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2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI)最新文献

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Pronunciation-Based Child-Robot Game Interactions to Promote Literacy Skills 基于发音的儿童-机器人游戏互动促进读写能力
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673296
Samuel Spaulding, C. Breazeal
In this paper we present additional results from a prior study of speech-based games to promote early literacy skills through child-robot interaction [6]. The additional data and results support our original conclusion, that pronunciation analysis software can be an effective enabler of speech child-robot interactions. We also include a comparison of other pronunciation services, an updated version of the SpeechAce API and a new technology from Soapbox Labs. We reflect on some lessons learned and introduce a redesigned version of the game interaction called ‘RhymeRacer’ based on the results and observations from both data collections.
在本文中,我们从先前的一项基于语音的游戏的研究中获得了额外的结果,该游戏通过儿童与机器人的互动来促进早期读写技能[6]。额外的数据和结果支持了我们最初的结论,即发音分析软件可以有效地促进孩子与机器人之间的语音交互。我们还包括其他发音服务的比较,一个更新版本的speech hace API和一个来自Soapbox实验室的新技术。我们总结了一些经验教训,并基于两种数据收集的结果和观察,重新设计了游戏互动版本“RhymeRacer”。
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引用次数: 2
Promoting STEAM Education with Child-Robot Musical Theater 以儿童机器人音乐剧推动STEAM教育
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673311
Jaclyn A. Barnes, S. M. Fakhrhosseini, Eric Vasey, Joseph D. Ryan, C. Park, M. Jeon
In an eight-week STEAM education program for elementary school children, kids worked on musical theater projects with a variety of robots. The program included 4 modules about acting, dancing, music & sounds, and drawing. Twenty-five children grades K-5 participated in this program. Children were excited by the program and they demonstrated collaboration and peer-to-peer interactive learning. In the future, we plan to add more robust interaction and more science and engineering experiences to the program. This program is expected to promote STEM education in the informal learning environment by combining it with arts and design.
在为期八周的针对小学生的STEAM教育项目中,孩子们与各种机器人一起完成音乐剧项目。课程包括表演、舞蹈、音乐与声音、绘画四个模块。25名K-5年级的孩子参加了这个项目。孩子们对这个项目感到兴奋,他们展示了合作和点对点的互动学习。在未来,我们计划在这个项目中增加更多的互动和更多的科学和工程经验。该项目旨在通过将STEM教育与艺术和设计相结合,促进非正式学习环境中的STEM教育。
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引用次数: 7
BabeBay-A Companion Robot for Children Based on Multimodal Affective Computing 基于多模态情感计算的儿童伴侣机器人babebay
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673163
Meimei Zheng, Yingying She, Fang Liu, Jin Chen, Yang Shu, J. Xiahou
The BabeBay is a children companion robot which has the ability of real-time multimodal affective computing. Accurate and effective affective fusion computing makes BabeBay own adaptability and capability during interaction according to different children in different emotion. Furthermore, the corresponding cognitive computing and robots behavior can be enhanced to personalized companionship.
BabeBay是一款具有实时多模态情感计算能力的儿童陪伴机器人。准确有效的情感融合计算,使BabeBay在互动过程中根据不同孩子的不同情绪有自己的适应性和能力。此外,相应的认知计算和机器人行为可以增强为个性化的陪伴。
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引用次数: 10
Demo: Pointing Gestures for Proximity Interaction 演示:接近交互的指向手势
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673329
B. Gromov, Jérôme Guzzi, L. Gambardella, A. Giusti
We demonstrate a system to control robots in the users proximity with pointing gestures—a natural device that people use all the time to communicate with each other. Our setup consists of a miniature quadrotor Crazyflie 2.0, a wearable inertial measurement unit MetaWearR+ mounted on the user's wrist, and a laptop as the ground control station. The video of this demo is available at https://youtu.be/yafy-HZMk_U [1].
我们演示了一个系统,可以用手势来控制用户附近的机器人——这是人们一直用来相互交流的自然设备。我们的装置包括一个微型四旋翼飞行器crazyfly 2.0,一个安装在用户手腕上的可穿戴惯性测量单元MetaWearR+,以及一台作为地面控制站的笔记本电脑。这个演示的视频可以在https://youtu.be/yafy-HZMk_U[1]上找到。
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引用次数: 3
Is Human-Robot Interaction More Competitive Between Groups Than Between Individuals? 群体之间的人机互动比个人之间的竞争更激烈吗?
