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Development and testing of a multimodal acquisition platform for human-robot interaction affective studies 人机交互情感研究多模态采集平台的开发与测试
Pub Date : 2014-07-10 DOI: 10.5898/JHRI.3.2.Lazzeri
N. Lazzeri, D. Mazzei, D. De Rossi
Human-Robot Interaction (HRI) studies have recently received increasing attention in various fields, from academic communities to engineering firms and the media. Many researchers have been focusing on the development of tools to evaluate the performance of robotic systems and studying how to extend the range of robot interaction modalities and contexts. Because people are emotionally engaged when interacting with computers and robots, researchers have been focusing attention on the study of affective human-robot interaction. This new field of study requires the integration of various approaches typical of different research backgrounds, such as psychology and engineering, to gain more insight into the human-robot affective interaction. In this paper, we report the development of a multimodal acquisition platform called HIPOP (Human Interaction Pervasive Observation Platform). HIPOP is a modular data-gathering platform based on various hardware and software units that can be easily used to create a custom acquisition setup for HRI studies. The platform uses modules for physiological signals, eye gaze, video and audio acquisition to perform an integrated affective and behavioral analysis. It is also possible to include new hardware devices into the platform. The open-source hardware and software revolution has made many high-quality commercial and open-source products freely available for HRI and HCI research. These devices are currently most often used for data acquisition and robot control, and they can be easily included in HIPOP. Technical tests demonstrated the ability of HIPOP to reliably acquire a large set of data in terms of failure management and data synchronization. The platform was able to automatically recover from errors and faults without affecting the entire system, and the misalignment observed in the acquired data was not significant and did not affect the multimodal analysis. HIPOP was also tested in the context of the FACET (FACE Therapy) project, in which a humanoid robot called FACE (Facial Automaton for Conveying Emotions) was used to convey affective stimuli to children with autism. In the FACET project, psychologists without technical skills were able to use HIPOP to collect the data needed for their experiments without dealing with hardware issues, data integration challenges, or synchronization problems. The FACET case study highlighted the real core feature of the HIPOP platform (i.e., multimodal data integration and fusion). This analytical approach allowed psychologists to study both behavioral and psychophysiological reactions to obtain a more complete view of the subjects' state during interaction with the robot. These results indicate that HIPOP could become an innovative tool for HRI affective studies aimed at inferring a more detailed view of a subject's feelings and behavior during interaction with affective and empathic robots.
