Expressing emotions
Our robotic bartender has now mastered expressing emotions. Botender can convey feelings ranging from happiness to concern.
Botender selects a gesture based on the perceived emotion of the customer, using a randomization function to keep interactions unpredictable and varied. It can use the gestures in every other scenario of the interaction with the customer as well.
Technical Background
Each gesture type, like ‘happy’, includes several JSON files, each representing a unique expression within that emotion. These files detail precise facial movements recorded through an iPhone.
The randomization function first retrieves a list of possible gestures for the specified type. If gestures are available, the function uses a random index within the range of the available gestures to select one. Its details are loaded from the corresponding JSON file. The gestures are used to:
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Responding to emotional cues: Botender utilizes the gesture system to respond to the perceived emotional state of customers. For instance, if the Perception Manager identifies a customer as happy, Botender may use a gesture from the ‘happy’ category.
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Enhancing Conversational Context: Gestures are also used to complement Botender’s verbal responses, adding context to conversations. For example, while listening to a customer, Botender might use a gesture from the ‘listening’ category to show attentiveness.
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Dynamic Interaction Flow: The gesture system is integrated into Botender’s interaction flow, allowing it to seamlessly switch between different gestures based on the conversation’s context and the customer’s emotional state.
Gesture Categories
We added gestures in the following categories:
- Concern
- Happy
- Idle
- Laugh
- Listening
- Thinking
- Misunderstanding
Example: The Laugh Gesture
The following gif shows one of the laughing gestures: