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Motion Analysis of Human-Human and Human-Robot Cooperation During Industrial Assembly Tasks 工业装配任务中人与机器人合作的运动分析
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132615
J. Höcherl, B. Wrede, T. Schlegl
This article discusses the relevance of the motion behavior and adaptation of a collaborative robot for human-robot cooperation. Two experiments on cooperative assembly are shown. First, a human-human experiment with defined test conditions evaluates the aspects of distance, nearest body part, and predictability as significant. Second, a human-robot experiment shows that fixed trajectories and conservative dynamic parameters lead to a quick gain of confidence of the participants. Besides, the data shows that a realistic use case with complex tasks is key to evaluate the impact of motion parameters.
本文讨论了协作机器人的运动行为和自适应与人机合作的关系。给出了两个协同装配实验。首先,在确定的测试条件下进行人体实验,评估距离、最近的身体部位和可预测性等方面的重要性。其次,人-机器人实验表明,固定的轨迹和保守的动态参数使参与者快速获得信心。此外,数据表明,具有复杂任务的现实用例是评估运动参数影响的关键。
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引用次数: 7
Tactile Interaction and Social Touch: Classifying Human Touch Using a Soft Tactile Sensor 触觉互动与社交触觉:用软触觉传感器对人类触觉进行分类
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132614
Jiong Sun, S. Redyuk, E. Billing, D. Högberg, Paul E. Hemeren
This paper presents an ongoing study on affective human-robot interaction. In our previous research, touch type is shown to be informative for communicated emotion. Here, a soft matrix array sensor is used to capture the tactile interaction between human and robot and 6 machine learning methods including CNN, RNN and C3D are implemented to classify different touch types, constituting a pre-stage to recognizing emotional tactile interaction. Results show an average recognition rate of 95% by C3D for classified touch types, which provide stable classification results for developing social touch technology.
本文介绍了一项正在进行的关于情感人机交互的研究。在我们之前的研究中,触摸类型被证明是传达情感的信息。本文采用软矩阵阵列传感器捕捉人与机器人之间的触觉交互,并采用CNN、RNN、C3D等6种机器学习方法对不同的触觉类型进行分类,为情感触觉交互识别奠定了基础。结果表明,C3D对分类触摸类型的平均识别率为95%,为开发社交触摸技术提供了稳定的分类结果。
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引用次数: 1
Two-Dimensional Mind Perception Model of Humanoid Virtual Agent 类人虚拟代理的二维心灵感知模型
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125761
T. Matsui, S. Yamada
In this paper, we verified two kinds of two-dimensional mind perception models of humanoid virtual agents and investigate the relationship between the models and effect of emotional contagion. To verify the two kinds of dimensional models, we used questionnaires from prior works and our own questionnaire. From these questionnaires, we constructed an "agency"- "experience" model and "familiarity"-"'reality" model from EFA. These two models are valid for distinguishing humanoid agents and predicting the effect of emotional contagion. The factor scores of "experience" and "familiarity" have a high correlation coefficient with the effect of emotional contagion. This result suggests a method for designing humanoid agents that have a high emotional contagion ability.
本文验证了两种类人虚拟代理的二维心理知觉模型,并探讨了模型与情绪传染效应的关系。为了验证这两种维度模型,我们分别使用了前人的问卷和我们自己的问卷。从这些问卷中,我们构建了基于EFA的“代理”-“经验”模型和“熟悉”-“现实”模型。这两种模型对于识别类人媒介和预测情绪传染的效果是有效的。“经验”和“熟悉”因子得分与情绪感染效果有较高的相关系数。这一结果提出了一种设计具有高情绪传染能力的类人媒介的方法。
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引用次数: 8
A Social Robot in a Human-Animal Relationship at Home: A Field Study 家庭中人类与动物关系中的社交机器人:一项实地研究
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125759
Haruka Kasuga, Daisuke Sakamoto, N. Munekata, T. Ono
Pets are humanity'V?stra G?talands oldest friend since ancient times. People have been living with them since then, and the relationship between people and pets as family members at home is well researched. Recently, social robots are entering family lives, and a new research field is being born, namely, a triad relationship between people, pets, and social robots. To investigate how a social robot affects a human-animal relationship in the home, an exploratory field experiment was conducted. In this experiment, a robot, called NAO, was introduced into the homes of 10 families, and 22 participants (with 12 pets:4 dogs and 8 cats), called 'owners' hereafter, were asked to interact with NAO. NAO was operated under two conditions:speaking positively to the pets, and speaking negatively to them. Just five sentenses that NAO spoke to the pets and two sentenses to the owners were different. The results of the study show that changing NAO's attitude to the pets affected both the owners? impression of the robot and the pet's impression of the robot (perceived by the owners).
宠物是人类的财富。箍G ?他是我自古以来的老朋友。从那时起,人们就一直和宠物生活在一起,人们和宠物作为家庭成员在家里的关系也得到了很好的研究。最近,社交机器人正在进入家庭生活,一个新的研究领域正在诞生,即人、宠物和社交机器人之间的三位一体关系。为了研究社交机器人如何影响家庭中人与动物的关系,我们进行了一项探索性的实地实验。在这个实验中,一个名为NAO的机器人被引入10个家庭,22个参与者(有12只宠物:4只狗和8只猫)被称为“主人”,被要求与NAO互动。NAO在两种情况下进行操作:积极地对宠物说话,消极地对它们说话。NAO对宠物说的五句话和对主人说的两句话是不同的。研究结果表明,改变NAO对宠物的态度,对主人和宠物都有影响。对机器人的印象和宠物对机器人的印象(由主人感知)。
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引用次数: 3
Appearance of a Robot Influences Causal Relationship between Touch Sensation and the Personality Impression 机器人外观影响触觉与人格印象的因果关系
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132587
Yuki Yamashita, H. Ishihara, Takashi Ikeda, M. Asada
Personality impressions of robots have been regarded as one of the crucial factors in human-robot interaction. To design the personality impressions, we should know how the visual, auditory, and tactile impressions determine the personality impressions. In this study, we investigated the relationships between touch sensations and personality impressions with a child-type android robot in two conditions where 40 Japanese participants touched a part of the robot with different appearance of the face. Factor and path analyses were conducted on the evaluation scores of the sensations and impressions provided by the participants. As a result, two significant positive causal relationships (p < 0.001) were found between the Preference and Resilience touch sensations, and the Likability and Capability personality impressions, respectively, in both robot conditions. On the other hand, several other causal relationships were found only in one condition. This suggests that there are appearance-dependent and appearance-independent relationships between touch sensations and personality impressions.
机器人的个性印象一直被认为是人机交互的关键因素之一。要设计个性印象,我们应该知道视觉、听觉和触觉是如何决定个性印象的。在这项研究中,我们研究了触摸感觉与儿童型机器人的个性印象之间的关系,在两种情况下,40名日本参与者触摸机器人的不同面部外观的一部分。对被试提供的感觉和印象的评价分数进行了因子分析和通径分析。结果发现,在两种机器人条件下,偏好和弹性触摸感觉与讨人喜欢和能力人格印象之间分别存在两个显著的正因果关系(p < 0.001)。另一方面,其他几个因果关系只在一种情况下被发现。这表明在触觉和人格印象之间存在着依赖于外表和不依赖于外表的关系。
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引用次数: 11
A Multimodal Interactive Storytelling Agent Using the Anthropomorphic Robot Head Flobi 使用拟人化机器人头Flobi的多模式交互式故事代理
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132600
Lilian Schröder, Victoria Buchholz, Victoria Helmich, L. Hindemith, B. Wrede, Lars Schillingmann
Interactive storytelling is a social situation that places a number of demands on a system when realized by an artificial agent. It can be used as a means of teaching or entertainment by a social robot or agent. To be successful, the storytelling has to be interesting and responsive. An agent needs to be aware of the user's state and coordinate the course of the story with the user input. Thus, this is an attractive scenario for the examination of HAI topics by user studies. We implemented an interactive storytelling system using the anthropomorphic robot head Flobi that presents the story with multimodal output and, at the same time, is responsive to multimodal input. The system is designed to serve as a basis for future experiments.