人机交互(HRI)研究最近在各个领域受到越来越多的关注,从学术界到工程公司和媒体。许多研究者一直致力于开发评估机器人系统性能的工具,并研究如何扩展机器人交互方式和环境的范围。由于人在与计算机和机器人的互动中具有情感投入,因此情感人机交互的研究一直是研究人员关注的焦点。这个新的研究领域需要整合不同研究背景的各种典型方法,如心理学和工程学,以更深入地了解人与机器人的情感互动。在本文中,我们报告了一种称为HIPOP(人类交互普遍观察平台)的多模式采集平台的开发。HIPOP是一个基于各种硬件和软件单元的模块化数据收集平台,可以很容易地用于创建HRI研究的自定义采集设置。该平台使用生理信号、眼睛注视、视频和音频采集模块来执行综合情感和行为分析。还可以在平台中包含新的硬件设备。开源硬件和软件革命已经为HRI和HCI研究提供了许多高质量的商业和开源产品。这些设备目前最常用于数据采集和机器人控制,它们可以很容易地包含在HIPOP中。技术测试表明,HIPOP能够在故障管理和数据同步方面可靠地获取大量数据。该平台能够在不影响整个系统的情况下自动从错误和故障中恢复,并且在获取的数据中观察到的偏差不显著,也不影响多模态分析。HIPOP还在FACET (FACE Therapy)项目的背景下进行了测试,在这个项目中,一个名为FACE (Facial Automaton for convey Emotions)的人形机器人被用来向自闭症儿童传递情感刺激。在FACET项目中,没有技术技能的心理学家可以使用HIPOP来收集实验所需的数据,而无需处理硬件问题、数据集成挑战或同步问题。FACET案例研究突出了HIPOP平台的真正核心特征(即多模式数据集成和融合)。这种分析方法使心理学家能够研究行为和心理生理反应,从而更全面地了解受试者在与机器人互动时的状态。这些结果表明,HIPOP可以成为HRI情感研究的创新工具,旨在推断出受试者在与情感和移情机器人互动时更详细的感受和行为。
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引用次数: 17
Walking together 一起散步
Pub Date : 2014-07-10 DOI: 10.5898/JHRI.3.2.Morales
Y. Morales, T. Kanda, N. Hagita
This paper presents a computational model for side-by-side walking within human-robot interaction (HRI). In this work we address the importance of future motion utility (motion anticipation) of two walking partners. Previous studies only considered a robot moving alongside a person without collisions and with simple velocity-based predictions. In contrast, our proposed model includes two major considerations. First, it considers the current goal, modeling side-by-side walking as a process of moving toward a goal while maintaining a relative position with the partner. Second, it takes the partner's utility into consideration; it models side-by-side walking as a phenomenon where two agents maximize mutual utilities rather than only considering a single agent utility. The model is constructed based in a set of trajectories from pairs of people recorded in side-by-side walking; then, parameters of the model were calibrated for a mobile robot and tested in an autonomous robot walking side-by-side with participants. Finally, two evaluations were performed. The first evaluation shows that the proposed model considering mutual utilities performs better than a single utility method and a method that keeps distance from the walking partner. In the second evaluation the proposed method was used for a robot deployed in a shopping mall environment where it demonstrated to be effective.
提出了人机交互(HRI)中并排行走的计算模型。在这项工作中,我们解决了两个步行伙伴的未来运动效用(运动预期)的重要性。以前的研究只考虑机器人在没有碰撞的情况下与人一起移动,并进行简单的基于速度的预测。相比之下,我们提出的模型包括两个主要考虑因素。首先,它考虑当前目标,将并排行走建模为在与伙伴保持相对位置的情况下向目标移动的过程。二是考虑了合作伙伴的效用;它将并排行走建模为两个代理最大化相互效用的现象,而不是只考虑单个代理的效用。该模型是基于成对的人在并排行走时记录的一组轨迹来构建的;然后,将模型的参数校准为移动机器人,并在与参与者并排行走的自主机器人中进行测试。最后,进行了两次评估。第一次评估表明,考虑相互效用的模型优于单一效用方法和与步行伙伴保持距离的方法。在第二次评估中,所提出的方法被用于部署在购物中心环境中的机器人,在那里它被证明是有效的。
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引用次数: 60
Designing adaptive roles for socially assistive robots 为社交辅助机器人设计适应性角色
Pub Date : 2014-07-10 DOI: 10.5898/JHRI.3.2.Huber
Andreas Huber, L. Lammer, A. Weiss, M. Vincze
Social roles are a design option for robots that behave in accordance with user expectations. We believe that robots have to exceed stereotypical role behaviors and dynamically provide roles that suit the people's living conditions in order to achieve long-term acceptance. We are introducing a new user-focused design method to develop social role repertoires for adaptive human-robot interaction (HRI). The method consists of five sequential steps: (1) user group and application scenario identification; (2) acquisition of users' mental associations; (3) derivation of role traits; (4) prioritization of these traits; and (5) synthesis of an adaptive social role repertoire. We tested our method with two specific user groups: elder adults living at home and those living in care facilities. The results reveal basic role concepts and specific preference clusters in each user group. The empirically based clusters are suitable for the parameterizations and development of robots with adaptive social roles.
