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2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)最新文献

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Acceptance of a minimal design of a human infant for facilitating affective interaction with older adults: A case study toward interactive doll therapy* 接受人类婴儿的最小设计,以促进与老年人的情感互动:对互动娃娃治疗的案例研究*
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223613
H. Sumioka, M. Shiomi, Nobuo Yamato, H. Ishiguro
We introduce a minimal design approach to achieve a robot for interactive doll therapy. Our approach aims for positive interactions with older adults with dementia by just expressing the most basic elements of human-like features and relying on the user’s imagination to supplement the missing information. Based on this approach, we developed HIRO, a baby-sized robot with abstract body representation and without face. The recorded voice of a real human infant emitted by robots enhance human-like features of the robot and then facilitate emotional interaction between older people and the robot. A field study showed that HIRO was accepted by older adults with dementia and facilitated positive interaction by stimulating their imagination.
我们介绍了一个最小的设计方法来实现一个机器人的互动娃娃治疗。我们的方法旨在通过表达人类特征的最基本元素,并依靠用户的想象力来补充缺失的信息,与老年痴呆症患者进行积极的互动。基于这种方法,我们开发了一个婴儿大小的机器人HIRO,它具有抽象的身体表征,没有脸。机器人发出的真实人类婴儿的录音声音增强了机器人的人形特征,从而促进了老年人与机器人之间的情感互动。一项实地研究表明,HIRO被老年痴呆症患者所接受,并通过刺激他们的想象力促进了积极的互动。
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引用次数: 0
Maturational aspects of visual P300 in children: a research window for pediatric Brain Computer Interface (BCI)* 儿童视觉P300的成熟方面:儿童脑机接口(BCI)的研究窗口*
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223586
Cristina Forest, Gloria Beraldo, R. Mancin, E. Menegatti, A. Suppiej
The P300 is an endogenous event-related potential (ERP) involved in several cognitive processes, apparently preserved between adults and children. In the pediatric age it shows different age-related characteristics. Its application in Brain Computer Interface (BCI) pediatric research remains to date still unclear. The aim of this paper is to give an overview of the maturational aspects of the visual P300, that could be used for developing BCI paradigms in the pediatric age.
P300是一种内源性事件相关电位(ERP),参与多种认知过程,在成人和儿童之间明显保留。在儿童时期表现出不同的年龄相关特征。它在脑机接口(BCI)儿科研究中的应用至今仍不清楚。本文的目的是对视觉P300的成熟方面进行概述,这可以用于开发儿童年龄的脑机接口范式。
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引用次数: 0
Overhead Work Assist with Passive Gravity Compensation Mechanism and Horizontal Link Mechanism for Agriculture* 农业被动重力补偿机构和水平连杆机构的架空工作辅助*
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223612
Yasuyuki Yamada, Hirokazu Arakawa, Taro Watanabe, Shunya Fukuyama, Rie Nishihama, Isao Kikutani, Taro Nakamura
Busy agricultural seasons involve long-term continuous work and heavy labor. Particularly during overhead work, such as harvesting, gibberellin treatment, and bagging, workers need to consistently raise upper limb weights of approximately 2 to 4 kg with their own muscular strength, resulting in a high work burden. For long-duration work in the field, a passive and robust assist system is advantageous. Therefore, we propose an assistance device named TasKi that uses self-weight compensation mechanisms and horizontal link mechanisms to reduce the burden on a worker’s upper limbs during overhead work. TasKi can compensate for upper limb weight by using the force of a spring in various postures of the upper limbs without battery support. In this report, we describe the design of the TasKi mechanisms that achieve the upward work assist in actual agriculture with a simple structure. The mechanism of self-weight compensation and the degree of freedom and parameters of the link mechanism are studied.
