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Interaction Model for Incremental Information Presentation 增量信息表示的交互模型
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132582
Birte Carlmeyer, Monika Chromik, B. Wrede
In this paper we present an interaction model for incremental information presentation for situated human-agent assistive systems, which support a user in daily activities such as packing a bag or fetching ingredients for a cake or a menu. In a smart home interaction scenario, we provide a first realization as a proof of concept for our approach.
在本文中,我们提出了一个用于情境人类智能体辅助系统的增量信息表示的交互模型,该系统支持用户进行日常活动,如打包袋子或为蛋糕或菜单取配料。在智能家居交互场景中,我们提供了第一个实现作为我们方法的概念证明。
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引用次数: 1
Effect of an Agent's Contingent Responses on Maintaining an Intentional Stance 行体偶然反应对维持有意姿态的影响
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125770
Y. Ohmoto, Shunya Ueno, T. Nishida
To establish social relationships between a human and an artificial agent, the agent has to induce and maintain the intentional stance on its human partner. In this study, we focus on contingency, which is the behavior that occurs synchronously with the last action, and the icebreaker, which is a facilitation exercise that helps start an interaction. The aim of this study is to investigate whether an agent that implements contingent responses is capable of inducing and maintaining an intentional stance. We conducted an experiment using the contingent agent and a ``subgoal-oriented agent' as a control group. As a result, we conclude that the contingent responses are capable of maintaining the intentional stance during the main task from the behavior analysis. On the other hand, we suggested that only the participants who actively joined the icebreaker with the contingent agent be induced into taking an intentional stance. From these results, we conclude that the contingent responses could maintain the intentional stance but not induce it.
为了在人与人工智能体之间建立社会关系,智能体必须诱导并维持对其人类伙伴的意向性立场。在这项研究中,我们关注偶然性,即与最后一个行动同步发生的行为,以及破冰,这是一种帮助开始互动的促进练习。本研究的目的是调查一个实施偶然反应的主体是否能够诱导和维持一个有意的立场。我们进行了一个实验,使用偶然代理和“子目标导向的代理”作为对照组。结果表明,从行为分析的角度来看,偶然反应能够在主任务过程中保持意向姿态。另一方面,我们建议只有那些积极加入破冰船的参与者才会被诱导采取有意的立场。从这些结果中,我们得出结论,偶然反应可以维持意向立场,但不能诱导意向立场。
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引用次数: 6
Does an Animation Character Robot Increase Sales? 动画角色机器人能增加销量吗?
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132596
Reo Matsumura, M. Shiomi, N. Hagita
This paper investigates whether a network robot salesclerk system increases sales in real shopping contexts. Our robot system, which consists of an autonomous virtual agent and a semi-autonomous physical agent, enables customers to interact with the virtual agents on their smartphones and reserve special character merchandise. Moreover, their virtual agent is transferred to the physical agent at the shop to physically distribute the reserved merchandise to customers. Through such cyber-physical interaction, we provided rich shopping experiences to customers to increase sales. We collaborated with an animation company, Production I.G Inc., and employed an animation character named Tachikoma from the Ghost in the Shell:Stand Alone Complex (a.k.a S.A.C. seriese) universe to design the appearance and the characteristics of both agents. We conducted field trials to investigate whether the developed system contributed to sales related to the animation merchandise of Ghost in the Shell, and the results showed our system's effectiveness.
本文研究了网络机器人售货员系统在真实购物环境下是否能增加销售额。我们的机器人系统由一个自主的虚拟代理和一个半自主的物理代理组成,使客户能够在智能手机上与虚拟代理互动,并预订特殊角色商品。此外,他们的虚拟代理被转移到商店的物理代理,以物理地将预订的商品分发给客户。通过这种网络与物理的互动,我们为顾客提供了丰富的购物体验,从而增加了销售额。我们与动画公司Production I.G Inc.合作,并聘请了《攻壳机动队:独立行动》(又名S.A.C.系列)宇宙中的动画角色塔奇科马(Tachikoma)来设计这两个特工的外观和特征。我们进行了实地试验,以调查开发的系统是否有助于与《攻壳机动队》动画商品相关的销售,结果显示了我们系统的有效性。
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引用次数: 7
Can Children Take Advantage of Nao Gaze-Based Hints During GamePlay? 孩子们能在游戏中利用Nao凝视的提示吗?
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132613
E. Mwangi, M. Díaz, E. Barakova, Andreu Català, G.W.M. Rauterberg
This paper presents a study that analyzes the effects of robots' gaze hints on children's performance in a card-matching game. We conducted a within-subjects study, in which children played a card matching game "Memory" in the presence of a robot tutor in two sessions. In one session, the robot gave hints to help the child find matching cards by looking at the correct match and, in the other session, the robot only looked at the child and did not give them any help. Children performance was measured using the number of tries and overall time used to complete the game. Our findings show that the use of gaze hints (help condition) made the matching task significantly easier and that children used significantly fewer tries than without help.
