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2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)最新文献

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Making HRI accessible to everyone through online videos: A proposal for a μMOOC in human robot interaction 通过在线视频让每个人都能访问HRI:关于人机交互μMOOC的建议
E. B. Sandoval, Omar Mubin
We observe that in comparison to other media; online videos are a powerful outreach instrument for Computing technologies in general and specifically for Human Robot Interaction (HRI). Our experience in creating demos, scenarios and educational videos (we present two anecdotal accounts of educational HRI videos) leads us to believe that such modalities can have large pedagogical value if they are designed and conveyed appropriately. We also found that the rapid hand drawing (exemplified through fast frames in video) is an interesting technique to propagate science facts around social media. We also discuss the prospects of utilising standard MOOC's as a medium to teach HRI and thereby present a proposal of a (nano-MOOC). Furthermore, we also discuss the main challenge of being able to promote retention through HRI pedagogical material as there may be a tendency of withdrawal to deeply technical content. In conclusion, we present guidelines to promote the uptake of HRI across not only educational institutes but also the general public.
我们观察到,与其他媒体相比;在线视频是计算技术的一个强大的扩展工具,特别是人机交互(HRI)。我们在制作演示、场景和教育视频方面的经验(我们展示了两个关于教育HRI视频的轶事)使我们相信,如果设计和传达得当,这些模式可以具有很大的教学价值。我们还发现,快速手绘(通过视频中的快速帧为例)是一种在社交媒体上传播科学事实的有趣技术。我们还讨论了利用标准MOOC作为HRI教学媒介的前景,从而提出了一个(纳米MOOC)的建议。此外,我们还讨论了能够通过人力资源研究所教学材料促进留存的主要挑战,因为可能存在对深度技术内容的退缩倾向。总之,我们提出了指导方针,不仅在教育机构,而且在公众中促进HRI的采用。
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引用次数: 2
Robot head movements and human effort in the evaluation of tracking performance 机器人头部运动和人的努力在跟踪性能的评价
Silvia Rossi, M. Staffa, Maurizio Giordano, M. D. Gregorio, Antonio Rossi, Anna Tamburro, C. Vellucci
People detection and tracking are essential capabilities in human-robot interaction (HRI). Typically, a tracker performance is evaluated by measuring objective data, such as the tracking error. However, in HRI applications, human- tracking performance does not have to be evaluated by considering it as a passive sensing behavior, but as an active sensing process, where both the robot and the human are involved within-the-loop. In this context, we foresee that the robotic non-verbal feedback, such as the head movement, plays an important role in improving the system tracking performance, as well as in reducing the human effort in the interactive tracking process. In order to verify this assumption, we evaluate a tracker performance in a joint task between a human and a robot, modeled as a game, and in three different settings. We adopt common HRI performance measures, such as the robot attention demand or the human effort, to evaluate the HRI human tracking performance scaling up with respect to the used robot feedback channels.
人的检测和跟踪是人机交互(HRI)的基本功能。通常,跟踪器的性能是通过测量客观数据来评估的,比如跟踪误差。然而,在HRI应用中,人类跟踪性能不必通过将其视为被动感知行为来评估,而是将其视为主动感知过程,其中机器人和人类都参与到循环中。在这种情况下,我们预见机器人的非语言反馈,如头部运动,在提高系统跟踪性能方面发挥重要作用,并在交互式跟踪过程中减少人类的努力。为了验证这一假设,我们评估了跟踪器在人类和机器人之间的联合任务中的性能,建模为游戏,并在三种不同的设置中。我们采用常见的HRI性能度量,如机器人的注意力需求或人类的努力,来评估HRI人类跟踪性能与使用的机器人反馈通道的比例。
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引用次数: 7
Selecting the right robot: Influence of user attitude, robot sociability and embodiment on user preferences 选择合适的机器人:用户态度、机器人社交性和体现对用户偏好的影响
M. Ligthart, K. Truong
Selecting the suitable form of a robot, i.e. physical or virtual, for a task is not straightforward. The choice for a physical robot is not self-evident when the task is not physical but entirely social in nature. Results from previous studies comparing robots with different body types are found to be inconclusive. We performed a user study to provide a more sound comparison between a virtual and physical robot operating in a social setting. Besides body type, we manipulated the sociability of the robot. Our results show that 1) user preferences indicate that robot sociability is more important than body type for selecting a robot in a non-physical social setting, and 2) the user's attitude towards robots is an important moderating factor influencing robot preference.
