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E-Gaze: Create Gaze Communication for People with Visual Disability 电子凝视:为视障人士创造凝视交流
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814974
S. Qiu, Hirotaka Osawa, Jun Hu, G.W.M. Rauterberg
Gaze signals are frequently used by the sighted in social interactions as visual cues. However, these signals and cues are hardly accessible for people with visual disability. A conceptual design of E-Gaze glasses is proposed, assistive to create gaze communication between blind and sighted people in face-to-face conversations. We interviewed 20 totally blind and low vision participants to envision the use of the E-Gaze. We explained four features of E-Gaze to participants using persona and use scenarios. Participants discussed the features on their usefulness, efficiency and interest. The results helped us clarify the design direction and further research.
在社会交往中,视力正常的人经常使用凝视信号作为视觉线索。然而,这些信号和线索对于视力障碍的人来说很难理解。提出了一种E-Gaze眼镜的概念设计,帮助盲人和正常人在面对面的对话中进行目光交流。我们采访了20位完全失明和视力低下的参与者,以设想电子凝视的使用。我们使用角色和使用场景向参与者解释了E-Gaze的四个特征。与会者讨论了这些功能的用途、效率和兴趣。这些结果有助于我们明确设计方向和进一步的研究。
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引用次数: 8
Designing Fluent Human-Robot Collaboration 设计流畅的人机协作
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2815016
Guy Hoffman
Within the next few years, personal robots are expected to enter our homes, offices, schools, hospitals, construction sites, and workshops. For these robots to play a successful role in people's professional and personal lives, they need to display the kind of efficient and satisfying interaction that humans are accustomed to from each other. Designing this human-robot interaction is a multifaceted challenge, balancing requirements of the robot's appearance and behavior. A robot's appearance evokes interaction affordances and triggers emotional responses; its behavior communicates internal states, and can support action coordination and joint planning. Good HRI design should enlist both facets to enable untrained humans to work fluently and intuitively with the robot. In this talk I will present the approach we have been using in the past decade to develop several non-anthropomorphic robotic systems. The underlying principles of both appearance and behavioral design are movement, timing, and embodiment, acknowledging that human perception is highly sensitive to spatial cues, physical movement, and visual affordances. We design our robots' appearance using techniques from 3D animation, sculpture, industrial, and interaction design. Gestures and behaviors drive decisions on the robot's appearance and mechanical design. Starting from freehand sketches, the robot's personality is built as a computer animated character, setting the parameters and limits of the robot's degrees of freedom. Then, material and form studies are combined with functional requirements to settle on the final system design. I will exemplify this process on the design of several robots. On the behavioral side, we design around the notion of human-robot fluency---the ability to accurately mesh the robot's activity with that of a human partner. I present computational architectures rooted in timing, joint action, and embodied cognition. Specifically, I discuss anticipatory action for collaboration, and a model of priming through perceptual simulation. Both systems have been shown to have significant effects on the fluency of a human-robot team, and on humans' perception of the robot's intelligence, commitment, and even gender. I then describe an interactive robotic improvisation system that uses embodied gestures for simultaneous, yet responsive, joint musicianship.
在未来几年内,个人机器人有望进入我们的家庭、办公室、学校、医院、建筑工地和车间。为了让这些机器人在人们的职业和个人生活中发挥成功的作用,它们需要展示出人类彼此之间习惯的那种高效和令人满意的互动。设计这种人机交互是一项多方面的挑战,需要平衡机器人的外观和行为要求。机器人的外观唤起了互动启示并引发了情感反应;它的行为传达内部状态,并支持行动协调和联合计划。良好的HRI设计应该兼顾这两个方面,使未经训练的人能够流利而直观地与机器人一起工作。在这次演讲中,我将介绍我们在过去十年中一直使用的方法,以开发几种非拟人化机器人系统。外观和行为设计的基本原则都是运动、时间和体现,承认人类感知对空间线索、物理运动和视觉启示高度敏感。我们使用3D动画、雕塑、工业和交互设计等技术来设计机器人的外观。手势和行为决定了机器人的外观和机械设计。从手绘草图开始,机器人的个性被构建为一个计算机动画人物,设置机器人自由度的参数和限制。然后,将材料和形式研究与功能需求相结合,确定最终的系统设计。我将在几个机器人的设计上举例说明这个过程。在行为方面,我们围绕人-机器人流畅性的概念进行设计——能够准确地将机器人的活动与人类伴侣的活动结合起来。我提出了基于时间、联合行动和具身认知的计算架构。具体来说,我讨论了合作的预期行动,以及通过感知模拟的启动模型。这两种系统都被证明对人-机器人团队的流畅性,以及人类对机器人的智力、承诺甚至性别的感知有重大影响。然后,我描述了一个交互式的机器人即兴演奏系统,它使用具体的手势来同时进行,但反应灵敏,联合音乐。
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引用次数: 4
Effect of Embodied Cognition on an Impression of a Robot 具身认知对机器人印象的影响
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814972
Misa Yoshizaki, Toshimasa Takai, Eri Takashima, Yusuke Suetsugu, Atsushi Hirota, Shogo Furuhashi, Takashi Uchida, Hirofumi Hayakawa, Yukiko Nishizaki, N. Oka
It is important that participants form a positive impression when they meet with a new robot for the first time. Therefore, we tried to change how participants evaluate a new robot by changing the surrounding environment in the experiment. Embodied Cognition is a theory that our cognition for a target is strongly influenced by physical stimulation of our own bodies. Our research investigated a hypothesis that a soft chair can make favorable impressions of a robot. We performed an experiment using a hard plastic chair and a soft cushioned chair. Although the results did not support the hypothesis, they suggested that the effect of embodied cognition can be different between males and females.
