

Somehow it is really amazing which role the Uncanny Valley has taken in pop culture – and in research as well. I remember when I started to get interested in the phenomenon it was neither well known, not taken very seriously. A colleague who I had asked said “… well it is not really something that is much taken serious among roboticists — perhaps you joke about it after a few glasses of Sake.”

I was not so sure about whether this is true because it was interesting that there seemed to be a taboo to create robots that were too human … obviously the early work of David Hanson and of course Hiroshi Ishiguro were the exceptions. Otherwise robots would have blank plates as faces or would display only the most symbolic facial features.

So listening to the video I am fascinated that people do not primarily focus on the fact that the Uncanny Valley is first and foremost an hypothesis which was presented by Masahiro Mori in 1970. It is thus a theoretical construct, not a thing, or a phenomenon. Whether the phenomenon exists, for whom, for how long and all of that are empirical questions. At this point the evidence is mixed. What do you think?

(trying to get a poll here …)

IEEE Transactions on Affective Computing Seeks New Editor-in-Chief for 2015-2016 Term


The IEEE Computer Society seeks nominations and applications for the volunteer position of Editor-in-Chief (EIC) for the IEEE Transactions on Aff ective Computing (TAC) serving a two-year term starting 1 January 2015.

IEEE TAC is a cross disciplinary and international archive journal aimed at disseminating results of research on the design of systems that can recognize, interpret, and simulate human emotions and related affective phenomena. The journal publishes original research on the principles and theories explaining why and how affective factors condition interaction between humans and technology, on how affective sensing and simulation techniques can inform our understanding of human affective processes, and on the design, implementation and evaluation of systems that carefully consider affect among the factors that influence their usability.

The EIC will be responsible for the day-to-day volunteer leadership of TAC, including coordinating and overseeing the peer review process; recommending candidates for the editorial board; chairing the editorial board; developing editorial plans for the publication; serving as a non-voting, exofficio member of the Publications Board; serving as a non-voting ex-officio member of the Steering Committee for TAC, and working in general with volunteers and staff to ensure and maintain the timely publication of an exceptionally high-quality transactions.

Applications should include a complete curriculum vita, a brief plan for the future of TAC, and a letter of support from the candidate’s institution or employer. The plan should include (1) the candidate’s perspective on the challenges and opportunities for the enhancement and improvement of the quality of TAC, (2) specific tasks to be undertaken if appointed EIC, (3) objective milestones associated with each task, and (4) a proposed schedule.
The search committee prefers electronic submissions in Microsoft Word or PDF. Please direct all questions and submit completed applications to Kimberly Sperka,


The due date for nominations and applications is 7 February 2014.

Additional information about the IEEE Computer Society, the co-sponsoring societies, and the IEEE Transactions on Affective Computing is available at http://www.computer.org and www.computer.org/tac


Empathy with Military Robots?

US Navy 090207-N-9610C-007 A remote-controlled...

US Navy 090207-N-9610C-007 A remote-controlled robot used by Explosive Ordnance Disposal Expeditionary Support Unit (EODESU) 1 called (Photo credit: Wikipedia)

The Interwebz are buzzing with reports regarding the PhD work of Dr. Julie Carpenter at the College of Education at the University of Washington. She has interviewed Explosive Ordnance Disposal (EOD)  personnel who work with robots to clear dangerous explosives. These machines are very purpose-built for difficult terrain and manipulating particular types of objects.


Talon IV (QinetiQ)

Not very cute, not very pretty – and yet, according to Dr. Carpenter’s work, handlers may feel quite strongly about their machines. They might assign them gender, they give them names – and they feel not well when they are destroyed in the call of duty. Specifically, there appears to be a trend to attribute human traits to these machines (some more details here).

English: INDIAN HEAD, Md. (Feb. 26, 2009) Warr...

English: INDIAN HEAD, Md. (Feb. 26, 2009) Warren Tibbs, a robot operator for Navy Explosive Ordnance Disposal (EOD) Technical Division, Indian Head, Md., shows the many different robots that are developed on the base and used by EOD technicians and civilian police department SWAT team members. (U.S. Navy photo by Mass Communication Specialist 2nd Class Jhi L. Scott/Released) (Photo credit: Wikipedia)

I still have not read the thesis itself, as the news regarding this just broke, and I do not want to go into details regarding the potential military implications if the handlers of such machines feel empathy towards them – there is apparently a discussion already out there. Instead, I want to focus briefly on the importance of time spent and experience with machines and the development and expression of empathic sentiments and the implications for research on social relationships with robots.

