Related Research Groups

  • HCM-Lab, lead by Elisabeth André. André and her colleagues work on Human Centered Multimedia, social signal analysis, social robotics and social virtual characters in the field of HCI.
  • Matthias Rehm, Professor MSO at Aalborg University. In his research he focuses on Social Robotics and Culture-Aware Technology. With a high user orientation, he and his group create affective applications, e.g., in health care. 
  • Catherine Pelachaud, director of CNRS, ISIR  and UMPC. She is interested in topics such as behavior modellin and Embodied Conversational Agents.
  • Limsi, with Jean-Claude Martin and Nicolas Sabouret, both in the group Cognition, Perception et Usage (CPU) where they do pluridisciplinary research to address research questions about the design or evaluation of Human-Computer Interaction.
  • Magalie Ochs, researcher at LSIS. Her work concentrates on automated analysis of socio-affective aspects of human-computer interaction.
  • ibug, lead by Maja Pantic. Their focus is on machine analysis of visual and auditory human behavior and biometrics.
  • EPIC, lead by Roddy Cowie. This research group is interested in the topics emotion recognition, speech, ethics and cognitive neuroscience.
  • Embedded Intelligence for Health Care and Wellbeing,  University of Augsburg, lead by Björn Schuller. They focus on signal processing, health/sports informatics and affective/social computing.
  • Research Group lead by Dirk Heylen, University Twente. They concentrate on Socially Intelligent Computing and conversational behavior of humans and virtual agents.
  • MIT Media Lab, lead by Rosalind W. Picard. Research in this group aims to use emotion models to improve computational technologies.
  • CESAR Lab, Northeastern University, lead by Stacy Marsella. They focus on researching and applying human behavior models with a particular interest in health applications.
  • Emotions and Cognition Lab, University of Southern California, lead by Jonathan Gratch. It researches models of socio-emotional behavior and embeds them in human-like virtual characters that utilize verbal as well as nonverbal communication.