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2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN)最新文献

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Social robotic application to support active and healthy ageing 社会机器人应用,支持积极和健康的老龄化
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515432
S. Cooper, Alessandro Di Fava, Óscar Villacañas, T. Silva, V. Fernández-Carbajales, Luis Unzueta, Manex Serras, Luca Marchionni, F. Ferro
With the world population ageing and with the number of healthcare users needing assistance and support increasing, healthcare is becoming more costly and, as such, the need to optimise and support independent living for older people is of paramount importance. This paper reviews the user requirements and challenges that are relevant to older adults who prefer to age healthily at home, and how socially assistive robots (SAR) can be used to help them. The main focus is placed on the social robotic application developed for the H2020 SHAPES project to promote Smart Living Environment for healthy ageing. The solution is based on the newest PAL Robotics’ robot ARI, a high-performance social robot and companion designed for a wide range of multi-modal expressive gestures, gaze and personalised behaviour, which is integrated via several Digital Solutions developed within the SHAPES project to improve human-robot interaction and user acceptability for independent living support tasks. The validation process will take place over the coming months at Clinica Humana (Mallorca, Spain), which is a private clinic that provides hospital care to retirement homes, communities and home-bound patients. A description of the scenario definition is presented in the paper, together with the validation plan that will be executed during the pilot assessments and the measures that will be taken to improve user engagement.
随着世界人口老龄化以及需要帮助和支持的医疗保健用户数量的增加,医疗保健费用越来越高,因此,优化和支持老年人独立生活的需求至关重要。本文回顾了与老年人相关的用户需求和挑战,他们更喜欢在家中健康地生活,以及如何使用社交辅助机器人(SAR)来帮助他们。主要重点放在为H2020 SHAPES项目开发的社交机器人应用上,以促进健康老龄化的智能生活环境。该解决方案基于PAL Robotics最新的机器人ARI,这是一种高性能的社交机器人和伴侣,专为多种多模态表情手势、凝视和个性化行为而设计,通过在SHAPES项目中开发的几个数字解决方案集成,以提高人机交互和用户对独立生活支持任务的接受度。验证过程将在未来几个月在西班牙马略卡岛的诊所进行,这是一家为养老院、社区和居家病人提供医院护理的私人诊所。本文提供了对场景定义的描述,以及将在试点评估期间执行的验证计划和将采取的提高用户参与度的措施。
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引用次数: 8
Evaluation of Human-Robot Teleoperation Interfaces for Soft Robotic Manipulators 软机械臂人机遥操作界面评价
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515508
Arturo Amaya, Dimuthu D. K. Arachchige, Jonathan Grey, I. Godage
Soft robotic manipulators (SRM) are biologically inspired from animal appendages such as elephant trunks and octopuses’ arms. In contrast to traditional rigid robotic manipulators, SRMs are made of flexible material and generate motion through structural deformation. Thus, they more easily adapt to unstructured environments. Teleoperated SRMs can be used in spaces harmful or impractical to humans (i.e., nuclear radiation or minimally invasive surgical sites). Limited research is available on the factors that affect human performance during the teleoperation of SRMs. We present two Human-Robot Interfaces (HRI) and conduct user studies on an SRM in object handling tasks and assess the performance of teleoperators using spatial input devices and augmented reality-based input devices. The user interaction is quantified for two types of controllers (Direct and Indirect) in an immersive pick and place operation. A System Usability Scale (SUS) questionnaire is administered to assess the usability of each HRI. Results suggest that the users perform more effectively, make fewer errors using the Indirect Control HRI and participants rated the Indirect Control HRI as more usable regardless of the hardware device.