交互式故事叙述是一种社会情境,当由人工代理实现时,它会对系统提出许多要求。它可以被社会机器人或代理用作教学或娱乐的手段。为了获得成功,故事叙述必须有趣且具有响应性。代理需要了解用户的状态,并根据用户的输入协调故事的进程。因此,这是通过用户研究来检查HAI主题的一个有吸引力的场景。我们使用拟人化机器人头Flobi实现了一个交互式讲故事系统,该系统以多模式输出呈现故事,同时对多模式输入做出响应。该系统旨在为将来的实验奠定基础。
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引用次数: 2
Social Drone Companion for the Home Environment: a User-Centric Exploration 家庭环境的社交无人机伴侣:以用户为中心的探索
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125774
K. Karjalainen, Anna Elisabeth Sofia Romell, P. Ratsamee, A. Yantaç, M. Fjeld, M. Obaid
Recent research has focused on how to facilitate interaction between humans and robots, giving rise to the field of human robot interaction. A related research area is human-drone interaction (HDI), investigating how interaction between humans and drones can be expanded in novel and meaningful ways. In this work, we explore the use of drones as companions in a home environment. We present three consecutive studies addressing user requirements and design space of companion drones. Following a user-centered approach, the three stages include online questionnaire, design workshops, and simulated virtual reality (VR) home environment. Our results show that participants preferred the idea of a drone companion at home, particularly for tasks such as fetching items and cleaning. The participants were also positive towards a drone companion that featured anthropomorphic features.
最近的研究主要集中在如何促进人与机器人之间的交互,从而产生了人机交互领域。一个相关的研究领域是人-无人机交互(HDI),研究如何以新颖而有意义的方式扩展人与无人机之间的交互。在这项工作中,我们探索在家庭环境中使用无人机作为伴侣。我们提出了三个连续的研究解决用户需求和设计空间的同伴无人机。遵循以用户为中心的方法,三个阶段包括在线问卷调查、设计研讨会和模拟虚拟现实(VR)家庭环境。我们的研究结果显示,参与者更喜欢家里有无人机陪伴的想法,尤其是在做取东西和打扫等任务时。参与者也对具有拟人化特征的无人机同伴持积极态度。
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引用次数: 46
Trust Lengthens Decision Time on Unexpected Recommendations in Human-agent Interaction
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125751
H. Tokushige, Takuji Narumi, Sayaka Ono, Y. Fuwamoto, T. Tanikawa, M. Hirose
As intelligent agents learn to behave increasingly autonomously and simulate a high level of intelligence, human interaction with them will be increasingly unpredictable. Would you accept an unexpected and sometimes irrational but actually correct recommendation by an agent you trust? We performed two experiments in which participants played a game. In this game, the participants chose a path by referring to a recommendation from the agent in one of two experimental conditions:the correct or the faulty condition. After interactions with the agent, the participants received an unexpected recommendation by the agent. The results showed that, while the trust measured by a questionnaire in the correct condition was higher than that in the faulty condition, there was no significant difference in the number of people who accepted the recommendation. Furthermore, the trust in the agent made decision time significantly longer when the recommendation was not rational.
