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Model-based Reminiscence: Guiding Mental Time Travel by Cognitive Modeling 基于模型的回忆:认知模型引导心理时间旅行
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980492
J. Morita, Takatsugu Hirayama, K. Mase, Kazunori Yamada
This paper proposes an approach to elderly mental care called model-based reminiscence, which utilizes cognitive modeling to guide a user's mental time travel. In this approach, a personalized cognitive model is constructed by implementing a user's lifelog (a photo library) in the ACT-R cognitive architecture. The constructed model retrieves photos based on human memory characteristics such as learning, forgetting, inhibition, and noise. These memory characteristics are regulated with parameter values corresponding to cognitive and emotional health. The authors assumed that a user's mental health could be assessed from their reactions to photo sequences retrieved by models with various parameter settings. The authors also assumed that it would be possible to motivate a user by guiding their memory recall with photo sequences generated from a healthy optimal state model. A simulation study indicates the potential of this approach presenting a variety of model behaviors corresponding cognitive / emotional states.
本文提出了一种基于模型的老年心理护理方法,该方法利用认知建模来引导用户的心理时间旅行。在这种方法中,通过在ACT-R认知架构中实现用户的生活日志(照片库)来构建个性化的认知模型。所构建的模型基于人类的记忆特征,如学习、遗忘、抑制和噪声来检索照片。这些记忆特征受到与认知和情绪健康相对应的参数值的调节。作者假设,用户的心理健康状况可以通过他们对具有各种参数设置的模型检索的照片序列的反应来评估。作者还假设,通过使用由健康的最佳状态模型生成的照片序列来引导用户的记忆回忆,从而有可能激励用户。一项模拟研究表明,这种方法有可能呈现出与认知/情绪状态相对应的各种模型行为。
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引用次数: 4
Communication Cues in a Human-Robot Touch Interaction 人机触摸交互中的交流线索
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2974809
Takahiro Hirano, M. Shiomi, T. Iio, Mitsuhiko Kimoto, Takuya Nagashio, I. Tanev, K. Shimohara, N. Hagita
Haptic interaction is a key capability for social robots that closely interact with people in daily environments. Such human communication cues as gaze behaviors make haptic interaction look natural. Since the purpose of this study is to increase human-robot touch interaction, we conducted an experiment with 20 participants who interacted with a robot with different combinations of gaze behaviors and touch styles. The experimental results showed that both gaze behaviors and touch styles influence the changes in the perceived feelings of touch interaction with a robot.
触觉交互是在日常环境中与人密切互动的社交机器人的一项关键能力。像凝视行为这样的人类交流线索使得触觉互动看起来很自然。由于本研究的目的是增加人机触摸互动,我们对20名参与者进行了实验,他们以不同的凝视行为和触摸风格组合与机器人进行互动。实验结果表明,凝视行为和触摸风格都会影响与机器人的触摸交互感知感觉的变化。
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引用次数: 10
"I know how you performed!": Fostering Engagement in a Gaming Situation Using Memory of Past Interaction “我知道你的表现!”*利用过去互动的记忆来培养玩家在游戏情境中的粘性
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2974818
A. Kipp, F. Kummert
Studying long-term human-robot interactions in the context of playing games can help answer many questions about how humans perceive robots. This paper presents the results of a study where the robot Flobi [11] plays a game of pairs against a human player and employs a memory with information about past interactions. The study focuses on long-term effects, namely the novelty effect, and how a memory with statistics about past game-plays can be used to cope with that effect. We also investigate how an autonomous interaction compares to a remotely controlled system that plays flawlessly. Results showed that providing information about how players performed throughout the interaction can help to keep them more interested and engaged. Nevertheless, results also showed that this information in combination with perfect playing skills tended to promote a more negative perception of the interaction and of the robot.
在玩游戏的背景下研究长期的人机交互可以帮助回答许多关于人类如何感知机器人的问题。本文介绍了一项研究的结果,其中机器人Flobi[11]与人类玩家进行配对游戏,并使用包含过去交互信息的记忆。这项研究的重点是长期效应,即新奇效应,以及如何利用过去游戏玩法的统计数据来应对这种效应。我们还研究了如何将自主交互与完美发挥的远程控制系统进行比较。结果显示,提供玩家在整个互动过程中的表现信息有助于让他们对游戏更感兴趣。然而,结果也表明,这些信息与完美的游戏技巧相结合,往往会促进对互动和机器人的更消极的看法。
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引用次数: 2
The Optimum Rate of Mimicry in Human-Agent Interaction 人- agent交互中的最佳拟态率
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980506
Yumiko Shinohara, Katsuhiro Kubo, Momoyo Nozawa, Misa Yoshizaki, Tomomi Takahashi, Hirofumi Hayakawa, Atsushi Hirota, Yukiko Nishizaki, N. Oka
The importance of building rapport between a human and an agent is increasing with the burgeoning development of robot technology. Several recent studies have focused on the chameleon effect, using psychological concepts to investigate human-agent interaction. However, the validity of the chameleon effect in human-agent interaction is controversial. Few studies have explored the influence of individual cognitive ability and the rate of mimicry on the human-agent interaction. We explored the optimal rate of mimicry and the relationship between mimicry rate and individual empathic ability. We controlled the amount of agent mimicry and examined the effect on participants classified as high- and low-perspective takers. We found that, overall, participants preferred agents that mimicked their behavior 83% of the time. Moreover, high-, but not low-, perspective takers tended to be influenced by the mimicry rate.
