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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
Exploring Proxemics for Human-Drone Interaction 探索人类与无人机交互的近距学
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125773
Alexander Yeh, P. Ratsamee, K. Kiyokawa, Yuuki Uranishi, T. Mashita, H. Takemura, M. Fjeld, M. Obaid
We present a human-centered designed social drone aiming to be used in a human crowd environment. Based on design studies and focus groups, we created a prototype of a social drone with a social shape, face and voice for human interaction. We used the prototype for a proxemic study, comparing the required distance from the drone humans could comfortably accept compared with what they would require for a nonsocial drone. The social shaped design with greeting voice added decreased the acceptable distance markedly, as did present or previous pet ownership, and maleness. We also explored the proximity sphere around humans with a social shaped drone based on a validation study with variation of lateral distance and heights. Both lateral distance and the higher height of 1.8 m compared to the lower height of 1.2 m decreased the required comfortable distance as it approached.
我们提出了一种以人为中心设计的社交无人机,旨在在人群环境中使用。基于设计研究和焦点小组,我们创造了一个社交无人机的原型,它具有社交的形状、面孔和声音,用于人类互动。我们将原型用于近距离研究,比较了与人类可以接受的无人机所需的距离,以及与非社交无人机所需的距离。带有问候声音的社交形状设计显著降低了可接受的距离,就像现在或以前拥有宠物一样,以及男性。基于横向距离和高度变化的验证研究,我们还探索了人类周围的接近球体。横向距离和1.8 m的较高高度相对于1.2 m的较低高度都降低了所需的舒适距离。
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引用次数: 51
Proposal of a Parameterized Atmosphere Generation Model in a Virtual Classroom 虚拟教室中参数化气氛生成模型的提出
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125776
Masato Fukuda, Hung-Hsuan Huang, Naoki Ohta, K. Kuwabara
The training program of high school teachers in Japan lacks the chance to practice teaching skills and the admission of classes. The result is, many young teachers left their jobs in the first year due to frustration and other mental issues. In order to relieve this issue, we are running a project to develop a platform of virtual school environment and virtual students which allows the teacher trainees to practice with. As part of this platform, in order to send feedbacks to the trainee to stimulate them to improve their performance, we propose the use of the whole group of virtual students to generate per- ceivable atmospheres. Three research issues then emerge:(1) Whether the atmospheres in a classroom can be expressed in a computational (parameterized) model? (2) If the answer to (1) is 'yes', what are the elements to construct atmospheres? (3) The perception of atmospheres can be considered as very subjective, how to make the model objective becomes the last research issue. This paper presents our investigation on these issues and propose a parameterized atmosphere generation model based on empirical results.
日本的高中教师培训项目缺乏实践教学技能的机会和班级的录取。结果是,许多年轻教师在第一年就因为沮丧和其他心理问题离开了他们的工作。为了解决这一问题,我们正在进行一个项目,开发一个虚拟学校环境和虚拟学生的平台,让教师学员可以与之进行练习。作为该平台的一部分,为了向学员发送反馈以激励他们提高表现,我们建议使用整个虚拟学生群体来产生可感知的氛围。然后出现了三个研究问题:(1)教室里的气氛是否可以用计算(参数化)模型来表达?(2)如果(1)的答案是“是”,那么构建大气的要素是什么?(3)大气的感知是非常主观的,如何使模型客观成为最后的研究问题。本文介绍了我们对这些问题的研究,并提出了一个基于经验结果的参数化大气生成模型。
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引用次数: 14
Driver Agent for Encouraging Safe Driving Behavior for the Elderly 鼓励长者安全驾驶行为的驾驶代理人
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125743
Takahiro Tanaka, Kazuhiro Fujikake, T. Yonekawa, Misako Yamagishi, Makoto Inagami, Fumiya Kinoshita, H. Aoki, H. Kanamori
In recent years, the number of traffic accidents caused by elderly drivers has increased in Japan. However, a car is an important mode of transportation for the elderly. Therefore, to ensure safe driving, a system that can assist elderly drivers is required. In this study, we propose a driver-agent system that provides support to elderly drivers during and after driving and encourages them to improve their driving. This paper describes the prototype system based on the analysis of the teaching records of a human instructor, and the subjective evaluation of driving support to elderly driver from three different agent forms, a voice, visual, and robot. The result revealed the robot form is more noticeable, familiar, and acceptable to the elderly than other forms.