社会角色是机器人的一种设计选择,它的行为与用户的期望一致。我们认为,机器人必须超越刻板的角色行为,动态地提供适合人们生活条件的角色,才能获得长期的接受。我们正在引入一种新的以用户为中心的设计方法来开发自适应人机交互(HRI)的社会角色库。该方法包括五个连续步骤:(1)用户组和应用场景识别;(2)获取用户的心理联想;(3)角色特质的衍生;(4)特征排序;(5)适应性社会角色库的综合。我们在两个特定的用户群体中测试了我们的方法:住在家里的老年人和住在护理机构的老年人。结果揭示了每个用户群体的基本角色概念和特定偏好集群。基于经验的聚类适合于具有自适应社会角色的机器人的参数化和开发。
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引用次数: 26
Toward a framework for levels of robot autonomy in human-robot interaction. 人机交互中机器人自主水平的框架研究。
Pub Date : 2014-07-01 DOI: 10.5898/JHRI.3.2.Beer
Jenay M Beer, Arthur D Fisk, Wendy A Rogers

A critical construct related to human-robot interaction (HRI) is autonomy, which varies widely across robot platforms. Levels of robot autonomy (LORA), ranging from teleoperation to fully autonomous systems, influence the way in which humans and robots may interact with one another. Thus, there is a need to understand HRI by identifying variables that influence - and are influenced by - robot autonomy. Our overarching goal is to develop a framework for levels of robot autonomy in HRI. To reach this goal, the framework draws links between HRI and human-automation interaction, a field with a long history of studying and understanding human-related variables. The construct of autonomy is reviewed and redefined within the context of HRI. Additionally, the framework proposes a process for determining a robot's autonomy level, by categorizing autonomy along a 10-point taxonomy. The framework is intended to be treated as guidelines to determine autonomy, categorize the LORA along a qualitative taxonomy, and consider which HRI variables (e.g., acceptance, situation awareness, reliability) may be influenced by the LORA.

与人机交互(HRI)相关的一个关键结构是自主性,这在不同的机器人平台上差异很大。机器人自主(LORA)的水平,从远程操作到完全自主系统,影响着人类和机器人相互作用的方式。因此,有必要通过识别影响和受机器人自主性影响的变量来理解人力资源效率。我们的首要目标是为HRI中的机器人自主水平开发一个框架。为了实现这一目标,该框架将HRI与人类自动化交互联系起来,这是一个研究和理解人类相关变量的悠久历史的领域。在人力资源研究的背景下,对自主性的概念进行了重新审视和定义。此外,该框架还提出了一个确定机器人自主水平的过程,通过按照10点分类法对自主性进行分类。该框架旨在作为确定自主性的指导方针,根据定性分类法对LORA进行分类,并考虑哪些HRI变量(例如,接受度、情况感知、可靠性)可能受到LORA的影响。
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引用次数: 387
Living with robots 与机器人一起生活
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Auger
J. Auger
This article begins by asking: "Why are robots not becoming domestic products?" In addressing this question the author borrows from the science of ecology and biological concepts of evolution and domestication to make an analogy between the shift of habitats that occurs when an organism successfully goes through the process of artificial selection (from natural to domestic). In addition, this paper explores the transition an emerging technology makes when coming out of the laboratory and becoming a suitable product for domestic use, concluding that the majority of proposed domestic robots are essentially maladapted to everyday life. The article then shifts the focus onto design research, primarily speculative design, to ask, "how could robots become domestic products?" The author uses a variety of design projects to describe how alternative approaches to robots can provide new perspectives on technological research and development.
本文以一个问题开始:“为什么机器人没有成为国产化产品?”在回答这个问题时,作者借用了生态学和进化和驯化的生物学概念,对生物成功地经历人工选择过程(从自然到驯化)时发生的栖息地转移进行了类比。此外,本文探讨了一项新兴技术在走出实验室并成为适合家庭使用的产品时所做的转变,得出的结论是,大多数拟议的家用机器人本质上不适应日常生活。然后,文章将焦点转移到设计研究上,主要是推测性设计,并提出“机器人如何成为国产化产品?”作者使用各种设计项目来描述机器人的替代方法如何为技术研究和发展提供新的视角。
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引用次数: 59
From mechanical metamorphosis to empathic interaction 从机械变形到移情互动
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Oh
Chang Geun Oh, Jaeheung Park
Humans have had a long history of fascination with building intelligent machines that depict themselves or move animatedly. This article explores the history of robotic creatures like Egyptian figurines, Greek mechanical inventions, 18th century ingenious automata, and modern kinetic mise-en-scène and robotic artworks. Several interactive robots showed the potential for emotional interaction between humans and machines. In the context of human-robot interaction, empathy with robots requires further discussions on the interaction design.