当参与者第一次见到一个新的机器人时,形成一个积极的印象是很重要的。因此,我们尝试在实验中通过改变周围环境来改变参与者对新机器人的评价。具身认知是一种理论,认为我们对目标的认知受到我们自己身体的物理刺激的强烈影响。我们的研究调查了一个假设,即柔软的椅子可以给机器人留下良好的印象。我们用一把硬塑料椅和一把软垫椅做了一个实验。虽然结果不支持这一假设,但他们表明,具身认知的影响在男性和女性之间可能是不同的。
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引用次数: 1
Active Learning for Large-scale Object Classification: from Exploration to Exploitation 大规模对象分类的主动学习:从探索到利用
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814989
Ho-Gyeong Kim, Jihyeon Roh, Hwaran Lee, Geon-min Kim, Soo-Young Lee
Information and communication technologies supply data every day at incredibly increasing rate, however, almost all of the accumulated data are unlabeled and obtaining their labels is expensive and time-consuming. Among the raw data, selecting and labeling some samples expected to be more informative than others can enhance machines without high cost. This process is called selective sampling, essential part of active learning. So far, most researches have concentrated on classical uncertainty measures to acquire informative data, which is related to "exploitation" process of learning. However, when the initial labeled dataset is too small or biased, the early stage model can be unreliable and its decision boundary would be over-fitted to the initial data. Moreover, the obtained data by the exploitation strategy may exacerbate the model further. We introduced "exploration" strategy as well as "exploitation" strategy. In this paper, we employ Self-Organizing Maps (SOM), one of neural networks to estimate and explore data distribution. For exploitation, margin sampling is applied to the classifier, neural network with soft-max output layer. The effectiveness proposed methods are demonstrated on ILSVRC-2011 image classification task based on features extracted from well-trained Convolutional Neural Networks (CNN). Active learning with exploration strategy shows its potential by stabilizing the early stage model and reducing the classification error rate, and finally making it to be high-quality models.
信息和通信技术每天以令人难以置信的速度提供数据,然而,几乎所有积累的数据都是未标记的,获取它们的标签既昂贵又耗时。在原始数据中,选择和标记一些预期比其他样本更有信息量的样本可以在不高成本的情况下增强机器。这个过程被称为选择性抽样,是主动学习的重要组成部分。到目前为止,大多数研究都集中在经典的不确定性度量来获取信息数据,这与学习的“开发”过程有关。然而,当初始标记数据集太小或有偏差时,早期模型可能不可靠,其决策边界将过度拟合到初始数据。此外,通过开发策略获得的数据可能会使模型进一步恶化。我们介绍了“探索”战略和“开发”战略。在本文中,我们使用神经网络中的自组织映射(SOM)来估计和探索数据分布。为了进行开发,将边缘采样应用于分类器,具有软最大输出层的神经网络。在基于训练良好的卷积神经网络(CNN)提取特征的ILSVRC-2011图像分类任务中验证了所提方法的有效性。具有探索策略的主动学习通过稳定早期模型和降低分类错误率,最终使其成为高质量的模型,从而显示出其潜力。
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引用次数: 0
Spatial Communication and Recognition in Human-agent Interaction using Motion-parallax-based 3DCG Virtual Agent 基于运动视差的3DCG虚拟Agent人机交互中的空间通信与识别
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814954
Naoto Yoshida, Tomoko Yonezawa
In this paper, we propose spatial communication between a virtual agent and a user through common space in both virtual world and real space. For this purpose, we propose the virtual agent system SCoViA, which renders a synchronized synthesis of the agent's appearance corresponding to the user's relative position to the monitor based on synchronization with the user's motion parallax in order to realize human-agent communication in the real world. In this system, a real-time three-dimensional computer-generated (3DCG) agent is drawn from the changing viewpoint of the user in a virtual space corresponding to the position of the user's head as detected by face tracking. We conducted two verifications and discussed the spatial communication between a virtual agent and a user. First, we verified the effect of a synchronized redrawing of the virtual agent for the accurate recognition of a particular object in the real world. Next, we verified the approachability of the agent by reacting to the user's eye contact from a diagonal degree to the virtual agent. The results of the evaluations showed that the virtual agent's eye contact affected approachability regardless of the user's viewpoint and that our proposed system using motion parallax could significantly improve the accuracy of the agent's gazing position with each real object. Finally, we discuss the possibility of the real-world human-agent interaction using positional relationship among the agent, real objects, and the user.
