2010-05 – 2012


Ontologiebasierte Informationsextraktion und Suche

In this project we aim at developing and implementing ontology-driven methods for domain-specific information extraction and retrieval.

2012 –

Self-awareness and User-awareness Through Theory of Mind and Empathy

In this project, we intend to go one step further and try to develop user-awareness and self-awareness through Theory of Mind (ToM) and Empathy in intelligent software agents or robots that have to take on complex interactive tasks. While context-awareness is based on "perception" of the environment, self-awareness is based in particular on registration of important "inner" states that can influence decisions. Time components, Theory of Mind and Empathy are aspects of self-awareness and user-awareness that have to be taken into account in this project.

2011 –

Investigating Requirements for Context-awareness and an Attempt to Implement it in Software Agents or Robots

In this project, we dealt with this topic in a theoretical and an applicable way with the aim of implementing aspects of context awareness in a software agent or a robot. Philosophical, psychological, and neuroscientific aspects of consciousness as well as their modeling are a central topic of interest in many disciplines of cognitive science. The approach of this issue has the aim of assessing human and animal consciousness, better understanding its underlying mechanisms and to develop and implement computational models.

2009 – 2011


Learning for Security

L4S - Learning for Security is a European STReP (Small or medium-scale focused research project) that aims to develop simulation based learning experiences and to provide guidelines and tools for the development of soft skills necessary in effective crisis management.

2009 – 2011


Multifaceted Analysis of News Articles for Intelligent User- and Context-Sensitive Presentation

Little is known in hard facts about why readers of online newspapers prefer some articles over others. Current news filtering systems assume that the topic of an article is the only factor that determines user satisfaction. But content accounts only for about 40% of a story's satisfaction rating. Factors that determine the remaining 60% can be as diverse as readability concerns, writing style, the type of a story, visual complexity, proper use of photographs, or, even less concretely, the appeal of a story. Contextual information, like previously read articles or the overall popularity and recentness of articles, needs to be considered as well. The goal of MAGNIFICENT is to gain deep insight into both the relevant parameters of stories and the adaptive training of user profiles along these parameters.

2009 – 2011


Social Engagement with Robots and Agents

SERA (Social Engagement with Robots and Agents) is a European Collaborative Project which aims to advance science in the field of social acceptability of verbally interactive robots and agents, with a view to their applications especially in assistive technologies (companions, virtual butlers).

2009 – 2011


Companions für Userinnen

In our project work we aim at developing a better understanding of female attitudes and requirements regarding companion technology.

2008 – 2010

Towards automatic annotation of electro-acoustic music

This project was about automation of annotation of electro-acoustic music through application of machine learning methods. Electro-acoustic music is a contemporary form of electronic composition and production of music that originated in the 1940s. It is made with electronic technology, using synthesized sounds or prerecorded sounds from nature and studio which are often extensively processed and altered. Compared to the analysis of instrumental or vocal music, annotation of electro-acoustic music is both more challenging and less developed. There exist no "pre-segmented" discrete units like notes, there is no score and no universally established system for analysis. Although musicology has developed various sets of tools for analysis of electro-acoustic music, the tediousness of manual annotation has prevented the application of these theories to a larger body of music. On the other hand, Music Information Retrieval has developed a rich repertoire of machine learning algorithms for analysis of music, including methods that can be used for automatic annotation. Our essential result is that machine learning methods can indeed be used for annotation of electro-acoustic music but only in an interactive setting. Only the integration of a human analyst into the workflow allows to sidestep the seeming impasse that the lack of ground in annotation of electro-acoustic music presents.

2006 – 2010


As automatic speech recognition (ASR) systems so far do not exhaust the potential of automatic text processing and semantic technology, the INSPIRATION project aims at modelling and supporting document creation processes aided by speech recognition. The first application area is the production of medical reports.

2010 –

Feasibility Study: Interactive Entertainment of Elder Persons with Intelligent and Emotional Personality Agents

In most listings of the benefits of virtual butlers or other technical companions for elder people one aspect is missing: games. Games can fulfill at least two tasks: First, they can entertain these people, they can amuse them, then people can become happier. Secondly, games can train emotional and cognitive capabilities. In this study we investigated which games could be used, which role an intelligent and emotional agent could play, and how the equipment should function and look in order to be accepted by elderly people.