Back to projects

AI / Robotics

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.

Active Research~26 FPSSingle GPU
Computer VisionGaze EstimationMulti-Person TrackingRestraint PolicyExplainable AIReal-Time

Every decision on the record: who it engaged, who it deliberately passed over, and which signals drove each call. Nothing is a black box, “why not her?” has an answer.

…strong model implementations of the deep neural network and GMM-HMM, with clear optimizations.

Kimberley Merritt · Academic Award of Excellence

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.

// chapter 00 · the idea

The Vision

The throughline
Being noticed specifically is what makes a character feel alive. Real perception, not generic friendliness.
// concept: the four bodies, one characterconcept art

One character, four bodies: screen → face → simulation → robot.

// where the idea starts

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.

// why Leonardo

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.

// how it comes together

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.

01a screen

The Mind

Perceives and decides who is open, and what to open on.

02a physical bust

The Face

Reacts with a face: gaze, brow, and voice in persona.

03a simulator

The Bridge

Expressive motion you can trust, sim to real.

04a robot

The Body

Fully embodied, sharing the room with guests.

The same heart, end to endperceive → decide → react believably

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 research behind every chapter

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

ETH Zürich / Disney Research

Interactive digital characters and the technology that makes them feel present, including projection into physical space.

Joseph Campbell

Purdue, CAMP Lab

Theory of mind, anticipating human intent, and interpretable interaction, the backbone of the “explain every decision” principle.

Heni Ben Amor

Arizona State, Interactive Robotics Lab

Reactive control and robot learning: characters and robots that respond to people in the moment, the engine behind the robotic phase.

Stelian Coros

ETH Zürich, Computational Robotics Lab

Physics-based, expressive character and robot motion, how a believable performance transfers to a body that obeys physics.

// why it matters

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.

// selected references

A curated selection from a maintained annotated bibliography of 60+ sources, the research grounding plus the third-party methods the build stands on.

Research grounding

  1. [1]Wampfler, R., et al. (2025). A Platform for Interactive AI Character Experiences (Digital Einstein). SIGGRAPH Conf. Papers '25.
  2. [2]Campbell, J. & Ben Amor, H. (2017). Bayesian Interaction Primitives: A SLAM Approach to Human-Robot Interaction. CoRL, PMLR 78.
  3. [3]Campbell, J., Stepputtis, S. & Ben Amor, H. (2019). Probabilistic Multimodal Modeling for Human-Robot Interaction Tasks. RSS. arXiv:1908.04955.
  4. [4]Oguntola, I., Campbell, J., Stepputtis, S. & Sycara, K. (2023). Theory of Mind as Intrinsic Motivation for Multi-Agent RL. ICML Workshop. arXiv:2307.01158.
  5. [5]Zhang, X.-J., et al. (2025). Model-Agnostic Policy Explanations with Large Language Models. COLM. arXiv:2504.05625.
  6. [6]Serifi, A., et al. (2024). Robot Motion Diffusion Model (RobotMDM): Motion Generation for Robotic Characters. SIGGRAPH Asia.
  7. [7]Coros, S., et al. (2013). Computational Design of Mechanical Characters. ACM TOG 32(4), SIGGRAPH.
  8. [8]Bates, J. (1994). The Role of Emotion in Believable Agents. Communications of the ACM 37(7).

Methods & systems

  1. [9]Cheng, T., Song, L., Ge, Y., et al. (2024). YOLO-World: Real-Time Open-Vocabulary Object Detection. CVPR. arXiv:2401.17270.
  2. [10]Jocher, G., et al. (2024). Ultralytics YOLO11 (software).
  3. [11]Zhang, Y., Sun, P., Jiang, Y., et al. (2022). ByteTrack: Multi-Object Tracking by Associating Every Detection Box. ECCV. arXiv:2110.06864.
  4. [12]Abdelrahman, A. A., et al. (2022). L2CS-Net: Fine-Grained Gaze Estimation.
  5. [13]Lin, T.-Y., Maire, M., Belongie, S., et al. (2014). Microsoft COCO: Common Objects in Context. ECCV.
  6. [14]Glas, D. F., Shiomi, M., Kanda, T., et al. (2017). Personal Greetings: Personalizing Robot Utterances Based on Novelty of Observed Behavior. Int. J. of Social Robotics.
EOF

Joey Schnepel · Phoenix, AZ · 2026