Nadia Magnenat Thalmann

RO
h-index6
4papers
Novelty33%
AI Score34

4 Papers

5.2CVMar 27
SHANDS: A Multi-View Dataset and Benchmark for Surgical Hand-Gesture and Error Recognition Toward Medical Training

Le Ma, Thiago Freitas dos Santos, Nadia Magnenat-Thalmann et al.

In surgical training for medical students, proficiency development relies on expert-led skill assessment, which is costly, time-limited, difficult to scale, and its expertise remains confined to institutions with available specialists. Automated AI-based assessment offers a viable alternative, but progress is constrained by the lack of datasets containing realistic trainee errors and the multi-view variability needed to train robust computer vision approaches. To address this gap, we present Surgical-Hands (SHands), a large-scale multi-view video dataset for surgical hand-gesture and error recognition for medical training. \textsc{SHands} captures linear incision and suturing using five RGB cameras from complementary viewpoints, performed by 52 participants (20 experts and 32 trainees), each completing three standardized trials per procedure. The videos are annotated at the frame level with 15 gesture primitives and include a validated taxonomy of 8 trainee error types, enabling both gesture recognition and error detection. We further define standardized evaluation protocols for single-view, multi-view, and cross-view generalization, and benchmark state-of-the-art deep learning models on the dataset. SHands is publicly released to support the development of robust and scalable AI systems for surgical training grounded in clinically curated domain knowledge.

6.3AIApr 13
Human-Inspired Context-Selective Multimodal Memory for Social Robots

Hangyeol Kang, Slava Voloshynovskiy, Nadia Magnenat Thalmann

Memory is fundamental to social interaction, enabling humans to recall meaningful past experiences and adapt their behavior accordingly based on the context. However, most current social robots and embodied agents rely on non-selective, text-based memory, limiting their ability to support personalized, context-aware interactions. Drawing inspiration from cognitive neuroscience, we propose a context-selective, multimodal memory architecture for social robots that captures and retrieves both textual and visual episodic traces, prioritizing moments characterized by high emotional salience or scene novelty. By associating these memories with individual users, our system enables socially personalized recall and more natural, grounded dialogue. We evaluate the selective storage mechanism using a curated dataset of social scenarios, achieving a Spearman correlation of 0.506, surpassing human consistency ($ρ=0.415$) and outperforming existing image memorability models. In multimodal retrieval experiments, our fusion approach improves Recall@1 by up to 13\% over unimodal text or image retrieval. Runtime evaluations confirm that the system maintains real-time performance. Qualitative analyses further demonstrate that the proposed framework produces richer and more socially relevant responses than baseline models. This work advances memory design for social robots by bridging human-inspired selectivity and multimodal retrieval to enhance long-term, personalized human-robot interaction.

3.0ROMay 5, 2021
Does elderly enjoy playing Bingo with a robot? A case study with the humanoid robot Nadine

Nidhi Mishra, Gauri Tulsulkar, Hanhui Li et al.

There are considerable advancements in medical health care in recent years, resulting in rising older population. As the workforce for such a population is not keeping pace, there is an urgent need to address this problem. Having robots to stimulating recreational activities for older adults can reduce the workload for caretakers and give them time to address the emotional needs of the elderly. In this paper, we investigate the effects of the humanoid social robot Nadine as an activity host for the elderly. This study aims to analyse if the elderly feels comfortable and enjoy playing game/activity with the humanoid robot Nadine. We propose to evaluate this by placing Nadine humanoid social robot in a nursing home as a caretaker where she hosts bingo game. We record sessions with and without Nadine to understand the difference and acceptance of these two scenarios. We use computer vision methods to analyse the activities of the elderly to detect emotions and their involvement in the game. We envision that such humanoid robots will make recreational activities more readily available for the elderly. Our results present positive enforcement during recreational activity, Bingo, in the presence of Nadine.

2.2RODec 20, 2020
Towards Complex and Continuous Manipulation: A Gesture Based Anthropomorphic Robotic Hand Design

Li Tian, Hanhui Li, Qifa Wang et al.

Most current anthropomorphic robotic hands can realize part of the human hand functions, particularly for object grasping. However, due to the complexity of the human hand, few current designs target at daily object manipulations, even for simple actions like rotating a pen. To tackle this problem, we introduce a gesture based framework, which adopts the widely-used 33 grasping gestures of Feix as the bases for hand design and implementation of manipulation. In the proposed framework, we first measure the motion ranges of human fingers for each gesture, and based on the results, we propose a simple yet dexterous robotic hand design with 13 degrees of actuation. Furthermore, we adopt a frame interpolation based method, in which we consider the base gestures as the key frames to represent a manipulation task, and use the simple linear interpolation strategy to accomplish the manipulation. To demonstrate the effectiveness of our framework, we define a three-level benchmark, which includes not only 62 test gestures from previous research, but also multiple complex and continuous actions. Experimental results on this benchmark validate the dexterity of the proposed design and our video is available in \url{https://drive.google.com/file/d/1wPtkd2P0zolYSBW7_3tVMUHrZEeXLXgD/view?usp=sharing}.