在本文中,我们提出了虚拟代理和用户之间通过虚拟世界和现实空间中的公共空间进行空间通信。为此,我们提出了虚拟智能体系统SCoViA,该系统在同步用户运动视差的基础上,同步合成用户与显示器相对位置对应的智能体外观,以实现现实世界中人与智能体的通信。在该系统中,根据人脸跟踪检测到的用户头部位置,在虚拟空间中根据用户变化的视点绘制实时三维计算机生成(3DCG)代理。我们进行了两次验证,并讨论了虚拟代理和用户之间的空间通信。首先,我们验证了虚拟代理的同步重绘对真实世界中特定对象的准确识别的效果。接下来,我们通过从对角线角度对虚拟代理的用户眼神接触做出反应来验证代理的可接近性。评估结果表明,无论用户的视角如何,虚拟代理的目光接触都会影响可接近性,并且我们提出的运动视差系统可以显着提高代理对每个真实物体的注视位置的准确性。最后,我们讨论了使用代理、真实对象和用户之间的位置关系进行真实世界人类-代理交互的可能性。
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引用次数: 0
Concentration Monitoring for Intelligent Tutoring System Based on Pupil and Eye-blink 基于瞳孔和眨眼的智能辅导系统的注意力监测
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2815000
Giyoung Lee, A. Ojha, Minho Lee
Monitoring the concentration level of a learner is important to maximize the learning effect, giving proper feedback on tasks and to understand the performance of learners in tasks. In this paper, we propose a personal concentration level monitoring system when a user performs an online task on a computer by analyzing his/her pupillary response and eye-blinking pattern. We use low-priced web camera to detect eye blinking pattern and a portable eye tracker to detect pupillary response. Experimental results show good performance of the proposed concentration level monitoring system and suggest that it can be used for various real applications such as intelligent tutoring system, e-learning system, etc.
监测学习者的注意力水平对于最大限度地提高学习效果、对任务给予适当的反馈以及了解学习者在任务中的表现是非常重要的。在本文中,我们提出了一个个人浓度水平监测系统,当用户在计算机上执行在线任务时,通过分析他/她的瞳孔反应和眨眼模式。我们使用低价的网络摄像头检测眨眼模式,使用便携式眼动仪检测瞳孔反应。实验结果表明,所提出的集中度监测系统性能良好,可用于智能辅导系统、电子学习系统等多种实际应用。
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引用次数: 5
Long-Term Feedback Mechanisms for Robotic Assisted Indoor Cycling Training 机器人辅助室内自行车训练的长期反馈机制
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814962
S. Schneider, L. Süssenbach, I. Berger, F. Kummert
We present a concept for long-term feedback during robot assisted indoor cycling training. Our feedback model captures different aspects from sport motivation theory. Furthermore, we present our designed measurements to evaluate the robot's persuasiveness and user's compliance. We conducted an intensive 18-day isolation study in two campaigns (e.g. socially assistive robot vs. display instructed, n=16) in cooperation with the German Aerospace Center. The results show that users tend to comply to the robot's instructions and that there is a significant difference in compliance between the two conditions.