近年来,日本由老年司机引起的交通事故数量有所增加。然而,汽车是老年人的重要交通工具。因此,为了确保安全驾驶,需要一个可以辅助老年驾驶员的系统。在本研究中,我们提出一个驾驶-代理系统,在驾驶过程中和驾驶后为老年驾驶员提供支持,并鼓励他们提高驾驶水平。本文在分析人类讲师的教学记录的基础上,从语音、视觉和机器人三种不同的智能体形式对老年驾驶员驾驶支持进行主观评价,描述了原型系统。结果显示,与其他形式相比,机器人形式更容易被老年人注意、熟悉和接受。
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引用次数: 20
Symbol Grounding from Natural Conversation for Human-Robot Communication 基于自然对话的人机交流符号基础
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132611
Ye Kyaw Thu, Takuya Ishida, N. Iwahashi, Tomoaki Nakamura, T. Nagai
This paper proposes a new approach for research on chat-like conversational systems that enable robots to acquire physically grounded knowledge through natural interaction with humans. The proposed approach combines research on chat-like conversational systems, language acquisition, and symbol grounding in order to realize physically situated and natural human-robot interaction. In contrast to previous approaches for chat-like conversation, the proposed approach focuses on utterances which are situated in physical environments surrounding humans and robots. Based on the proposed approach, we develop a concrete method that enables robots to learn object image concepts and the words describe them from object-teaching utterances made by humans. The method is composed of two processes:(1) the detection of object-teaching utterances from chat-like conversation and (2) the learning of object image concepts and the words describing them. It applies a linear support vector machine, multimodal hierarchical Dirichlet process, and term frequency-inverse document frequency process. The experimental results show that the method enabled robots to learn object image concepts and the words that describe them through multimodal chat-like interactions with humans.
本文提出了一种研究类聊天会话系统的新方法,使机器人能够通过与人类的自然交互获得物理基础知识。该方法结合了类似聊天的会话系统、语言习得和符号基础的研究,以实现物理位置和自然的人机交互。与之前的类似聊天的对话方法相比,该方法侧重于位于人类和机器人周围物理环境中的话语。基于所提出的方法,我们开发了一种具体的方法,使机器人能够从人类的物体教学话语中学习物体图像概念和描述它们的单词。该方法由两个过程组成:(1)从类似聊天的对话中检测对象教学话语;(2)学习对象图像概念和描述它们的单词。它应用了线性支持向量机、多模态分层狄利克雷过程和词频率逆文档频率过程。实验结果表明,该方法使机器人能够通过与人类的多模态聊天互动来学习物体图像概念和描述它们的单词。
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引用次数: 4
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
Construction of Recommender System based on Cognitive Model for "Self-Reflection" 基于“自我反思”认知模型的推荐系统构建
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132612
Yoshimasa Tawatsuji, Y. Yasuda, T. Matsui
Every human processes a set of mental schemas for problem solving. We develop and improve these schemas by reflecting on our experiences with errors, which is a type of metacognition (Kayashima, 2008). In this study, we proposed a cognitive model of this "self-reflection" process based on Kayashima's two-layer working memory model, and developed a food recommender system using our cognitive model. In the test simulation, the users were satisfied with the foods that the system recommended, although the recommendation results were unexpected to the users. This implied the system practically worked to satisfy the user's expectation. On the other hand, the candidate recommendations which the system selected as its final output were different from those provided by the users. This suggests that the cognitive model needs improvement in terms of psychological reality.
每个人都有一套解决问题的心理图式。我们通过反思我们的错误经验来发展和改进这些图式,这是一种元认知(Kayashima, 2008)。在本研究中,我们基于Kayashima的双层工作记忆模型提出了这种“自我反思”过程的认知模型,并利用我们的认知模型开发了一个食物推荐系统。在测试模拟中,用户对系统推荐的食物感到满意,尽管推荐结果出乎用户的意料。这意味着系统实际上满足了用户的期望。另一方面,系统选择作为最终输出的候选推荐与用户提供的推荐不同。这表明认知模型在心理现实方面需要改进。
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引用次数: 0
From Tools Towards Cooperative Assistants 从工具到合作助手
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3125753
Matti Krüger, Christiane B. Wiebel, H. Wersing
Endowing assistant systems with more autonomy establishes the transition from a human-controlled tool towards a self-directed agent capable of own decisions and goals. In this concept paper we suggest to perform the design of such an assistant agent according to principles of cooperativity. We first review definitions of cooperation between animals, humans and machines and then discuss advantages of cooperation also for a human-machine interaction system. We concentrate on the important roles of adaptivity and responsibility within the interaction. We argue that main benefits of a cooperative design are alleviation of typical automation issues like controllability, complacency, trust, and greater flexibility of the combined human-machine system in tasks with high variability.
