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Budapest, Hungary

The Moholy-Nagy University of Art and Design , former Hungarian University of Arts and Design, is located in Budapest, Hungary. The university is committed to training traditional artist-craftsmen, as well as architects, designers and visual communication designers. This University is named after László Moholy-Nagy. Wikipedia.

Ruttkay Z.,Moholy-Nagy University of Art and Design
2014 IEEE International Conference on Pervasive Computing and Communication Workshops, PERCOM WORKSHOPS 2014 | Year: 2014

As a computer scientist, I have been working for decades on challenging and highly useful domains of research and applications such as computer-aided manufacturing, health-care or remote communication via avatars. The tsunami-like development of communication technologies like smart phones, tiny sensors of all kinds and the 7/24 online existence has, in recent years, posed new challenges: • How can we harvest the potentials of the constant development of digital technologies for the well-being of the society? • Who are the 'we', the ones to invent, design and present new applications in a way attractive for the 'potential user', especially, for the new generations? It is clear that these tasks are beyond the competences of programmers and engineers. At the Creative Technology Lab of MOME we work on experimental projects in interdisciplinary teams of visual artists, programmers, project managers and experts from humanities, pedagogy, and psychology, and often in strong cooperation with the envisioned user. Our aim is to invent novel applications which are appealing, inviting, playful and at the same time useful: making us aware of environmental or social problems, cultural heritage, help/motivate learning, strengthen communities and induce face-to-face dialogues. © 2014 IEEE. Source

Novak A.,Moholy-Nagy University of Art and Design | Medgyasszay P.,Budapest University of Technology and Economics
Vernacular Architecture: Towards a Sustainable Future - Proceedings of the International Conference on Vernacular Heritage, Sustainability and Earthen Architecture | Year: 2015

The buildings of "Hortobagy-Ecolodge" Visitor Center (Hungary) was created using local vernacular technology, local materials and labour. The Visitor Centre is the architectural part of a complex program for landscape rehabilitation, the purpose of which is to preserve the values of the landscape and at the same time to increase the attendance of Hortobagy National Park. The environmental impact caused by the construction and operation of a new public building was examined and the design methods based on renewable resources (Sustainable House) were introduced. The Visitor Center serves as an example on how to use the enery sources of the surrounding environment, like vernacular buildings that were built decades ago. © 2015 Taylor & Francis Group. Source

Sajo L.,Debrecen University | Ruttkay Z.,Moholy-Nagy University of Art and Design | Fazekas A.,Debrecen University
International Journal of Human Computer Studies | Year: 2011

In this paper we present Turk-2, a hybrid multi-modal chess player with a robot arm and a screen-based talking head. Turk-2 can not only play chess, but can see and hear the opponent, can talk to him and display emotions. We were interested to find out if a simple embodiment with human-like communication capabilities enhances the experience of playing chess against a computer. First, give an overview of the development road to multi-modal communication with computers. Then we motivate our research with a hybrid system, we introduce the architecture of Turk-2, we describe the human experiments and its evaluation. The results justify that multi-modal interaction makes game playing more engaging, enjoyable and even more effective. These findings for a specific game situation provide yet another evidence of the power of human-like interaction in turning computer systems more attractive and easier to use. © 2011 Elsevier Ltd. All rights reserved. Source

Trappl R.,Austrian Research Institute for Artificial Intelligence | Krajewski M.,Bauhaus University Weimar | Ruttkay Z.,Moholy-Nagy University of Art and Design | Widrich V.,University of Applied Arts Vienna
Procedia Computer Science | Year: 2011

Many researchers are working on developing robots into adequate partners, be it at the working place, be it at home or in leisure activities, or enabling elder persons to lead a self-determined, independent life. While quite some progress has been made in e.g. speech or emotion understanding, processing and expressing, the relations between humans and robots are usually only short-term. In order to build long-term, i.e. social relations, qualities like empathy, trust building, dependability, non-patronizing, and others will be required. But these are just terms and as such no adequate starting points to "program" these capacities even more how to avoid the problems and pitfalls in interactions between humans and robots. However, a rich source for doing this is available, unused until now for this purpose: artistic productions, namely literature, theater plays, not to forget operas, and films with their multitude of examples. Poets, writers, dramatists, screen-writers, etc. have studied for centuries the facets of interactions between persons, their dynamics, and the related snags. And since we wish for human-robot relations as master-servant relations - the human obviously being the master - the study of these relations will be prominent. A procedure is proposed, with four consecutive steps, namely Selection, Analysis, Categorization, and Integration. Only if we succeed in developing robots which are seen as servants we will be successful in supporting and helping humans through robots. © Selection and peer-review under responsibility of FET11 conference organizers and published by Elsevier B.V. Source

Koda T.,Osaka Institute of Technology | Ruttkay Z.,Moholy-Nagy University of Art and Design | Nakagawa Y.,Osaka Institute of Technology | Tabuchi K.,Osaka Institute of Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2010

This paper reports the preliminary results of a cross-cultural study on facial regions as cues to recognize the facial expressions of virtual agents. The experiment was conducted between Japan and Hungary using 18 facial expressions of cartoonish faces designed by Japanese. The results suggest the following: 1) cultural differences exist when using facial regions as cues to recognize cartoonish facial expressions between Hungary and Japan. Japanese weighed facial cues more heavily in the eye regions than Hungarians, who weighed facial cues more heavily in the mouth region than Japanese. 2) The mouth region is more effective for conveying the emotions of facial expressions than the eye region, regardless of country. Our findings can be used not only to derive design guidelines for virtual agent facial expressions when aiming at users of a single culture, but as adaptation strategies in applications with multicultural users. © 2010 Springer-Verlag Berlin Heidelberg. Source

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