随着机器人技术的迅速发展,在人与代理之间建立融洽关系的重要性日益增加。最近的几项研究集中在变色龙效应上,使用心理学概念来研究人与代理的相互作用。然而,变色龙效应在人-agent相互作用中的有效性存在争议。很少有研究探讨个体认知能力和模仿率对人-代理交互作用的影响。我们探讨了最优的模仿率以及模仿率与个体共情能力的关系。我们控制了代理人模仿的数量,并检查了对被分为高视角和低视角接受者的参与者的影响。我们发现,总的来说,83%的参与者更喜欢模仿他们行为的代理。此外,高而非低的观点接受者倾向于受到模仿率的影响。
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引用次数: 2
Forming Intimate Human-Robot Relationships Through A Kissing Machine 通过接吻机器建立亲密的人机关系
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980513
E. Y. Zhang, A. Cheok
Robots are increasingly becoming involved in people's lives as social companions or even romantic partners rather than mere productivity tools. To facilitate intimacy in human-robot relationships, technologies should enable human to have intimate physical interactions with robots, such as kissing. This paper presents a kissing machine that reproduces and transmits the haptic sensations of kissing. It provides a physical interface for human to form emotional and intimate connections with robots or virtual characters through kissing, and also acts as a remote agent for human to transmit kisses remotely through a communication network.
机器人越来越多地作为社交伙伴甚至恋人参与到人们的生活中,而不仅仅是生产工具。为了促进人与机器人之间的亲密关系,技术应该使人类能够与机器人进行亲密的身体互动,比如接吻。本文介绍了一种能够复制和传递接吻触觉的接吻机器。它为人类提供了通过接吻与机器人或虚拟人物建立情感和亲密联系的物理界面,也充当了人类通过通信网络远程传递接吻的远程代理。
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引用次数: 27
Does a Conversational Robot Need to Have its own Values?: A Study of Dialogue Strategy to Enhance People's Motivation to Use Autonomous Conversational Robots 对话机器人需要有自己的价值观吗?:提高人们使用自主对话机器人动机的对话策略研究
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2974830
Takahisa Uchida, T. Minato, H. Ishiguro
This work studies a dialogue strategy aimed at building people's motivation for talking with autonomous conversational robots. Even though spoken dialogue systems continue to develop rapidly, the existing systems are insufficient for continuous use because they fail to motivate users to talk with them. One reason is that users fail to realize that the intentions of the system's utterances are based on its values. Since people recognize the values of others and modify their own values in human-human conversations, we hypothesize that a dialogue strategy that makes users saliently feel the difference of their own values and those of the system will increase motivation for the dialogues. Our experiment, which evaluated human-human dialogues, supported our hypothesis. However, an experiment with human-android dialogues failed to produce identical results, suggesting that people did not attribute values to our android. For a conversational robot, we need additional techniques to convince people to believe a robot speaks based on its own values and opinions.
这项工作研究了一种对话策略,旨在建立人们与自主对话机器人交谈的动机。尽管口语对话系统在不断快速发展,但现有的系统不足以持续使用,因为它们不能激励用户与它们交谈。一个原因是用户没有意识到系统话语的意图是基于它的价值观的。由于人们在人与人之间的对话中认识到他人的价值观并修改自己的价值观,因此我们假设,让用户明显感受到自己的价值观与系统的价值观的差异的对话策略将增加对话的动机。我们的实验评估了人与人之间的对话,支持了我们的假设。然而,人类与机器人对话的实验没有产生相同的结果,这表明人们并没有赋予我们的机器人价值。对于对话机器人,我们需要额外的技术来说服人们相信机器人是根据自己的价值观和观点说话的。
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引用次数: 6
Tracking Human Gestures under Field-of-View Constraints 在视场约束下跟踪人类手势
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980477
K. Tee, Yuanwei Chua, Zhiyong Huang
This paper presents a control design for a desktop telepresence robot that guarantees satisfaction of field-of-view (FOV) constraints when dynamically tracking multiple points of interest on a person.The multi-point tracking problem is solved by complementing centroid tracking with local constraint satisfaction that is achieved by local integral barrier functions active only in small regions near the FOV limits. Such a control provides an aggregate view of the points of interest on the person and ensures that none of them goes out of view. A simulation study illustrates the performance of the proposed control in comparison with a conventional control.