长久以来,人类一直着迷于制造能够描绘自己或动态移动的智能机器。这篇文章探讨了机器人生物的历史,比如埃及的小雕像、希腊的机械发明、18世纪巧妙的自动机,以及现代的动态场景和机器人艺术品。几个互动机器人展示了人与机器之间情感互动的潜力。在人机交互的背景下,与机器人的共情需要进一步讨论交互设计。
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引用次数: 11
Designing robots in the wild 在野外设计机器人
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Sabanovic
S. Šabanović, S. Reeder, Bobak Kechavarzi
As robots move into everyday environments, we need to understand both the social and the technical constraints and affordances for human-robot interaction. We use in situ evaluation of partially functioning prototypes to inform the design of robotic technologies that fit their intended contexts of use and illustrate this method through a case study of iteratively designing a desktop robot for break management in a computerized office. After an initial exploratory study of the office as context of use, we used comparative semi-controlled evaluations of multiple design alternatives to explore how different robot characteristics, specifically embodiment and social interactivity, are perceived by users and affect their break taking. We found evaluating simple prototypes with varying levels of functionality, even when not robust or "complete," provides opportunities for including users in the design process and for identifying emergent factors that impact robot use. Our case study provides insights into the challenges and best practices for performing iterative prototyping and in situ evaluations of robots, which can inform future development of contextually appropriate robotic technologies.
随着机器人进入日常环境,我们需要了解人机交互的社会和技术限制和支持。我们使用部分功能原型的原位评估来告知机器人技术的设计,以适应其预期的使用环境,并通过迭代设计用于计算机化办公室休息管理的桌面机器人的案例研究来说明这种方法。在对办公室作为使用环境的初步探索性研究之后,我们对多种设计方案进行了比较半控制评估,以探索不同的机器人特征,特别是体现和社交交互性,是如何被用户感知并影响他们的休息时间的。我们发现,评估具有不同功能级别的简单原型,即使不是健壮的或“完整的”,也为在设计过程中包括用户和识别影响机器人使用的紧急因素提供了机会。我们的案例研究提供了对执行迭代原型设计和机器人原位评估的挑战和最佳实践的见解,这可以为未来开发适合环境的机器人技术提供信息。
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引用次数: 35
Coactive design 相互作用的设计
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Johnson
Matthew Johnson, J. Bradshaw, P. Feltovich, C. Jonker, M. van Riemsdijk, M. Sierhuis
Coactive Design is a new approach to address the increasingly sophisticated roles that people and robots play as the use of robots expands into new, complex domains. The approach is motivated by the desire for robots to perform less like teleoperated tools or independent automatons and more like interdependent teammates. In this article, we describe what it means to be interdependent, why this is important, and the design implications that follow from this perspective. We argue for a human-robot system model that supports interdependence through careful attention to requirements for observability, predictability, and directability. We present a Coactive Design method and show how it can be a useful approach for developers trying to understand how to translate high-level teamwork concepts into reusable control algorithms, interface elements, and behaviors that enable robots to fulfill their envisioned role as teammates. As an example of the coactive design approach, we present our results from the DARPA Virtual Robotics Challenge, a competition designed to spur development of advanced robots that can assist humans in recovering from natural and man-made disasters. Twenty-six teams from eight countries competed in three different tasks providing an excellent evaluation of the relative effectiveness of different approaches to human-machine system design.