Many studies on the uncanny valley, or others that deal with the relationship of humans and machines confront relatively unprepared participants with devices of various complexity in the laboratory, or laboratory-like contexts. Perhaps this is really not a great idea. Possibly, uncanny valley effects disappear quickly with machines that approach human perfection. This is an idea that Astrid Rosenthal von der Pütten, who is working on empathic responses to robots, proposed when we discussed such phenomena. Perhaps, the other side of the coin is that very non-human machines may become very close to us if we work with them day-in, day-out. If this is so, then we should take results of research that studies exclusively responses to unfamiliar stimuli with a grain of salt. With this I mean either responses of people who are generally unfamiliar with robots, or even with people who have some familiarity with robots but not a particular type of robot. I do not want to question the usefulness of such studies in general – in my own laboratory, for example, we are investigating responses to artificial entities of various kinds in the laboratory and measure behavioral, physiological, and subjective responses of student participants who have little experience with the types of stimuli we use. However, we and other researchers in this field should keep the influence of experience and familiarity in mind.

Repliee Q2. Taken at Index Osaka Note: The mod...

Repliee Q2. Taken at Index Osaka Note: The model of Repliee Q2 is probably same as Repliee Q1expo, Ayako Fujii, announcer of NHK. (Photo credit: Wikipedia)

Remember how people responded first to cars, or the famous report of how people responded to early films of the brothers Lumiere? Apparently, people were shocked, scared, ran away (the extreme versions of this story are likely to be urban legend). These responses are difficult for us to imagine – so much have we gotten used to the highly mechanized and mediatized environments we grow up in. Possibly, if we would grow up in a robotized environment, there would be no odd sensation to almost-human machines and we might feel deeply for machines that are very much not humanoid. For me the fictional version of this is the relationship of the character Freeman Lowell played by Bruce Dern in the movie Silent Running with the three little robot drones Huey, Dewey, and Louie, As he spends more and more time with them, his emotional bond becomes stronger and stronger – and this means not just feeling warm and fuzzy, but displaying a whole range of emotions toward them and reacting very strongly to their actions.


Poster from the movie Silent Running, claiming fair use (does not detract from original work).

Anthropomorphic machines … from the 19th century



The idea to create anthropomorphic robots is today often associated with the uncanny geminoids of Hiroshi Ishiguro. However, the idea to build anthropomorphic automatons is of course much older. Most famous is probably the chess player automaton The Turk by von Kempelen in 1769.

An illustration of the workings of the model. ...

An illustration of the workings of the model. The various parts were directed by a human via interior levers and machinery. This is a distorted measurement based on Racknitz’s calculations, showing an impossible design in relation to the actual dimensions of the machine. Standage, 88 (Photo credit: Wikipedia)

Less known is the French tradition to use anthropomorphic automatons for advertising purposes. A recent BBC piece shows some rare and interesting clips from an exhibition at the Musée de l’automate de Souillac. Recommended! Here is a different version of the video.


… and if you cannot get enough of the early automatons … check this site out.



Traveller at Intelligent Digital Games for Empowerment and Inclusion


Serious games have come quite some way. In their introduction to the first International Workshop on Intelligent Digital Games for Empowerment and Inclusion on May 14, 2013, Schuller, Palettam, and Sabouret summarize:

Digital Games for Empowerment and Inclusion possess the
potential to change our society in a most positive way by
preparing selected groups in a playful and fun way for their
everyday life’s social and special situations. The current
generation of such games thereby increasingly demands for
computational intelligence algorithms to help analyze players’ behavior and monitor their motivation and interest to adapt  game progress. Intelligent Digital Games for Empowerment and Inclusion (IDGEI) focus in particular on such games in connection with machine intelligence and its inclusion in digital serious games.


My colleagues and I from the eCUTE project are very thrilled to participate in the workshop, where we will describe Traveller, an intercultural training tool for young adults.

Traveller is based on an original theoretical
framework which focuses on key concepts of intercultural
training. By progressing through a creative story, users are able to engage via a novel interaction paradigm with intelligent virtual characters that incorporate different simulated cultures which can lead to misunderstandings and sometimes conflicts. Through the use of an innovative evaluation approach, users will gain a greater understanding of the behavioural differences between these
characters, and thereby learn to become more effective at dealing with misunderstandings due to differences in culture.

The contributions of the workshop will be published in open access proceedings with the Society for the Advancement of the Science of Digital Games (SASDG), (see below – I will post a link when this becomes available). In the meanwhile you can learn more about TRAVELLER and see some video material on the eCUTE web page. We have spent almost 3 years developing TRAVELLER and a second application, MIXER in the pursuit of technology enhanced training in cultural understanding. A demonstration of TRAVELLER was also given this week at AAMAS 2013 (12th International Conference on Autonomous Agents and Multiagent Systems, Saint Paul, Minnesota, USA, May 6 – 10, 2013).


Degens, N., Hofstede, G. J., Mascarenhas, S., Silva, A., Paiva, A., Kistler, F., André, E. Swiderska, A., Krumhuber, E., Kappas, A., Hume, C., Hall, L., & Aylett, R. (2013). Traveller – Intercultural training with intelligent agents for young adults. Presented at the First International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2013) held in conjunction with the 8th Foundations of Digital Games 2013 (FDG), Chania, Greece, May 2013.

Schuller, B.,Paletta, L. & Sabouret, N. (Eds.)(2013) Proceedings 1st International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2013) held in conjunction with the 8th Foundations of Digital Games 2013 (FDG), Chania, Greece, May 2013. SASDG.