提出了一种桌面式远程呈现机器人在动态跟踪人体多个兴趣点时能够满足视场约束的控制设计。通过局部积分障碍函数在视场极限附近的小区域内发挥作用,将质心跟踪与局部约束满足互补,解决了多点跟踪问题。这样的控制提供了一个关于这个人的兴趣点的汇总视图,并确保它们没有一个超出了视图。仿真研究表明,与传统控制相比,所提出的控制方法具有良好的性能。
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引用次数: 0
Response Tendencies of Four-Year-Old Children to Communicative and Non-Communicative Robots 四岁儿童对交流型和非交流型机器人的反应倾向
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980490
M. Okanda, Yue Zhou, T. Kanda, H. Ishiguro, S. Itakura
This study examined response tendencies in 4-year-old Japanese children (N = 45) to yes-no questions asked by a communicative, or a non-communicative robot. The children watched a video of a robot that was either responsive (communicative condition), or unresponsive (non-communicative condition) to human actions. Then, all the children watched a video of the same robot asking yes-no questions pertaining to familiar and unfamiliar objects. The children in both conditions exhibited a nay-saying bias to questions about unfamiliar objects, with children in the non-communicative condition tending to show a stronger nay-saying bias than children in the communicative condition. Children's response tendencies towards questions asked by humans and other agents are discussed.
这项研究调查了4岁的日本儿童(N = 45)对会说话和不会说话的机器人提出的是-否问题的反应倾向。孩子们观看了一个机器人的视频,这个机器人要么对人类的行为有反应(交流条件),要么没有反应(无交流条件)。然后,所有的孩子都观看了一段视频,视频中同一个机器人会就熟悉和不熟悉的物体问“是”或“否”的问题。两种情况下的儿童对不熟悉物体的问题都表现出拒绝倾向,非交流条件下的儿童比交流条件下的儿童倾向于表现出更强的拒绝倾向。讨论了儿童对人类和其他代理人提出的问题的反应倾向。
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引用次数: 2
"Look at Me!": Self-Interruptions as Attention Booster? “看着我!”自我干扰是注意力的助推器?
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980488
Birte Carlmeyer, David Schlangen, B. Wrede
In this paper we present results of an exploratory experiment investigating the effects of a contingently self-interrupting vs non-self-interrupting virtual agent who transmits information to a human interaction partner. In the experimental condition self-interruptions of the agent were triggered by an external event whereas in the control group the agent did not react to this event. We measured the effect of the agent's self-interruptions on human attention, memory performance and subjective ratings. In this paper we discuss the results with respect to the design of incremental human-agent dialogue modeling.
在本文中,我们提出了一项探索性实验的结果,该实验调查了偶然自中断与非自中断虚拟代理的影响,后者将信息传递给人类交互伙伴。在实验条件下,代理的自我中断是由外部事件触发的,而在对照组中,代理对该事件没有反应。我们测量了代理人的自我打断对人类注意力、记忆表现和主观评分的影响。在本文中,我们讨论了关于增量人-智能体对话建模设计的结果。
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引用次数: 13
Effects of Deformed Embodied Agent during Collaborative Interaction Tasks: Investigation on Subjective Feelings and Emotion 变形具身主体在协同互动任务中的作用:主观感受和情绪的调查
Pub Date : 2016-10-04 DOI: 10.1145/2974804.2980478
Aya Kitamura, Yugo Hayashi
Designing embodied agents that are empathic and positive towards humans is important in Human Agent Interaction (HAI) and design factors need to be instigated based on experimental investigation. Agent design specificity, in which less specific animated designs are better than realistic designs, is one of the key factors that facilitate positive emotions during interactions. Focusing on this point, this study investigated the effects of a deformed embodied agent during a collaborative interaction task with the objective of understanding how subjective interpersonal states and emotional states change when deformed embodied agents are used instead of non-deformed agents. This was accomplished by developing an interactive communication task with the embodied agent and collecting subjective and emotional state data during the task. The results obtained indicate that deformed agents evoke impressions of closeness and produce higher arousal states.
设计对人类具有移情和积极态度的具身智能体在人与智能体交互(HAI)中很重要,需要在实验研究的基础上激发设计因素。Agent设计的专一性,即不太专一的动画设计优于现实设计,是促进互动过程中积极情绪的关键因素之一。针对这一点,本研究考察了变形具身体在协作交互任务中的作用,目的是了解当使用变形具身体代替非变形具身体时,主观人际状态和情绪状态的变化。这是通过开发与具身代理的交互式交流任务并在任务期间收集主观和情绪状态数据来完成的。结果表明,变形的代理唤起亲密的印象和产生更高的唤醒状态。
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引用次数: 0
期刊
Proceedings of the Fourth International Conference on Human Agent Interaction
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