赋予辅助系统更多的自主权,可以实现从人类控制的工具向能够自主决策和实现目标的自主代理的转变。在这篇概念论文中,我们建议按照协同原则来设计这样一个辅助代理。我们首先回顾了动物、人类和机器之间合作的定义,然后讨论了人机交互系统中合作的优势。我们专注于适应性和责任在互动中的重要作用。我们认为,协作设计的主要好处是减轻了典型的自动化问题,如可控性、自满、信任,以及在高可变性任务中组合人机系统的更大灵活性。
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引用次数: 29
Communication Fundamentals within a Triadic Interaction in a Cooperative Play Mediated by INAMO 由INAMO介导的合作游戏中三方互动的沟通基础
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132602
Masato Kagawa, Nihan Karatas, M. Okada
In this study, we investigated the nature of the triadic interaction between persons within a cooperative play by utilizing a panel-type robot platform, INAMO. INAMO generates its movement by a joystick that triggers acceleration of the flywheels where their rotation enables the robot to move around the electromagnets which provide connection of two INAMOs. We set up an experiment based on a cooperative play mediated by INAMOs to examine the effects of a common task and a social reference on subjects' controlling skills, communication each other and interestingness of the game. We also analyzed the performance of the subjects and their impressions on the cooperative play. The results demonstrated that the existence of a common task and the social reference have significant effects on such triadic interactions.
在这项研究中,我们利用面板型机器人平台INAMO,研究了合作游戏中人与人之间三元互动的性质。INAMO的运动是通过一个操纵杆来触发飞轮的加速,飞轮的旋转使机器人能够绕着连接两个INAMO的电磁铁移动。我们以INAMOs为中介的合作游戏为实验基础,考察共同任务和社会参照对被试控制技能、相互沟通和游戏趣味性的影响。我们还分析了被试的表现和他们对合作游戏的印象。结果表明,共同任务和社会参照的存在对这种三元互动有显著影响。
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引用次数: 0
Dealing with Long Utterances: How to Interrupt the User in a Socially Acceptable Manner? 处理长话语:如何以社会可接受的方式打断用户?
Pub Date : 2017-10-17 DOI: 10.1145/3125739.3132586
Katharina Cyra, K. Pitsch
Based on two contrasting case analyses we describe practices of handling long utterances, i.e. turn increments produced by users. The strategies to handle long utterances are executed by a human wizard in the context of a speech-based assistive system and reveal specific characteristics of human-human-interaction like precise timing that are not easily implemented into a technical system. The preliminary analysis shows two basic strategies of handling long utterances:1) to interrupt and 2) to wait-and-see. But the fine-grained analysis of the participants' perspective shows yet another dimension when evaluating forms of handling turn increments:depending on whether user input was taken up and so, the initiated action is continued, even interruptions (at uncommon points in interaction) are socially accepted by users. In contrast, the socially 'safe' strategy to wait-and-see might even cause trouble, when the jointly worked on task is not continued by the system.
基于两个对比的案例分析,我们描述了处理长话语的实践,即用户产生的回合增量。处理长话语的策略由人类向导在基于语音的辅助系统中执行,并揭示了人类交互的特定特征,如精确计时,这些特征不容易在技术系统中实现。初步分析表明,处理长话语有两种基本策略:1)中断和2)观望。但是,在评估处理回合增量的形式时,对参与者视角的细粒度分析显示了另一个维度:取决于用户输入是否被接受,因此,启动的操作继续进行,甚至中断(在交互中的不寻常点)也被用户社会接受。相比之下,当共同完成的任务没有被系统继续时,观望的社会“安全”策略甚至可能造成麻烦。
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引用次数: 1
期刊
Proceedings of the 5th International Conference on Human Agent Interaction
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