随着机器人的使用扩展到新的、复杂的领域,协同设计是解决人和机器人日益复杂的角色的一种新方法。这种方法的动机是希望机器人不像远程操作的工具或独立的机器人,而更像相互依赖的队友。在本文中,我们描述了相互依赖的含义,为什么这很重要,以及从这个角度出发的设计含义。我们主张通过仔细关注可观察性、可预测性和可指向性的需求来支持相互依赖的人-机器人系统模型。我们提出了一种协同设计方法,并展示了它如何成为开发人员试图理解如何将高级团队合作概念转化为可重用的控制算法、界面元素和行为的有用方法,从而使机器人能够履行其作为团队成员的设想角色。作为协同设计方法的一个例子,我们展示了DARPA虚拟机器人挑战赛的结果,该竞赛旨在促进先进机器人的开发,这些机器人可以帮助人类从自然和人为灾害中恢复过来。来自8个国家的26支队伍在三个不同的任务中竞争,对不同人机系统设计方法的相对有效性进行了极好的评估。
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引用次数: 104
Designing robots with movement in mind 在设计机器人时考虑到运动
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Hoffman
Guy Hoffman, Wendy Ju
This paper makes the case for designing interactive robots with their expressive movement in mind. As people are highly sensitive to physical movement and spatiotemporal affordances, well-designed robot motion can communicate, engage, and offer dynamic possibilities beyond the machines' surface appearance or pragmatic motion paths. We present techniques for movement centric design, including character animation sketches, video prototyping, interactive movement explorations, Wizard of Oz studies, and skeletal prototypes. To illustrate our design approach, we discuss four case studies: a social head for a robotic musician, a robotic speaker dock listening companion, a desktop telepresence robot, and a service robot performing assistive and communicative tasks. We then relate our approach to the design of non-anthropomorphic robots and robotic objects, a design strategy that could facilitate the feasibility of real-world human-robot interaction.
本文提出了设计具有表达性运动的交互式机器人的案例。由于人们对物理运动和时空可视性高度敏感,设计良好的机器人运动可以交流、参与,并提供超越机器表面外观或实用运动路径的动态可能性。我们介绍了以运动为中心的设计技术,包括角色动画草图,视频原型,互动运动探索,绿野仙踪研究和骨骼原型。为了说明我们的设计方法,我们讨论了四个案例研究:机器人音乐家的社交头、机器人扬声器坞聆听同伴、桌面远程呈现机器人和执行辅助和交流任务的服务机器人。然后,我们将我们的方法与非拟人化机器人和机器人物体的设计联系起来,这种设计策略可以促进现实世界人机交互的可行性。
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引用次数: 227
Movie magic makes better social robots 电影魔法造就了更好的社交机器人
Pub Date : 2014-02-28 DOI: 10.5898/JHRI.3.1.Scherer
D. Scherer
This essay provides a perspective on the ongoing convergence of social robots and special effects, animation, animatronics, puppetry techniques, and other entertainment technologies. In this paper, I will address the following design concepts: - Character robot design principles and concepts - Fully realized Character robots as Slaves, as a term and social artifact - The implementation of particular special effect techniques I abstract robots into six categories and focus the discussion on one of these: The Companion type. I suggest that this type of robot might benefit from being what I call a Character robot, achieving this status by possessing the following four traits: 1) Biological in its appearance 2) Clear and simple in its expression 3) Well-animated 4) Recognizable in its personality
这篇文章提供了一个关于社会机器人和特效、动画、电子动画、木偶戏技术和其他娱乐技术的持续融合的观点。在本文中,我将阐述以下设计概念:-角色机器人设计原则和概念-完全实现的角色机器人作为奴隶,作为一个术语和社会工件-特定特效技术的实现我将机器人抽象为六类,并重点讨论其中之一:同伴类型。我认为这种类型的机器人可能会受益于我所说的“角色机器人”,通过具备以下四个特征来获得这种地位:1)外观具有生物特征2)表达清晰简单3)动画生动4)个性可识别
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引用次数: 10
期刊
Journal of human-robot interaction
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