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673241
Marlena R. Fraune, Steven Sherrin, S. Šabanović, Eliot R. Smith
As robots, both individually and in groups, become more prevalent in everyday contexts (e.g., schools, workplaces, educational and caregiving institutions), it is possible that they will be perceived as outgroups, or come into competition for resources with humans. Research indicates that some of the psychological effects of intergroup interaction common in humans translate to human-robot interaction (HRI). In this paper, we examine how intergroup competition, like that among humans, translates to HRI. Specifically, we examined how Number of Humans (1, 3) and Number of Robots (1, 3) affect behavioral competition on dilemma tasks and survey ratings of perceived threat, emotion, and motivation (fear, greed, and outperformance). We also examined the effect of perceived group entitativity (i.e., cohesiveness) on competition motivation. Like in social psychological literature, these results indicate that groups of humans (especially entitative groups) showed more greed-based motivation and competition toward robots than individual humans did. However, we did not find evidence that number of robots had an effect on fear-based motivation or competition against them unless the robot groups were perceived as highly entitative. Our data also show the intriguing finding that participants displayed more fear of and competed slightly more against robots that matched their number. Future research should more deeply examine this novel pattern of results compared to one-on-one HRI and typical group dynamics in social psychology.
随着机器人个体和群体在日常环境(如学校、工作场所、教育和护理机构)中变得越来越普遍,它们可能会被视为外群体,或者与人类竞争资源。研究表明,人类群体间互动的一些心理效应可以转化为人机互动(HRI)。在本文中,我们研究了群体间竞争,如人类之间的竞争,是如何转化为人力资源竞争力的。具体来说,我们研究了人类数量(1,3)和机器人数量(1,3)如何影响两难任务中的行为竞争,并调查了感知威胁、情绪和动机(恐惧、贪婪和卓越表现)的评级。我们还研究了感知群体实体性(即凝聚力)对竞争动机的影响。与社会心理学文献一样,这些结果表明,人类群体(尤其是实体群体)比个人表现出更多基于贪婪的动机和对机器人的竞争。然而,我们没有发现证据表明机器人的数量对基于恐惧的动机或对它们的竞争有影响,除非机器人群体被认为是高度真实的。我们的数据还显示了一个有趣的发现,即参与者对与其数量匹配的机器人表现出更多的恐惧,并且与之竞争的次数也会稍微多一些。未来的研究应该更深入地研究这种新的结果模式,将其与一对一的HRI和社会心理学中典型的群体动力学进行比较。
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引用次数: 32
Robots for Learning - R4L: Adaptive Learning 学习机器人- R4L:适应性学习
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673109
W. Johal, A. Sandygulova, J. D. Wit, M. Haas, B. Scassellati
The Robots for Learning workshop series aims at advancing the research topics related to the use of social robots in educational contexts. This year's half-day workshop follows on previous events in Human-Robot Interaction conferences focusing on efforts to design, develop and test new robotics systems that help learners. This 5th edition of the workshop will be dealing in particular on the potential use of robots for adaptive learning. Since the past few years, inclusive education have been a key policy in a number of countries, aiming to provide equal changes and common ground to all. In this workshop, we aim to discuss strategies to design robotics system able to adapt to the learners' abilities, to provide assistance and to demonstrate long-term learning effects.
学习机器人研讨会系列旨在推进与在教育环境中使用社交机器人相关的研究课题。今年为期半天的研讨会是继人机交互会议之前的活动之后,重点关注设计、开发和测试帮助学习者的新机器人系统的努力。第五届研讨会将特别讨论机器人在自适应学习中的潜在应用。过去几年来,全纳教育已成为许多国家的一项关键政策,旨在为所有人提供平等的变化和共同点。在本次研讨会中,我们旨在讨论设计能够适应学习者能力的机器人系统的策略,以提供帮助并展示长期学习效果。
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引用次数: 2
Face-to-Face Contact Method for Humanoid Robots Using Face Position Prediction 基于人脸位置预测的人形机器人面对面接触方法
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673175
Yuki Okafuji, Jun Baba, Junya Nakanishi
It is an important functional behavior for humanoid robots to have face-to-face contact with humans. We predict future face position to achieve natural behavior that is similar to the communication between people. Robots gaze at a prediction point for reducing mechanical delay. The proposed system for robots to have face-to-face contact can reduce delay.
与人进行面对面接触是类人机器人的一项重要功能行为。我们预测未来的面部位置,以实现类似于人与人之间交流的自然行为。机器人凝视着一个预测点,以减少机械延迟。提出的机器人面对面接触系统可以减少延迟。
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引用次数: 3
DataDrawingDroid: A Wheel Robot Drawing Planned Path as Data-Driven Generative Art DataDrawingDroid:一个车轮机器人绘制计划路径作为数据驱动的生成艺术
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673122
Yasuto Nakanishi
This paper introduces DataDrawingDroid, a wheel robot to visualize data and draw data-driven generative art onto a floor. In our user study, 24 participants watched videos of three types of data drawing. T-tests for the results on five-point Likert scales indicated that it attracted them and suggested the importance of balancing functionality and aesthetics.