农忙季节需要长期连续的劳动和繁重的劳动。特别是在采收、处理赤霉素、装袋等高空作业中,工人需要依靠自身的肌肉力量持续举起约2 ~ 4公斤的上肢重量,工作负担很大。对于长时间的野外作业,一个被动和强大的辅助系统是有利的。因此,我们提出了一种名为TasKi的辅助装置,该装置采用自重补偿机制和水平连杆机构来减轻工人在高架工作时上肢的负担。TasKi可以在没有电池支持的情况下,通过在上肢的各种姿势中使用弹簧的力量来补偿上肢的重量。在本报告中,我们描述了TasKi机制的设计,以简单的结构在实际农业中实现向上工作辅助。研究了自重补偿机理及连杆机构的自由度和参数。
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引用次数: 1
Would you Take Advice from a Robot? Developing a Framework for Inferring Human-Robot Trust in Time-Sensitive Scenarios 你会听取机器人的建议吗?时间敏感情景下人机信任推断框架的开发
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223544
Jin Xu, A. Howard
Trust is a key element for successful human-robot interaction. One challenging problem in this domain is the issue of how to construct a formulation that optimally models this trust phenomenon. This paper presents a framework for modeling human-robot trust based on representing the human decision-making process as a formulation based on trust states. Using this formulation, we then discuss a generalized model of human-robot trust based on Hidden Markov Models and Logistic Regression. The proposed approach is validated on datasets collected from two different human subject studies in which the human is provided the ability to take advice from a robot. Both experimental scenarios were time-sensitive, in that a decision had to be made by the human in a limited time period, but each scenario featured different levels of cognitive load. The experimental results demonstrate that the proposed formulation can be utilized to model trust, in which the system can predict whether the human will decide to take advice (or not) from the robot. It was found that our prediction performance degrades after the robot made a mistake. The validation of this approach on two scenarios implies that this model can be applied to other interactive scenarios as long as the interaction dynamics fits into the proposed formulation. Directions for future improvements are discussed.
信任是成功的人机交互的关键因素。该领域的一个具有挑战性的问题是如何构建一个最优模拟这种信任现象的公式。本文提出了一种基于将人的决策过程表示为基于信任状态的公式的人机信任建模框架。利用这一公式,我们讨论了基于隐马尔可夫模型和逻辑回归的广义人机信任模型。所提出的方法在从两个不同的人类受试者研究中收集的数据集上进行了验证,在这些研究中,人类被提供了从机器人那里听取建议的能力。这两个实验场景都是时间敏感的,因为人类必须在有限的时间内做出决定,但每个场景都有不同程度的认知负荷。实验结果表明,所提出的公式可以用于建立信任模型,其中系统可以预测人类是否会决定接受机器人的建议。结果发现,在机器人犯错后,我们的预测性能会下降。该方法在两个场景上的验证表明,只要交互动力学符合所提出的公式,该模型就可以应用于其他交互场景。讨论了未来改进的方向。
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引用次数: 1
Usability Test of Master Devices for Robotic Vascular Intervention Procedure* 机器人血管介入程序主设备可用性测试*
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223513
Hwa-Seob Song, Jaehong Woo, J. Won, B. Yi
Conventional vascular intervention radiology (VIR) procedure presents a few challenges to overcome, which are radiation exposure issue during the procedure under X-ray, physical and mental burdens to the operator in handling catheter and guidewire. We propose a robotic approach to resolve such problems. Specifically, this paper deals with usability test of master devices to control four degrees of freedom (4-DOF) robotic vascular intervention system. The usability of two master devices was measured in terms of task completion time and NASA-TLX index. Both novice and expert group participated in master-slave vascular intervention procedure based on abdominal blood vessel phantom. We found that position to velocity based master device is much effective compared to position to position based master device.
常规血管介入放射(VIR)手术存在一些需要克服的挑战,其中包括x射线照射过程中的辐射暴露问题,以及操作导管和导丝时操作者的身体和精神负担。我们提出一种机器人方法来解决这些问题。具体来说,本文研究了控制四自由度机器人血管介入系统的主装置的可用性测试。用任务完成时间和NASA-TLX指数来衡量两个主设备的可用性。新手组和专家组均参与了基于腹腔血管幻像的主从血管干预程序。我们发现基于位置到速度的主装置比基于位置到位置的主装置更有效。
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引用次数: 0
Social robots as a tool to involve student in museum edutainment programs 社交机器人是一种让学生参与博物馆教育娱乐项目的工具
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223581
Erica Del Vacchio, Cesare Laddaga, Francesco Bifulco
With a focus on the service potential of social robots for the cultural and tourism industry, the purpose of this document is to study how social robots are used as a new tool to involve students in the design of new edutainment applications in museums. We conducted an empirical analysis on multiple case studies. The results confirm that the use of the social robot in museum edutainment programs concern in the involvement of the young public and in the experimentation of new forms of entertainment. Moreover, concrete details are offered complementing the results already proposed by other scholars [18]. From a practical perspective, manager should encourage the implementation of social robot in edutainment museum programs to achieve higher efficiency and better results in terming of involving new age groups.
