Looking Alive
An interactive, perceptive Leonardo da Vinci.
A character that doesn't just talk at you. It notices you, and has the restraint to know when not to.
…strong model implementations of the deep neural network and GMM-HMM, with clear optimizations.
Five chapters: the vision, then four builds that bring it to life. Chapter one runs today; the rest are mapped. Pick a chapter to follow the story.
The Vision
Being noticed specifically is what makes a character feel alive. Real perception, not generic friendliness.
Walk up to most digital characters and they run a script. The bet behind this project is narrower, and I think truer: a character feels alive the moment it notices something specific about you (your red hat, the camera around your neck, a kid's toy lightsaber) and opens on that, in persona. Not friendliness aimed at everyone. Attention aimed at one person. That single shift, from broadcasting to noticing, is the whole idea. It's built for the place that shift matters most: guests in a real space, a queue, an exhibit, a lobby, where a character that reacts to this person, right now, turns a wait into a moment.
The persona is Leonardo da Vinci on purpose. He was history's greatest observer, with notebooks full of how light falls, how the eye reads depth, how a face moves. So the character's superpower and his identity are the same thing: noticing the world, and the person in front of him. When Leonardo remarks on your blue scarf, it isn't a gimmick. It's who he is.
One character, built in four chapters. Each keeps the same beating heart (perceive, decide, react believably) and changes only the body it lives in: from a screen, to a physical face, through simulation, into a robot that shares the room with you. The engine is the product; Leonardo is the first host.
The Mind
Perceives and decides who is open, and what to open on.
The Face
Reacts with a face: gaze, brow, and voice in persona.
The Bridge
Expressive motion you can trust, sim to real.
The Body
Fully embodied, sharing the room with guests.
Chapter 01 is running today. The perception and decision engine, the part that actually does the noticing, is built and live. Open The Mind to see it work.
The PhD arc is built to bring four researchers' strengths together: a believable, deployable character that perceives and reasons about people, explainably, then steps off the screen into a physical, reactive robot.
Markus Gross
Interactive digital characters and the technology that makes them feel present, including projection into physical space.
Joseph Campbell
Theory of mind, anticipating human intent, and interpretable interaction, the backbone of the “explain every decision” principle.
Heni Ben Amor
Reactive control and robot learning: characters and robots that respond to people in the moment, the engine behind the robotic phase.
Stelian Coros
Physics-based, expressive character and robot motion, how a believable performance transfers to a body that obeys physics.
The single most repeatable bit of theme-park magic is a character who makes a guest feel seen. Today that depends on a gifted human performer. This builds it as a real-time, repeatable, explainable system: a character that notices the specific guest in front of it, reacts in persona, plays to a crowd, and eventually steps off the screen into the room. Da Vinci is the first host; the perception and decision engine is the product.
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