随着智能代理学会越来越自主地行动,并模拟出高水平的智能,人类与它们的互动将越来越不可预测。你会接受一个意想不到的,有时是不合理的,但实际上是正确的推荐,一个你信任的代理吗?我们进行了两个实验,让参与者玩一个游戏。在这个游戏中,参与者在两种实验条件中的一种:正确或错误条件下,根据智能体的建议选择一条路径。在与代理互动后,参与者收到了代理意想不到的推荐。结果表明,在正确的情况下,问卷测量的信任度高于错误的情况,但在接受推荐的人数上没有显著差异。此外,当推荐不合理时,对代理的信任使决策时间显著延长。
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引用次数: 11
A Study of Good and Evil Using 1 DOF Sticks 用1自由度棒研究善恶
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132605
E. Ishikawa, K. Terada
Assuming that a mind is a source of variety in behavior is important in a non-zero-sum situation in which cooperators and competitors (free riders) are mixed. In such a context, one should rapidly differentiate between competitors and cooperators and avoid useless battles against competitors. Once an actor's mind (intentions) and current situation have been identified, the strategy of assuming a mind enables one to infer the actor's future behavior even if the situation is different. In the present study, we conducted an experiment to assess whether humans predict the future behavior of an agent (a 1 degree of freedom (DOF) stick) in a different situation by attributing malice or benevolence. We developed a stick-mediated interactive hole that provides minimum modal interaction in a non-zero-sum game situation. Participants were asked to insert as many sticks as they could into the hole within two minutes. The motor behind the hole produced cooperative or obstructive actions. The results show that participants who performed the task with a cooperative hole attributed benevolence and predicted future cooperative behavior in a different task and that participants who performed the task with an obstructive hole attributed malice but did not predict future obstructive behavior.
在合作者和竞争者(搭便车者)混合的非零和情况下,假设思维是行为多样性的来源是很重要的。在这种情况下,人们应该迅速区分竞争对手和合作者,避免与竞争对手进行无谓的斗争。一旦确定了行为人的思想(意图)和当前情况,假设思想的策略使人们能够推断出行为人未来的行为,即使情况不同。在本研究中,我们进行了一项实验,以评估人类是否通过归因恶意或仁慈来预测不同情况下代理人(1自由度(DOF)棒)的未来行为。我们开发了一个以棍子为媒介的交互洞,在非零和游戏情境中提供最小的模态交互。参与者被要求在两分钟内将尽可能多的木棍插入洞中。孔后的马达产生配合或阻碍作用。结果表明,在不同的任务中,具有合作孔的参与者将仁慈归因于仁慈,并预测了未来的合作行为;而在具有阻碍孔的任务中,参与者将恶意归因于仁慈,但不预测未来的阻碍行为。
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引用次数: 0
What Is It Like to Be a Bot?: Toward More Immediate Wizard-of-Oz Control in Social Human-Robot Interaction 当机器人是什么感觉?:在社交人机交互中实现更直接的Wizard-of-Oz控制
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132580
Sam Thellman, Jacob Lundberg, Mattias Arvola, T. Ziemke
Several Wizard-of-Oz techniques have been developed to make robots appear autonomous and more social in human-robot interaction. Many of the existing solutions use control interfaces that introduce significant time delays and hamper the robot operator's ability to produce socially appropriate responses in real time interactions. We present work in progress on a novel wizard control interface designed to overcome these limitations:a motion tracking-based system which allows the wizard to act as if he or she is the robot. The wizard sees the other through the robot's perspective, and uses his or her own bodily movements to control it. We discuss potential applications and extensions of this system, and conclude by discussing possible methodological advantages and disadvantages.
一些“绿野仙踪”技术已经被开发出来,使机器人在人机交互中显得更自主,更社会化。许多现有的解决方案使用的控制接口引入了显著的时间延迟,并妨碍了机器人操作员在实时交互中产生适当的社会响应的能力。我们目前正在研究一种新的向导控制界面,旨在克服这些限制:一种基于运动跟踪的系统,允许向导像机器人一样行动。巫师通过机器人的视角来观察对方,并用自己的身体动作来控制机器人。我们讨论了该系统的潜在应用和扩展,并讨论了可能的方法优点和缺点。
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引用次数: 4
期刊
Proceedings of the 5th International Conference on Human Agent Interaction
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