软机械操纵器(SRM)的生物学灵感来自动物的附肢,如象鼻和章鱼的手臂。与传统的刚性机械臂相比,srm由柔性材料制成,通过结构变形产生运动。因此,它们更容易适应非结构化环境。远程操作srm可用于对人类有害或不切实际的空间(即核辐射或微创手术部位)。在srm远程操作过程中,影响人类表现的因素研究有限。我们提出了两个人机界面(HRI),并对对象处理任务中的SRM进行了用户研究,并评估了使用空间输入设备和基于增强现实的输入设备的远程操作员的性能。在沉浸式取放操作中,对两种类型的控制器(直接和间接)的用户交互进行了量化。使用系统可用性量表(SUS)问卷来评估每个HRI的可用性。结果表明,使用间接控制HRI的用户更有效地执行,犯更少的错误,参与者认为间接控制HRI更可用,而不考虑硬件设备。
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引用次数: 5
Analysis on interaction experiences with intelligent technology and preference of technology use in nursing care* 智能技术在护理中的交互体验及技术使用偏好分析*
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515449
H. Miwa, Kentaro Watanabe, Sakiko Itoh, T. Ikeuchi, Tomoko Wakui
The shortage of human resources in Japan has become a serious social issue in nursing care services owing to the rapid increase in the demand and the declining working population. Although the use of intelligent technologies such as robots, AI, and IT is expected to offer solutions, little progress has been made in the introduction and extensive use of these technologies in nursing care services. In this study, we aimed to clarify the factors that increase the preference for technology use in nursing care services from the perspective of trust. We conducted an online survey on attitudes towards nursing care and technologies in Japan, and statistically analyzed the relationships among the preference for technology use in nursing care, trust in technologies, and personal characteristics. The results revealed that those with high trust in intelligent technologies were more likely to prefer the use of such technologies in nursing care services.
由于护理需求的快速增长和劳动人口的减少,日本护理人力资源短缺已成为一个严重的社会问题。尽管机器人、人工智能和IT等智能技术有望提供解决方案,但在护理服务中引入和广泛使用这些技术方面进展甚微。在本研究中,我们旨在从信任的角度厘清增加护理服务中技术使用偏好的因素。我们对日本的护理态度和技术态度进行了在线调查,并统计分析了护理中使用技术的偏好、对技术的信任和个人特征之间的关系。结果显示,对智能技术信任程度高的人更倾向于在护理服务中使用智能技术。
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引用次数: 0
"What Does Your Robot Do?" A Tabletop Role-Playing Game to Support Robot Design “你的机器人是做什么的?”支持机器人设计的桌面角色扮演游戏
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515554
Sawyer Collins, S. Šabanović
Social robot co-design requires aiding users as they imagine these novel devices within their everyday lives and enabling designers to understand and address users’ experiences. This paper presents the exploratory development and evaluation of a role-playing game aimed at identifying the desired features and uses of a social robot that can assist people diagnosed with depression. Participants (n = 16) played the game as a character with depression, designed a companion robot for that character, and chose reactions to daily challenges. Though participants initially selected robot capabilities based on their own needs, after the game they identified alternative designs that would better address daily challenges faced by individuals with depression. We discuss aspects of the game that allowed participants to understand how various robot characteristics can address the experience of depression and suggest how role-playing games can support users and designers in identifying beneficial features and uses of emerging robotic technologies.
社交机器人协同设计需要帮助用户在日常生活中想象这些新奇的设备,并使设计师能够理解和解决用户的体验。本文介绍了一种角色扮演游戏的探索性开发和评估,旨在确定社交机器人的期望功能和用途,以帮助被诊断患有抑郁症的人。参与者(n = 16)扮演一个患有抑郁症的角色,为这个角色设计一个伴侣机器人,并选择对日常挑战的反应。虽然参与者最初根据自己的需求选择机器人的功能,但在游戏之后,他们确定了其他设计,这些设计将更好地解决抑郁症患者面临的日常挑战。我们讨论了游戏的各个方面,让参与者了解不同的机器人特征如何解决抑郁症的经历,并建议角色扮演游戏如何支持用户和设计师识别新兴机器人技术的有益功能和用途。
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引用次数: 3
Morphology of socially assistive robots for health and social care: A reflection on 24 months of research with anthropomorphic, zoomorphic and mechanomorphic devices 用于健康和社会护理的社会辅助机器人的形态:对24个月的拟人、兽形和机械形装置研究的反思
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515446
H. Bradwell, R. Winnington, Serge Thill, Ray B. Jones
This paper reflects on four studies completed over the last 24 months, with social robots including Pepper, Paro, Joy for All cats and dogs, Miro, Pleo, Padbot and cheaper toys, including i) focus groups and interviews on suitable robot pet design, ii) surveys on ethical perceptions of robot pets, and iii) recorded interactions between stakeholders and a range of social robots. In total, up to 371 participants’ views were included across the analysed studies. Data was reviewed and mined for relevance to the use and impact of morphology types for social robots in health and social care. Results suggested biomorphic design was preferable over mechanomorphic, and speech and life-simulation features (such as breathing) were well received. Anthropomorphism demonstrated some limitations in evoking fear and task-expectations that were absent for zoomorphic designs. The combination of familiar, zoomorphic appearance with animacy, life-simulation and speech capabilities thus appeared to be an area of research for future robots developed for health and social care.
