众包人机交互

C. Breazeal, N. DePalma, Jeff Orkin, S. Chernova, Malte F. Jung
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引用次数: 57

摘要

在人机交互(HRI)中,支持不同人群之间的各种交互风格是一项重大挑战。在这项工作中,我们探索了一种数据驱动的方法,该方法依赖于众包作为丰富的交互来源,涵盖了广泛的人类行为。我们首先开发了一个需要两名玩家合作解决任务的在线游戏。一名玩家扮演机器人角色,另一名玩家扮演人类角色,每个角色都有不同的能力,必须相互协调才能克服挑战并完成任务。利用在线游戏中记录的交互数据,我们提出了一种基于案例规划的真实机器人数据驱动行为生成的新技术。我们在波士顿科学博物馆进行的在线游戏的真实再现中,将结果自动机器人的行为与《绿野仙踪》的基本情况进行了比较。一项对参与者的研究后调查结果表明,自主机器人的行为在几个重要指标上与人类操作机器人的表现相匹配。我们检查了真实世界游戏的视频记录,以获得关于新手参与者如何尝试在松散结构的协作任务中与机器人互动的额外见解。我们发现,许多协作互动是在当下产生的,是由人际动态驱动的,而不一定是由任务设计驱动的。我们探索使用投标分析作为一个有意义的结构来挖掘人力资源调查的情感品质。从这项工作中得到的一个重要教训是,在结构松散的协作任务中,机器人需要熟练地处理这些即时的人际动态,因为这些动态对人们互动的情感质量有重要影响。这种交互如何与更多以任务为导向的策略相吻合是未来工作的一个重要领域,因为我们预计这种交互在个人机器人与人类生活空间中的人交互中执行松散结构任务的情况下会变得司空见惯。
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Crowdsourcing human-robot interaction
Supporting a wide variety of interaction styles across a diverse set of people is a significant challenge in human-robot interaction (HRI). In this work, we explore a data-driven approach that relies on crowdsourcing as a rich source of interactions that cover a wide repertoire of human behavior. We first develop an online game that requires two players to collaborate to solve a task. One player takes the role of a robot avatar and the other a human avatar, each with a different set of capabilities that must be coordinated to overcome challenges and complete the task. Leveraging the interaction data recorded in the online game, we present a novel technique for data-driven behavior generation using case-based planning for a real robot. We compare the resulting autonomous robot behavior against a Wizard of Oz base case condition in a real-world reproduction of the online game that was conducted at the Boston Museum of Science. Results of a post-study survey of participants indicate that the autonomous robot behavior matched the performance of the human-operated robot in several important measures. We examined video recordings of the real-world game to draw additional insights as to how the novice participants attempted to interact with the robot in a loosely structured collaborative task. We discovered that many of the collaborative interactions were generated in the moment and were driven by interpersonal dynamics, not necessarily by the task design. We explored using bids analysis as a meaningful construct to tap into affective qualities of HRI. An important lesson from this work is that in loosely structured collaborative tasks, robots need to be skillful in handling these in-the-moment interpersonal dynamics, as these dynamics have an important impact on the affective quality of the interaction for people. How such interactions dovetail with more task-oriented policies is an important area for future work, as we anticipate such interactions becoming commonplace in situations where personal robots perform loosely structured tasks in interaction with people in human living spaces.
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