我们提出了在机器人辅助室内自行车训练中进行长期反馈的概念。我们的反馈模型捕捉了运动动机理论的不同方面。此外,我们提出了我们设计的测量来评估机器人的说服力和用户的依从性。我们与德国航空航天中心合作,在两个运动(例如,社交辅助机器人与显示指示,n=16)中进行了为期18天的密集隔离研究。结果表明,用户倾向于服从机器人的指令,两种情况下的服从程度存在显著差异。
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引用次数: 5
A Method for Speech Dereverberation Based on an Image Deblurring Algorithm Using the Prior of Speech Magnitude Gradient Distribution in the Time-Frequency Domain 基于语音幅值梯度分布时频先验的图像去模糊算法的语音去噪方法
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814992
W. Jo, Ji-Won Cho, Changsoo Je, Hyung-Min Park
We propose a speech dereverberation method in the time-frequency domain, based on an image deblurring algorithm. A reverberant speech magnitude can be modeled as a convolution of a clean speech with a reverberation filter in time-frequency domain. Then, dereverberation problem can be regarded as that of image deblurring. Therefore, the proposed method estimates the clean speech magnitude in the time-frequency domain by using the fast image deconvolution method with priors on sparsity of the clean speech magnitude gradient and exponentially decaying property of reverberation filters along the time axis. Then, scaling the reverberation speech magnitude by a mask obtained from the estimated clean one performs dereverberation. Experimental results show that the described method can enhance speech.
我们提出了一种基于图像去模糊算法的时频域语音去噪方法。一个混响的语音幅度可以建模为一个卷积的干净的语音与混响滤波器在时频域。那么,去噪问题可以看作是图像去模糊问题。因此,该方法采用基于干净语音幅度梯度稀疏度和混响滤波器沿时间轴的指数衰减特性的快速图像反卷积方法,在时频域估计干净语音幅度。然后,通过从估计的干净的一个得到的掩模缩放混响语音幅度执行去混响。实验结果表明,该方法能有效增强语音。
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引用次数: 0
A Preliminary Study on Human Trust Measurements by EEG for Human-Machine Interactions 基于脑电图的人机交互信任测量初探
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814993
Suh-Yeon Dong, Bo-Kyeong Kim, Kyeongho Lee, Soo-Young Lee
We propose a novel experiment paradigm to measure human trust on machine during a collaborative and egoistic theory-of-mind game. To show a different level of human trust on machine partners, we control the technical capability and humanlike cues of the autonomous agent in the cognitive experiments while recording participant's electroencephalography (EEG). The measured human trust values at various situations will be used to develop a dynamic trust model for efficient human-machine systems.
我们提出了一种新的实验范式来测量协作和利己的心理理论博弈中人类对机器的信任。为了显示人类对机器伙伴的不同程度的信任,我们在记录参与者脑电图(EEG)的同时,控制自主代理在认知实验中的技术能力和类人线索。在不同情况下测量的人类信任值将用于开发高效人机系统的动态信任模型。
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引用次数: 20
Future Roles for Android Robots: Survey and Trial Android机器人的未来角色:调查与试验
Pub Date : 2015-10-21 DOI: 10.1145/2814940.2814960
T. Hoshikawa, Kohei Ogawa, H. Ishiguro
The future role of android robots is discussed. Survey results reveal that people are capable of viewing androids as companions and will accept androids operating in various roles within human society; however, people are uncomfortable with androids operating in roles in which they are able to persuade humans to do something, affect humans' minds, or supervise young children. To examine people's response to an actual android robot within human society, an android capable of operating as "lecturer" was implemented and an evaluative experiment conducted. It was found that androids can evoke feelings of attentiveness that are much stronger than those evoked by existing media. Furthermore, use of the lecturer android did not improve efficiency. It is possible that people expected the android to have human-like abilities because of its human-like appearance. However, regardless of the cause, it is clear from the experiment that it is necessary to program androids with more human-like functions if they are to fill useful roles within human society.
讨论了未来机器人的作用。调查结果显示,人们有能力将机器人视为同伴,并将接受机器人在人类社会中扮演各种角色;然而,人们对机器人扮演的角色感到不舒服,因为它们能够说服人类做某事,影响人类的思想,或监督年幼的孩子。为了研究人类社会中人们对真正的机器人的反应,我们设计了一个具有“讲师”功能的机器人,并进行了评估性实验。研究发现,机器人能唤起比现有媒体更强烈的注意力感。此外,讲师机器人的使用并没有提高效率。很有可能人们期望机器人拥有类似人类的能力,因为它的外表像人类。然而,不管原因是什么,从实验中可以清楚地看出,如果机器人想在人类社会中扮演有用的角色,就有必要给它们编程,使它们具有更像人类的功能。
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引用次数: 1
期刊
Proceedings of the 3rd International Conference on Human-Agent Interaction
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