本文反映了过去24个月完成的四项研究,其中包括社交机器人Pepper、Paro、Joy for All猫狗、Miro、Pleo、Padbot和更便宜的玩具,包括i)针对合适的机器人宠物设计的焦点小组和访谈,ii)对机器人宠物的道德观念的调查,以及iii)记录利益相关者与一系列社交机器人之间的互动。总共有多达371名参与者的观点被纳入分析研究。对数据进行了审查和挖掘,以了解社交机器人在健康和社会护理中的形态类型的使用和影响。结果表明,生物形态设计优于机械形态设计,并且语音和生命模拟功能(如呼吸)受到好评。拟人化在唤起恐惧和任务期望方面表现出一些局限性,而这在兽形设计中是不存在的。因此,将熟悉的动物外形与动画、生活模拟和语言能力相结合,似乎是未来为健康和社会护理开发的机器人的一个研究领域。
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引用次数: 7
How experts explain motion planner output: a preliminary user-study to inform the design of explainable planners 专家如何解释运动规划器的输出:一个初步的用户研究,告知可解释的规划器的设计
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515407
M. Brandão, Gerard Canal, Senka Krivic, P. Luff, A. Coles
Motion planning is a hard problem that can often overwhelm both users and designers: due to the difficulty in understanding the optimality of a solution, or reasons for a planner to fail to find any solution. Inspired by recent work in machine learning and task planning, in this paper we are guided by a vision of developing motion planners that can provide reasons for their output—thus potentially contributing to better user interfaces, debugging tools, and algorithm trustworthiness. Towards this end, we propose a preliminary taxonomy and a set of important considerations for the design of explainable motion planners, based on the analysis of a comprehensive user study of motion planning experts. We identify the kinds of things that need to be explained by motion planners ("explanation objects"), types of explanation, and several procedures required to arrive at explanations. We also elaborate on a set of qualifications and design considerations that should be taken into account when designing explainable methods. These insights contribute to bringing the vision of explainable motion planners closer to reality, and can serve as a resource for researchers and developers interested in designing such technology.
运动规划是一个让用户和设计师都难以理解的难题:因为很难理解解决方案的最优性,或者规划师无法找到任何解决方案的原因。受最近机器学习和任务规划工作的启发,在本文中,我们以开发运动规划器的愿景为指导,这些运动规划器可以提供其输出的原因-从而可能有助于更好的用户界面,调试工具和算法可信度。为此,我们在对运动规划专家的综合用户研究分析的基础上,提出了一个初步的分类和设计可解释运动规划器的一系列重要考虑因素。我们确定需要由动作计划器(“解释对象”)解释的事物类型、解释类型以及达到解释所需的几个程序。我们还详细说明了在设计可解释方法时应考虑的一组资格和设计考虑因素。这些见解有助于将可解释运动规划器的愿景更接近现实,并且可以作为对设计此类技术感兴趣的研究人员和开发人员的资源。
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引用次数: 9
Improving Safety in Human-Robot Collaboration via Dynamic Active Constraints Enforcement* 基于动态主动约束的人机协作安全性改进*
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515497
George S. Kanakis, G. Rovithakis
The problem of motion planning in obstacle cluttered environments is an important task in robotics. In the literature several methodologies exist to address the problem. In this work we consider using the feedback-based approach, where the solution comes from designing a controller capable of guaranteeing trajectory tracking with obstacle avoidance. Commonly, all respective studies consider simplified robot dynamics, which is usually insufficient in practical applications. In this work we focus on the collision avoidance problem with respect to a moving spherical object. We assume knowledge of a nominal controller that achieves tracking of a desired trajectory in the absence of obstacles, and we design an auxiliary control scheme to guarantee that the robot’s end-effector will always operate in a safe distance from the moving obstacle’s surface. The controller we develop does not take into account the actual robot dynamics, thus constituting a truly model-free approach. Experimental studies conducted on a KUKA LWR4+ robotic manipulator clarify and verify the proposed control scheme.