为一项任务选择合适的机器人形式,即物理的或虚拟的,并不是直截了当的。当任务不是物理性质的,而是完全社交性质的时,物理机器人的选择并不是不言而喻的。之前对不同体型的机器人进行比较的研究结果并不确定。我们进行了一项用户研究,以提供在社交环境中操作的虚拟和物理机器人之间更合理的比较。除了体型,我们还控制了机器人的社交能力。研究结果表明:1)用户偏好表明,在非物理社交环境中,机器人的社交性比体型更重要;2)用户对机器人的态度是影响机器人偏好的重要调节因素。
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引用次数: 16
You and your robot companion — A framework for creating robotic applications usable by non-experts 您和您的机器人伙伴——一个用于创建非专家可用的机器人应用程序的框架
J. Hoefinghoff, A. V. D. Pütten, J. Pauli, N. Krämer
In this paper we present a system for all and sundry to create robotic applications which is characterized by adaptivity on different levels. First, users are enabled to create their own applications (e.g. play a card game with robot) by the usage of a decision making framework for robot companions. Second, within a created application the robot itself adapts its behavior via user feedback based on a decision making algorithm (e.g. teach the robot a card game based on user feedback). In dependency of the user's expertise, he or she has different possibilities of enhancing the robot's capabilities. Especially for the non-expert user a tool has been developed which provides a graphical user interface to configure applications. The usability of the tool has been evaluated with 5 participants of the age group 40+. The results show that the technical requirements to include non-experts are fulfilled by the framework but also reveal ways to improve the tool, such as the placement of the assistance mechanisms offered to the user.
在本文中,我们提出了一个系统,为所有和杂项创建机器人应用,其特点是在不同层次上的适应性。首先,通过使用机器人同伴的决策框架,用户可以创建自己的应用程序(例如与机器人一起玩纸牌游戏)。其次,在创建的应用程序中,机器人本身通过基于决策算法的用户反馈来调整其行为(例如,根据用户反馈教机器人玩纸牌游戏)。根据用户的专业知识,他或她有不同的可能性来增强机器人的能力。特别为非专业用户开发了一个工具,它提供了一个图形用户界面来配置应用程序。该工具的可用性已与年龄在40岁以上的5名参与者进行了评估。结果表明,框架满足了包括非专家在内的技术要求,但也揭示了改进工具的方法,例如为用户提供的辅助机制的位置。
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引用次数: 5
Preliminary investigation of attention responses against behavior observation Robot's movements 行为观察对机器人运动注意反应的初步研究
K. Wada, Mutsuki Yageta, Motoyasu Tooyama
In field studies, observation is often used to investigate natural behaviors of human subjects. However, it requires huge burden to observers. In order to solve the problem, we have proposed “Behavior Observation Robot” which can be a substitute for human observer. In order to observe natural behavior, the robot should avoid receiving much attention from the target subjects. In this study, we investigate attention responses against the robot's movements.
在实地研究中,观察经常被用来调查人类受试者的自然行为。然而,这给观察者带来了巨大的负担。为了解决这个问题,我们提出了“行为观察机器人”,它可以代替人类观察者。为了观察自然行为,机器人应该避免受到目标主体过多的关注。在这项研究中,我们研究了对机器人运动的注意反应。
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引用次数: 0
Meta analysis of the usage of the Godspeed Questionnaire Series Godspeed系列问卷使用情况的Meta分析
A. Weiss, C. Bartneck
Standardized metrics for assessing the success of robots is a necessity for a research field to compare and validate results. The Godspeed Questionnaire Series (GQS) is one of the most frequently used questionnaires in the field of Human-Robot Interaction (HRI) with over 160 citations as of October 2014. In this paper, we present a meta analysis of studies that used the GQS. The HRI community uses a large variety of robotic platforms and only the NAO robot seems to be used by multiple research groups. A qualitative meta analysis of 18 NAO studies reveals accumulated findings on perceived intelligence, likability, and anthropomorphism, but also reveals contradictions on how the robot's behaviour and task context impact GQS ratings. The paper closes with a reflection on how added value of data analysis and presentation could be achieved for the HRI community in future.