关注社交机器人在文化和旅游行业的服务潜力,本文的目的是研究如何将社交机器人作为一种新工具,让学生参与博物馆新的寓教于乐应用的设计。我们对多个案例进行了实证分析。结果证实,在博物馆教育娱乐项目中使用社交机器人涉及到年轻公众的参与和新的娱乐形式的实验。并提供了具体细节,对其他学者已经提出的结果进行了补充[18]。从实践的角度来看,管理者应该鼓励在寓教于乐的博物馆项目中使用社交机器人,从而在涉及新年龄段方面达到更高的效率和更好的效果。
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引用次数: 2
Effect of Robot Agents on Teaching Against Pseudoscience 机器人代理在反伪科学教学中的作用
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223475
T. Matsui, S. Yamada
One of the most important problems in science education is teaching about the risks associated with pseudoscience. In this research, we focused on virtual teachers (VTs) that give lessons on pseudoscience. In prior research, the effect of robot teachers in scientific education was demonstrated, and the appearance of VTs was an important factor. Also, it was shown that the effect of logical persuasion and emotional persuasion changed on the basis of the context. Thus, we hypothesize that both the appearance of VTs and their persuasion strategy significantly affects the effect of the lessons through the interaction of the two. To verify this hypothesis, we conducted two-factor and two-levels experiments. One factor was the appearance of the VT: human-like or robot-like. Another was the persuasion strategy: emotional persuasion or logical one. As a result, a significant interaction was shown between the perceived persuasiveness of the VTs and their appearance. When the topic was minus ions' positive effect, the robotlike VT expressing emotional persuasion was perceived as less persuasive than the other VT. However, when the topic was UFOs, the robot-like VT expressing logical persuasion was perceived as less persuasive than the robot-like VT expressing emotional persuasion.
科学教育中最重要的问题之一是教授与伪科学相关的风险。在这项研究中,我们关注的是讲授伪科学课程的虚拟教师(vt)。在之前的研究中,机器人教师在科学教育中的作用得到了验证,而机器人教师的出现是一个重要的因素。结果表明,逻辑说服和情感说服的效果会随着语境的不同而变化。因此,我们假设虚拟教师的出现和他们的说服策略通过两者的相互作用显著地影响了课程的效果。为了验证这一假设,我们进行了双因素双水平实验。其中一个因素是VT的外观:像人还是像机器人。另一个是说服策略:情感说服或逻辑说服。结果显示,视觉效果的说服力与其外表之间存在显著的相互作用。当主题为负离子的积极作用时,表达情感说服的机器人视觉被认为比表达情感说服的机器人视觉更缺乏说服力。而当主题为不明飞行物时,表达逻辑说服的机器人视觉被认为比表达情感说服的机器人视觉更缺乏说服力。
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引用次数: 0
TIRL: Enriching Actor-Critic RL with non-expert human teachers and a Trust Model TIRL:用非专业人类教师和信任模型丰富演员-评论家强化学习
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223530
Felix Rutard, Olivier Sigaud, M. Chetouani
Reinforcement learning (RL) algorithms have been demonstrated to be very attractive tools to train agents to achieve sequential tasks. However, these algorithms require too many training data to converge to be efficiently applied to physical robots. By using a human teacher, the learning process can be made faster and more robust, but the overall performance heavily depends on the quality and availability of teacher demonstrations or instructions. In particular, when these teaching signals are inadequate, the agent may fail to learn an optimal policy. In this paper, we introduce a trust-based interactive task learning approach. We propose an RL architecture able to learn both from environment rewards and from various sparse teaching signals provided by non-expert teachers, using an actor-critic agent, a human model and a trust model. We evaluate the performance of this architecture on 4 different setups using a maze environment with different simulated teachers and show that the benefits of the trust model.