本文提出了一项研究,分析了机器人的凝视暗示对儿童在纸牌匹配游戏中的表现的影响。我们进行了一项主题内研究,让孩子们在机器人导师的陪同下,分两个阶段玩纸牌匹配游戏“记忆”。在一个环节中,机器人给出提示,帮助孩子找到匹配的卡片,通过查看正确的匹配,在另一个环节中,机器人只看着孩子,不给他们任何帮助。孩子们的表现是通过尝试的次数和完成游戏的总时间来衡量的。我们的研究结果表明,使用注视提示(帮助条件)使匹配任务明显更容易,并且儿童使用的尝试次数明显少于没有帮助的情况。
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引用次数: 3
Proposal of a Model to Determine the Attention Target for an Agent in Group Discussion with Non-verbal Features 具有非语言特征的群体讨论中主体注意目标确定模型的提出
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125775
Seiya Kimura, Hung-Hsuan Huang, Qi Zhang, S. Okada, Naoki Ohta, K. Kuwabara
In recent years, companies are seeking for communication skill from their employers. More and more companies adopt group discussions in employer recruitment to evaluate the ap- plicants' communication skill. However, the opportunity to improve communication skill in group discussion is limited due to the lack of partners. In order to solve this issue, our ongoing project is aiming to build a virtual agent or a robot that can participate group discussion, so that its users can re- peatedly practice group discussion with it. In this paper, we propose the models in directing the agent's attention toward the other participants in three situations:when the agent is speaking, when the agent is listening, and when no partic- ipant is speaking. First, we gathered a data corpus of the discussion of 10 four-people groups. We then use low-level non-verbal features including attention of other participant, voice prosody, head movements, and speech turn extracted in the 10-hour corpus to train support vector machine models to determine the agent's attention on the other participants, or the material. The performance of the detection models in F-measure range between 0.4 and 0.6.
近年来,公司都在向雇主寻求沟通技巧。越来越多的公司在招聘中采用小组讨论的方式来评估应聘者的沟通能力。然而,由于缺乏合作伙伴,在小组讨论中提高沟通技巧的机会有限。为了解决这个问题,我们正在进行的项目旨在建立一个可以参与小组讨论的虚拟代理或机器人,让它的用户可以和它反复练习小组讨论。在本文中,我们提出了在三种情况下将代理的注意力引导到其他参与者身上的模型:当代理说话时,当代理倾听时,以及当没有参与者说话时。首先,我们收集了10个四人小组讨论的数据语料库。然后,我们使用从10小时语料库中提取的低级非语言特征,包括其他参与者的注意力、语音韵律、头部运动和语音转向,来训练支持向量机模型,以确定智能体对其他参与者或材料的注意力。检测模型在f值范围为0.4 ~ 0.6之间。
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引用次数: 2
Development of Evaluation Indexes for Human-Centered Design of a Wearable Robot Arm 可穿戴机械臂以人为本设计评价指标的建立
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125763
Koki Nakabayashi, Yukiko Iwasaki, H. Iwata
A new type of wearable robot that assists the user with additional arms has been presented in recent years. Previous studies have reported that wearable robot arms allow wearer to perform multiple tasks simultaneously. Although concept designs have been qualitatively discussed, quantitative consideration in the design phase of wearable robot arms is necessary to improve their safety and operational efficiency. In order to evaluate the man-machine cooperativeness between users and wearable robot arms, the present paper proposes three evaluation indexes:workspace extensiveness, cooperativeness and invasiveness. The proposed evaluation indexes were defined according to the calculations of the common domain of the human workspace and the robot arm workspace. The calculation results suggest a design tradeoff between the work efficiency and the workspace invasiveness. The proposed indexes can be utilized as a new parameter for evaluating human-robot interactions when designing wearable robot arms.
近年来出现了一种新型的可穿戴机器人,它可以帮助用户使用额外的手臂。先前的研究报告称,可穿戴机械臂允许佩戴者同时执行多项任务。虽然已经对概念设计进行了定性讨论,但为了提高可穿戴机械臂的安全性和操作效率,在设计阶段进行定量考虑是必要的。为了评价用户与可穿戴机械臂的人机协作性,本文提出了工作空间广泛性、协作性和侵入性三个评价指标。通过计算人体工作空间和机械臂工作空间的公共域,定义了所提出的评价指标。计算结果表明,在工作效率和工作空间侵入性之间进行了设计权衡。该指标可作为可穿戴机械臂设计中评价人机交互的新参数。
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引用次数: 16
Comparison of Behaviour-Based Architectures for a Collaborative Package Delivery Task 协作包交付任务的基于行为的体系结构比较
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125764
Melanie Remmels, Nicolás Navarro, S. Wermter
A comparison between behavioural architectures, specifically a BDI architecture and a finite-state machine, for a collaborative package delivery system is presented. The system should assist a user in handling packages in cluttered environments. The entire system is built using open-source solutions for modules including speech recognition, person detection and tracking, and navigation. For the comparison, we use three criteria, namely, a static implementation-based comparison, a dynamic comparison and a qualitative comparison. Based on our results, we provide experimental evidence that supports the theoretical consensus about the domain of applicability for both, BDI architectures and finite-state machines. However, we cannot support or discourage any of the tested architectures for the particular case of the collaborative package delivery scenario, due to the non-overlapping strengths and weakness of both approaches. Finally, we outline future improvements to the system itself as well as the comparison of both behavioural architectures.