评估机器人成功的标准化指标是一个研究领域比较和验证结果的必要条件。Godspeed问卷系列(GQS)是人机交互(HRI)领域最常用的问卷之一,截至2014年10月,被引用次数超过160次。在本文中,我们对使用GQS的研究进行了荟萃分析。HRI社区使用各种各样的机器人平台,只有NAO机器人似乎被多个研究小组使用。一项对18项NAO研究的定性元分析揭示了在感知智力、可爱度和拟人化方面的累积发现,但也揭示了机器人的行为和任务环境如何影响GQS评分的矛盾。本文最后反思了未来如何为HRI社区实现数据分析和呈现的附加价值。
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引用次数: 92
Robotic emotional model with personality factors based on Pleasant-Arousal scaling model 基于愉悦-唤醒尺度模型的人格因素机器人情感模型
Naoki Masuyama, C. Loo
Emotion and personality are significant factors in communication. In general, during a decision making process in human-human communication, emotional factors will be affected not only the logical thinking, but also the emotional responses. Furthermore, personality gives individual differences among people in behavior patterns, cognitive process and emotional responses. In this paper, we propose the three stages (core affects, emotion and mood) robotic emotional model with OCEAN model as the personality factors based on 2D (Pleasant-Arousal) scaling model. The emotion states in proposed model are represented on pleasant-arousal plane. The results from simulation experiment show that the proposed model is able to generate the different emotional properties based on the personality factors.
情感和个性是沟通的重要因素。一般来说,在人际交往的决策过程中,情感因素不仅会影响逻辑思维,还会影响情绪反应。此外,人格赋予人们在行为模式、认知过程和情绪反应方面的个体差异。本文基于二维(愉悦-觉醒)尺度模型,提出了以OCEAN模型为人格因子的机器人情感模型(核心情感、情感和情绪)。该模型中的情绪状态在愉悦-唤醒平面上表示。仿真实验结果表明,该模型能够根据不同的人格因素生成不同的情感属性。
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引用次数: 12
Object recognition using multiple instance learning with unclear object teaching 模糊对象教学下的多实例学习目标识别
Yasuto Tamura, Hun-ok Lim
We propose an object recognition method for service robots under the constraint of uncertain object teaching by humans. In previous object recognition methods, the training phase required a large number of prepared images and also required the training data to not have a complex background. However, for robots to perform daily tasks, they should be able to recognize objects despite unclear object teaching by humans. In order to mitigate the effect of features in the background on object recognition, our proposed method classifies local features based on saliency from video images. In this paper, we demonstrate the efficacy of the proposed method in recognizing target objects despite unclear teaching by the user.
提出了一种服务机器人在人类不确定目标教学约束下的目标识别方法。在以前的目标识别方法中,训练阶段需要大量的准备图像,并且要求训练数据没有复杂的背景。然而,对于执行日常任务的机器人来说,它们应该能够识别物体,尽管人类对物体进行了不明确的教学。为了减轻背景特征对目标识别的影响,提出了基于显著性对视频图像进行局部特征分类的方法。在本文中,我们证明了所提出的方法在用户不明确教学的情况下识别目标物体的有效性。
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引用次数: 0
Perception matters! Engagement in task orientated social robotics 感觉很重要!参与以任务为导向的社交机器人
L. J. Corrigan, Christina Basedow, Dennis Küster, Arvid Kappas, Christopher E. Peters, Ginevra Castellano
Engagement in task orientated social robotics is a complex phenomenon, consisting of both task and social elements. Previous work in this area tends to focus on these aspects in isolation without consideration for the positive or negative effects one might cause the other. We explore both, in an attempt to understand how engagement with the task might effect the social relationship with the robot, and vice versa. In this paper, we describe the analysis of participant self-report data collected during an exploratory pilot study used to evaluate users' “perception of engagement”. We discuss how the results of our analysis suggest that ultimately, it was the users' own perception of the robots' characteristics such as friendliness, helpfulness and attentiveness which led to sustained engagement with both the task and robot.