本文介绍了DataDrawingDroid,这是一个轮式机器人,可以将数据可视化并在地板上绘制数据驱动的生成艺术。在我们的用户研究中,24名参与者观看了三种类型的数据绘制视频。五分制李克特量表结果的t检验表明,它吸引了他们,并表明平衡功能和美学的重要性。
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引用次数: 2
Possibility, It's a Mystery: How Keepon's Video Brought Me Here 可能性,这是一个谜:Keepon的视频如何把我带到这里
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673066
Jangwon Lee
After nearly ten years “Keepon” appeared in HRI, a question arises: what about the music used in the video “Keepon goes Seoul-searching?” The song “superfantastic” with the lyrics “possibility, it's a mystery” is written by peppertones in 2005, a Korean duo band celebrating their fifteenth anniversary in 2019. Superfantastic is a song of hope, inspired by the concerns and worries they had while starting a career in popular music, and conveys a message to “keep on dreaming,” as “your biggest dreams, they might come to reality.” This talk shares life stories of uncertainty: how the band started, what unexpected outcomes the band has witnessed, which decisions led them to this point, and what issues they are currently facing. As one member of the band is also involved in computer music research focusing on mobile music interaction, additionally this talk also covers current research topics and how it is to live as a multidisciplinary person spanning popular music, television, and computer music research.
《Keepon》在HRI出现近十年后,出现了一个问题:“Keepon去首尔”视频中使用的音乐如何?以“可能性,这是一个谜”为歌词的歌曲《superfantastic》是在2019年迎来成立15周年的韩国二人组合peppertones在2005年创作的。《Superfantastic》是一首充满希望的歌曲,灵感来自于他们在流行音乐事业开始时的担忧和担忧,并传达了“继续梦想”的信息,因为“你最大的梦想,它们可能会成真”。这次演讲将分享关于不确定性的生活故事:乐队是如何开始的,乐队见证了哪些意想不到的结果,哪些决定导致他们走到这一步,以及他们目前面临的问题。作为乐队的一员,他也参与了计算机音乐研究,专注于移动音乐的互动,此外,这次演讲还涵盖了当前的研究主题,以及作为一个跨越流行音乐、电视和计算机音乐研究的多学科人是如何生活的。
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引用次数: 0
Telesuit: An Immersive User-Centric Telepresence Control Suit 远程服装:沉浸式以用户为中心的远程控制套装
Pub Date : 2019-03-11 DOI: 10.1109/HRI.2019.8673228
I. Cardenas, Kelsey A. Vitullo, Michelle Park, Jong-Hoon Kim, Margarita Benitez, Chanjuan Chen, Linda Ohrn-McDaniels
Telepresence takes place when a user is afforded with the experience of being in a remote environment or virtual world, through the use of immersive technologies. A humanoid robot and a control apparatus that correlates the operator's movements whilst providing sufficient sensory feedback, encompass such immersive technologies. This paper considers the control mechanisms that afford telepresence, the requirements for continuous or extended telepresence control, and the health implications of engaging in complex time-constrained tasks. We present Telesuit - a full-body telepresence control system for operating a humanoid telepresence robot. The suit is part of a broader system that considers the constraints of controlling a dexterous bimanual robotic torso, and the need for modular hardware and software that allows for high-fidelity immersiveness. It incorporates a health-monitoring system that collects information such as respiratory effort, galvanic skin response, and heart rate. This information is consequently leveraged by the platform to adjust the telepresence experience and apply control modalities for autonomy. Furthermore, the design of the Telesuit garment considers both functionality and aesthetics.
当用户通过使用沉浸式技术获得在远程环境或虚拟世界中的体验时,远程呈现就发生了。一种人形机器人和一种控制装置,在提供足够的感官反馈的同时,将操作员的动作联系起来,包括这种沉浸式技术。本文考虑了提供远程呈现的控制机制,对持续或扩展远程呈现控制的要求,以及参与复杂的时间限制任务的健康影响。提出了一种用于操作仿人机器人的全身远程呈现控制系统Telesuit。这套套装是一个更广泛的系统的一部分,该系统考虑了控制灵巧的双手机器人躯干的限制,以及对模块化硬件和软件的需求,以实现高保真的沉浸感。它集成了一个健康监测系统,可以收集诸如呼吸力度、皮肤电反应和心率等信息。因此,平台利用这些信息来调整远程呈现体验并应用自主控制模式。此外,Telesuit服装的设计兼顾了功能性和美观性。
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引用次数: 6
期刊
2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI)
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