障碍环境下的运动规划问题是机器人技术中的一个重要课题。在文献中存在几种方法来解决这个问题。在这项工作中,我们考虑使用基于反馈的方法,其中的解决方案来自于设计一个能够保证轨迹跟踪和避障的控制器。通常,所有相关的研究都考虑了简化的机器人动力学,这在实际应用中通常是不足的。在这项工作中,我们专注于关于一个运动的球形物体的避碰问题。我们假设已知一个标称控制器,在没有障碍物的情况下实现期望轨迹的跟踪,并且我们设计了一个辅助控制方案,以保证机器人的末端执行器始终在与移动障碍物表面的安全距离内运行。我们开发的控制器没有考虑到实际的机器人动力学,因此构成了一个真正的无模型方法。在KUKA LWR4+机器人上进行的实验研究阐明并验证了所提出的控制方案。
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引用次数: 1
Trust me! I am a robot: an affective computational account of scaffolding in robot-robot interaction 相信我!我是一个机器人:机器人-机器人交互中脚手架的情感计算描述
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515494
M. Kirtay, Erhan Öztop, M. Asada, V. Hafner
Forming trust in a biological or artificial interaction partner that provides reliable strategies and employing the learned strategies to scaffold another agent are critical problems that are often addressed separately in human-robot and robot-robot interaction studies. In this paper, we provide a unified approach to address these issues in robot-robot interaction settings. To be concrete, we present a trust-based affective computational account of scaffolding while performing a sequential visual recalling task. In that, we endow the Pepper humanoid robot with cognitive modules of auto-associative memory and internal reward generation to implement the trust model. The former module is an instance of a cognitive function with an associated neural cost determining the cognitive load of performing visual memory recall. The latter module uses this cost to generate an internal reward signal to facilitate neural cost-based reinforcement learning (RL) in an interactive scenario involving online instructors with different guiding strategies: reliable, less-reliable, and random. These cognitive modules allow the Pepper robot to assess the instructors based on the average cumulative reward it can collect and choose the instructor that helps reduce its cognitive load most as the trustworthy one. After determining the trustworthy instructor, the Pepper robot is recruited to be a caregiver robot to guide a perceptually limited infant robot (i.e., the Nao robot) that performs the same task. In this setting, we equip the Pepper robot with a simple theory of mind module that learns the state-action-reward associations by observing the infant robot’s behavior and guides the learning of the infant robot, similar to when it went through the online agent-robot interactions. The experiment results on this robot-robot interaction scenario indicate that the Pepper robot as a caregiver leverages the decision-making policies – obtained by interacting with the trustworthy instructor– to guide the infant robot to perform the same task efficiently. Overall, this study suggests how robotic-trust can be grounded in human-robot or robot-robot interactions based on cognitive load, and be used as a mechanism to choose the right scaffolding agent for effective knowledge transfer.
在提供可靠策略的生物或人工交互伙伴中形成信任,并利用学习到的策略来支撑另一个代理,是人-机器人和机器人-机器人交互研究中经常单独解决的关键问题。在本文中,我们提供了一种统一的方法来解决机器人-机器人交互设置中的这些问题。具体地说,我们在执行顺序视觉回忆任务时提出了基于信任的脚手架情感计算帐户。其中,我们赋予Pepper人形机器人自联想记忆和内部奖励生成的认知模块来实现信任模型。前一个模块是认知功能的一个实例,其相关的神经成本决定了执行视觉记忆回忆的认知负荷。后一个模块使用这个成本来生成一个内部奖励信号,以促进基于神经成本的强化学习(RL),在一个交互式场景中,在线教师采用不同的指导策略:可靠的、不可靠的和随机的。这些认知模块允许Pepper机器人根据它能收集到的平均累积奖励来评估教练,并选择最有助于减少其认知负荷的教练作为值得信赖的教练。在确定值得信赖的指导员之后,Pepper机器人被招募为看护机器人,指导一个感知能力有限的婴儿机器人(即Nao机器人)执行相同的任务。在这种情况下,我们为Pepper机器人配备了一个简单的心智理论模块,该模块通过观察婴儿机器人的行为来学习状态-行动-奖励关联,并指导婴儿机器人的学习,类似于在线智能体-机器人交互。在这个机器人-机器人交互场景下的实验结果表明,Pepper机器人作为看护人,利用与值得信赖的指导者交互获得的决策策略,指导婴儿机器人有效地执行相同的任务。综上所述,本研究提出了机器人信任如何以基于认知负荷的人-机器人或机器人-机器人交互为基础,并作为一种机制来选择正确的脚手架代理进行有效的知识转移。
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引用次数: 7
Does a wearing change perception toward a robot? 穿戴会改变人们对机器人的看法吗?