对一个协作包交付系统的行为体系结构,特别是BDI体系结构和有限状态机体系结构进行了比较。系统应该帮助用户在混乱的环境中处理包裹。整个系统是使用开源解决方案构建的模块,包括语音识别、人员检测和跟踪以及导航。为了进行比较,我们使用了三个标准,即基于静态实现的比较,动态比较和定性比较。基于我们的结果,我们提供了实验证据来支持关于BDI架构和有限状态机适用领域的理论共识。然而,对于协作包交付场景的特定情况,由于两种方法的优点和缺点不重叠,我们不能支持或阻止任何一种已测试的体系结构。最后,我们概述了系统本身的未来改进以及两种行为架构的比较。
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引用次数: 0
Book Introduction Robot Designed by Children for Promoting Interest in Reading 孩子设计的图书导读机器人,提高阅读兴趣
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125740
Takuya Sato, Yusuke Kudo, Hirotaka Osawa
With the progress in several technologies, robots have been developed for educational support. However, these educational robots have a problem that children gradually lose their motivation for learning as they get used to interacting with the robots. To solve the problem of maintaining interest among children, the authors propose a new interaction method with the agent (user-generated agent:UGA) for an educational system with robots, in which children themselves design the contents of the agent. With the theme of introducing recommended books based on actual educational approaches, we construct a UGA system with an agent interposed between the child creator and the child listener, and conduct field research at an elementary school. The results reveal that the robot introduced books 17.9 times per day on average, the children took actions to pick up books after receiving introductions, and introduction methods with non-verbal expressions were effective. The UGA designer was not used much in the early stages of the research. The authors improved the UGA designer so that children designed four new items of content despite a short period. It is important to hide the name of the child who created the content in a method that allows children to design.
随着几项技术的进步,机器人已被开发用于教育支持。然而,这些教育机器人有一个问题,孩子们逐渐失去了学习的动力,因为他们习惯了与机器人的互动。为了解决保持儿童兴趣的问题,作者提出了一种新的机器人教育系统与智能体(用户生成智能体:UGA)的交互方法,其中儿童自己设计智能体的内容。我们以基于实际教育方法的推荐书籍为主题,构建了一个介于儿童创作者和儿童倾听者之间的智能体UGA系统,并在一所小学进行了实地研究。结果表明,机器人平均每天介绍书籍17.9次,孩子们在接受介绍后采取了捡书的动作,非语言表达的介绍方法是有效的。佐治亚大学的设计师在研究的早期阶段并没有使用太多。作者改进了UGA设计,使孩子们在短时间内设计了四个新项目的内容。在允许孩子设计的方法中隐藏创建内容的孩子的名字是很重要的。
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引用次数: 8
Competitive Agents for Intelligent Home Automation 智能家居自动化的竞争代理
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132616
T. Michalski, M. Pohling, Patrick Holthaus
Technologies that aim to achieve intelligent automation in smart homes typically involve either trigger-action pairs or machine learning. These, however, are often complex to configure or hard to comprehend for the user. To maximize automation efficiency while keeping the configuration simple and the effects comprehensible, we thus explore an alternative agent-based approach. With the help of a survey, we put together a set of intelligent agents that act autonomously in the environment. Conflicts between behaviors, identified with a secondary study, are thereby resolved with a competitive combination of agents. We finally present the draft of a user interface that allows for individual configuration of all agents.
旨在实现智能家居智能自动化的技术通常涉及触发-操作对或机器学习。然而,对于用户来说,这些通常配置起来很复杂,或者很难理解。为了最大限度地提高自动化效率,同时保持配置简单和效果可理解,因此我们探索了一种基于代理的替代方法。在一项调查的帮助下,我们将一组在环境中自主行动的智能代理组合在一起。通过二次研究确定的行为之间的冲突,因此可以通过代理的竞争组合来解决。最后,我们给出了一个允许对所有代理进行单独配置的用户界面草案。
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引用次数: 1
Stationery Holder Robot that Encourages Office Workers to Tidy Their Desks 鼓励办公室员工整理办公桌的文具夹机器人
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132581
A. Ogasawara, M. Gouko
To increase efficiency at work, it is important to keep the work space tidy. In this study, we propose a stationery holder robot to improve deskwork efficiency by reducing clutter. The robot is developed based on human-robot interactions, and it vibrates to remind and encourage workers to tidy their desks. First, we explain the concept of the robot and introduce a prototype. Then, we report the results of a preliminary experiment conducted to investigate the participants' intention to tidy up.
为了提高工作效率,保持工作空间整洁是很重要的。在这项研究中,我们提出了一个文具机器人,通过减少杂乱来提高办公效率。这款机器人是基于人机交互开发的,它会通过振动来提醒和鼓励员工整理办公桌。首先,我们解释了机器人的概念,并介绍了一个原型。然后,我们报告了一项初步实验的结果,该实验旨在调查参与者的整理意图。
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引用次数: 3
期刊
Proceedings of the 5th International Conference on Human Agent Interaction
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