面向任务的社交机器人的参与是一个复杂的现象,包括任务和社会两个因素。这一领域以前的工作倾向于孤立地关注这些方面,而不考虑一个方面可能导致另一个方面的积极或消极影响。我们对两者都进行了探索,试图理解参与任务如何影响与机器人的社会关系,反之亦然。在本文中,我们描述了在一项探索性试点研究中收集的参与者自我报告数据的分析,该研究用于评估用户的“参与感知”。我们讨论了我们的分析结果如何表明,最终,是用户自己对机器人特征的感知,如友好、乐于助人和注意力,导致了对任务和机器人的持续参与。
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引用次数: 11
Relationship between evoked electrical responses and robotic behavior analyzed by Self-Organization Map 利用自组织图分析诱发电反应与机器人行为的关系
Wataru Minoshima, Yasuhiro Fukui, Hidekatsu Ito, Suguru N. Kudoh
Toward neuroprosthetic technology, it is critical that a simple model system for interaction between brain and electric devices. For this purpose, we developed neurorobot system, Vitroid, equipped with a living neuronal network and a miniature moving robot as a body of the neurorobot. Self-Organization-Map (SOM) was employed as a generator for behavior of Vitroid. SOM was designed to map a high-dimensional feature vector to a 2-dimentional vector as the winner unit in output layer of SOM. Furthermore, neighboring units were assigned to resemble input vectors. Thus, SOM also performs pattern classifying analysis for inputted feature vector of neuronal activity. Cultured neuronal networks on Multi-Electrodes-Array (MEA) dish was alternately stimulated by two different electrodes. SOM mapped patterns induced by electrical stimulation to a 30 × 30 - 2D output layer. Only in the first step of the learning, SOM is forced to select a specific winner unit previously assigned in order to associate specific behaviors. We call this process “Seeding”. After seeding process, the winner-units correspond to the response patterns induced by two different stimuli were separately mapped. We confirmed that response patterns by two different electrical stimuli could be classified and they were almost stable. Furthermore, it revealed that spontaneous activity and evoked response shared the same patterns, suggesting that the internal autonomous activity is not only a noise, but is almost equivalent to a meaningful response. We also succeeded in collision avoidance of Vitroid by SOM-based behavior generator.
对于神经假肢技术来说,一个简单的大脑和电子设备相互作用的模型系统是至关重要的。为此,我们开发了神经机器人系统Vitroid,它配备了一个活的神经网络和一个微型移动机器人作为神经机器人的身体。采用自组织映射(SOM)作为Vitroid行为的生成器。SOM的设计是将一个高维特征向量映射到一个二维向量,作为SOM输出层的赢家单元。此外,相邻单元被分配为类似输入向量。因此,SOM还对输入的神经元活动特征向量进行模式分类分析。在多电极阵列(MEA)培养皿上培养神经网络,用两种不同的电极交替刺激。SOM将电刺激引起的模式映射到30 × 30 - 2D输出层。只有在学习的第一步,SOM才被迫选择先前分配的特定赢家单元,以便将特定行为联系起来。我们称这个过程为“播种”。播种后,分别绘制两种不同刺激诱导的反应模式对应的获胜单元。我们证实了两种不同电刺激的反应模式可以分类,并且它们几乎是稳定的。此外,自发活动和诱发反应具有相同的模式,这表明内部自主活动不仅是一种噪音,而且几乎等同于一种有意义的反应。我们还成功地利用基于som的行为生成器实现了Vitroid的避碰。
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引用次数: 1
期刊
2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)
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