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515366
Natsuki Matsunaga, M. Shiomi
Wearable robots are traditionally used as tools for assisting muscular strength and decrease the physical loads of users. In this study, we are interested in the social aspect of wearable robots and investigate the effects of wearing them toward perceived impressions of them. For this purpose, we newly developed a wearable robot, Fylgear, with minimum capabilities to interact with a user. We experimentally investigated whether wearing a robot changes people’s perception of the robot by using different questionnaire items: a set of positive impressions and kawaii (a Japanese word that means "cute" that has positive connotations) feeling. The experiment results showed that participants who wear the robot positively evaluated the robot in the context of likeability and total impression, but there are no significant differences in perceived kawaii feelings.
传统上,可穿戴机器人被用作辅助肌肉力量和减少用户身体负荷的工具。在这项研究中,我们对可穿戴机器人的社交方面感兴趣,并调查了佩戴它们对感知印象的影响。为此,我们新开发了一种可穿戴机器人,Fylgear,它具有与用户交互的最小功能。我们实验调查了佩戴机器人是否会改变人们对机器人的看法,通过使用不同的问卷项目:一组积极的印象和kawaii(一个日语单词,意思是“可爱的”,有积极的内涵)的感觉。实验结果表明,佩戴机器人的参与者在受欢迎程度和总体印象方面对机器人的评价是积极的,但在感知的卡哇伊感觉方面没有显著差异。
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引用次数: 0
A Voice Dialog System without Interfering with Human Speech Based on Turn-taking Detection 基于轮次检测的不干扰语音对话系统
Pub Date : 2021-08-08 DOI: 10.1109/RO-MAN50785.2021.9515357
Tomoki Inaishi, Mizuki Enoki, H. Noguchi
In this study, we developed a new rule-based dialog system that includes both turn-taking detection and response-switching functions. The traditional rule-based part allows the system user to design and customize topics and conversation transitions easily. In addition to the traditional rule-based part, the turn-taking detection function can detect the human speaker’s continuous speech and control the system’s speech response according to the detected continuous speech. This mechanism enables conversations without interfering with the speech of the human speaker. The turn-taking detection was created using a deep neural network (DNN). Using the turn-taking detection result, the response switching function can change three types of response transitions: a back-channeling response, topic changing, and normal conversation transition.To confirm that our developed functions could improve the impressions of rule-based dialog systems, an experiment comparing the dialog system with and without our developed functions was conducted. The system with both turn-taking detection and response switching functions provided a relatively better impression to the participants. Although some improvements are needed for the dialog system, the results suggest that the use of a turn-taking detection function may enable a relatively smooth conversation even with a rule-based dialog system.
在这项研究中,我们开发了一个新的基于规则的对话系统,包括轮询检测和响应切换功能。传统的基于规则的部分允许系统用户轻松地设计和定制主题和会话转换。除传统的基于规则的部分外,轮次检测功能可以检测到说话人的连续语音,并根据检测到的连续语音控制系统的语音响应。这种机制使对话不会干扰人类说话者的语言。轮流检测是使用深度神经网络(DNN)创建的。利用轮询检测结果,响应切换功能可以改变三种类型的响应转换:反向通道响应、主题转换和正常会话转换。为了证实我们开发的功能可以改善基于规则的对话系统的印象,我们进行了一个实验,比较了有和没有我们开发的功能的对话系统。同时具有轮询检测和响应切换功能的系统给参与者的印象相对较好。尽管对话系统还需要一些改进,但结果表明,即使是基于规则的对话系统,使用轮询检测功能也可以使对话相对顺畅。
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引用次数: 0
期刊
2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN)
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