强化学习(RL)算法已被证明是非常有吸引力的工具,以训练代理完成顺序任务。然而,这些算法需要太多的训练数据来收敛,从而无法有效地应用于物理机器人。通过使用真人教师,学习过程可以更快、更健壮,但整体性能在很大程度上取决于教师示范或指导的质量和可用性。特别是,当这些教学信号不足时,智能体可能无法学习到最优策略。本文提出了一种基于信任的交互式任务学习方法。我们提出了一种强化学习架构,既可以从环境奖励中学习,也可以从非专业教师提供的各种稀疏教学信号中学习,使用演员-评论家代理、人类模型和信任模型。我们使用迷宫环境和不同的模拟教师在4种不同的设置中评估了该架构的性能,并展示了信任模型的好处。
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引用次数: 2
ConCodeIt! A Comparison of Concurrency Interfaces in Block-Based Visual Robot Programming ConCodeIt !基于块的视觉机器人编程中并发接口的比较
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223337
M. Chung, Mino Nakura, Sai Harshita Neti, Anthony Lu, Elana Hummel, M. Cakmak
Concurrency makes robot programming challenging even for professional programmers, yet it is essential for rich, interactive social robot behaviors. Visual programming aims to lower the barrier for robot programming but does not support rich concurrent behavior for meaningful robotics applications. In this paper, we explore extensions to block-based visual languages to enable programming of concurrent behavior with (1) asynchronous procedure calls, which encourage imperative programming, (2) callbacks, which encourage event-driven programming, and (3) promise, which also encourages imperative programming by providing event synchronization utilities. We compare these approaches through a systematic analysis of social robot programs with representative concurrency patterns, as well as a user study (N=23) in which participants authored such programs. Our work identifies characteristic differences between these approaches and demonstrates that the promise-based concurrency interface enables more concise programs with fewer errors.
并发性使得机器人编程即使对专业程序员来说也具有挑战性,但它对于丰富的、交互式的社会机器人行为是必不可少的。可视化编程旨在降低机器人编程的障碍,但不支持有意义的机器人应用程序的丰富并发行为。在本文中,我们探索了对基于块的可视化语言的扩展,以便通过以下方式实现并发行为的编程:(1)异步过程调用,这鼓励命令式编程;(2)回调,这鼓励事件驱动编程;(3)承诺,这也通过提供事件同步实用程序鼓励命令式编程。我们通过对具有代表性并发模式的社交机器人程序的系统分析,以及参与者撰写此类程序的用户研究(N=23),对这些方法进行了比较。我们的工作确定了这些方法之间的特征差异,并证明基于承诺的并发接口使程序更简洁,错误更少。
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引用次数: 1
Effects of Social Touch from an Agent in Virtual Space: Comparing Visual Stimuli and Virtual-Tactile Stimuli 虚拟空间中个体的社交接触效应:视觉刺激与虚拟触觉刺激的比较
Pub Date : 2020-08-01 DOI: 10.1109/RO-MAN47096.2020.9223333
Kana Higashino, Mitsuhiko Kimoto, T. Iio, K. Shimohara, M. Shiomi
Although social touch in physical space has been scrutinized for its positive effects on people, the effects of social touch in virtual space has been neglected. In virtual space, two types of social touch can be designed, a touch with only visual stimuli and a touch with both visual and tactile stimuli. This paper investigates the effects of the two types of agent’s social touch on users in the context where the agent praises their performance of a task in virtual space. Based on past studies of social touch, we hypothesized that the two types of agent’s social touch in virtual space would improve the user’s task motivation, task performance, and the agent’s likability. We experimentally tested our hypotheses by comparing those variables among no-touch, visual-touch, and visual-tactile touch groups. Since our results showed no significant differences among these groups, our hypotheses were not supported. However, a post-hoc analysis by gender suggests that the agent’s social touch with both visual and tactile stimuli while praising male users increased their task motivation in virtual space. This result suggests that the effects of an agent’s social touch in virtual space may be different due to genders, and shows a possibility of positive effects for the touch behavior design of the agent in virtual space.
虽然物理空间中的社交接触对人的积极影响已经被仔细研究过,但虚拟空间中的社交接触的影响却被忽视了。在虚拟空间中,可以设计两种类型的社交触摸,一种是仅具有视觉刺激的触摸,另一种是同时具有视觉和触觉刺激的触摸。本文研究了两种类型的智能体在虚拟空间中表扬用户完成任务时的社交接触对用户的影响。基于以往对社交触摸的研究,我们假设虚拟空间中两种类型的智能体社交触摸会提高用户的任务动机、任务绩效和智能体的好感度。我们通过比较无触摸、视觉触摸和视觉触觉触摸组的这些变量,对我们的假设进行了实验验证。由于我们的结果显示这些组之间没有显著差异,因此我们的假设不被支持。然而,对性别的事后分析表明,在赞美男性用户的同时,代理与视觉和触觉刺激的社交接触增加了他们在虚拟空间中的任务动机。这一结果表明,虚拟空间中agent的社交触摸的效果可能会因性别而有所不同,并显示了虚拟空间中agent的触摸行为设计可能会产生积极影响。
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引用次数: 3
期刊
2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)
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