1,752 research outputs found
Gaze Behavior, Believability, Likability and the iCat
The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios
Impact of Shared Control Modalities on Performance and Usability of Semi-autonomous Prostheses
Semi-autonomous (SA) control of upper-limb prostheses can improve the performance and decrease the cognitive burden of a user. In this approach, a prosthesis is equipped with additional sensors (e.g., computer vision) that provide contextual information and enable the system to accomplish some tasks automatically. Autonomous control is fused with a volitional input of a user to compute the commands that are sent to the prosthesis. Although several promising prototypes demonstrating the potential of this approach have been presented, methods to integrate the two control streams (i.e., autonomous and volitional) have not been systematically investigated. In the present study, we implemented three shared control modalities (i.e., sequential, simultaneous, and continuous) and compared their performance, as well as the cognitive and physical burdens imposed on the user. In the sequential approach, the volitional input disabled the autonomous control. In the simultaneous approach, the volitional input to a specific degree of freedom (DoF) activated autonomous control of other DoFs, whereas in the continuous approach, autonomous control was always active except for the DoFs controlled by the user. The experiment was conducted in ten able-bodied subjects, and these subjects used an SA prosthesis to perform reach-and-grasp tasks while reacting to audio cues (dual tasking). The results demonstrated that, compared to the manual baseline (volitional control only), all three SA modalities accomplished the task in a shorter time and resulted in less volitional control input. The simultaneous SA modality performed worse than the sequential and continuous SA approaches. When systematic errors were introduced in the autonomous controller to generate a mismatch between the goals of the user and controller, the performance of SA modalities substantially decreased, even below the manual baseline. The sequential SA scheme was the least impacted one in terms of errors. The present study demonstrates that a specific approach for integrating volitional and autonomous control is indeed an important factor that significantly affects the performance and physical and cognitive load, and therefore these should be considered when designing SA prostheses
Autonomous behaviour in tangible user interfaces as a design factor
PhD ThesisThis thesis critically explores the design space of autonomous and actuated artefacts, considering
how autonomous behaviours in interactive technologies might shape and influence usersâ
interactions and behaviours.
Since the invention of gearing and clockwork, mechanical devices were built that both fascinate
and intrigue people through their mechanical actuation. There seems to be something magical
about moving devices, which draws our attention and piques our interest. Progress in the
development of computational hardware is allowing increasingly complex commercial products
to be available to broad consumer-markets. New technologies emerge very fast, ranging from
personal devices with strong computational power to diverse user interfaces, like multi-touch
surfaces or gestural input devices. Electronic systems are becoming smaller and smarter, as they
comprise sensing, controlling and actuation. From this, new opportunities arise in integrating
more sensors and technology in physical objects.
These trends raise some specific questions around the impacts smarter systems might have
on people and interaction: how do people perceive smart systems that are tangible and what
implications does this perception have for user interface design? Which design opportunities are
opened up through smart systems? There is a tendency in humans to attribute life-like qualities
onto non-animate objects, which evokes social behaviour towards technology. Maybe it would be
possible to build user interfaces that utilise such behaviours to motivate people towards frequent
use, or even motivate them to build relationships in which the users care for their devices. Their
aim is not to increase the efficiency of user interfaces, but to create interfaces that are more
engaging to interact with and excite people to bond with these tangible objects.
This thesis sets out to explore autonomous behaviours in physical interfaces. More specifically, I
am interested in the factors that make a user interpret an interface as autonomous. Through a
review of literature concerned with animated objects, autonomous technology and robots, I have
mapped out a design space exploring the factors that are important in developing autonomous
interfaces. Building on this and utilising workshops conducted with other researchers, I have
vi
developed a framework that identifies key elements for the design of Tangible Autonomous
Interfaces (TAIs). To validate the dimensions of this framework and to further unpack the
impacts on users of interacting with autonomous interfaces I have adopted a âresearch through
designâ approach. I have iteratively designed and realised a series of autonomous, interactive
prototypes, which demonstrate the potential of such interfaces to establish themselves as social
entities. Through two deeper case studies, consisting of an actuated helium balloon and desktop
lamp, I provide insights into how autonomy could be implemented into Tangible User Interfaces.
My studies revealed that through their autonomous behaviour (guided by the framework) these
devices established themselves, in interaction, as social entities. They furthermore turned out to
be acceptable, especially if people were able to find a purpose for them in their lives. This thesis
closes with a discussion of findings and provides specific implications for design of autonomous
behaviour in interfaces
What Does it Take to be a Social Agent?
The aim of this paper is to present a philosophically inspired list of minimal requirements for social agency that may serve as a guideline for social robotics. Such a list does not aim at detailing the cognitive processes behind sociality but at providing an implementation-free characterization of the capacities and skills associated with sociality. We employ the notion of intentional stance as a methodological ground to study intentional agency and extend it into a social stance that takes into account social features of behavior. We discuss the basic requirements of sociality and different ways to understand them, and suggest some potential benefits of understanding them in an instrumentalist way in the context of social robotics.The aim of this paper is to present a philosophically inspired list of minimal requirements for social agency that may serve as a guideline for social robotics. Such a list does not aim at detailing the cognitive processes behind sociality but at providing an implementation-free characterization of the capacities and skills associated with sociality. We employ the notion of intentional stance as a methodological ground to study intentional agency and extend it into a social stance that takes into account social features of behavior. We discuss the basic requirements of sociality and different ways to understand them, and suggest some potential benefits of understanding them in an instrumentalist way in the context of social robotics.Peer reviewe
Leveraging the Rhetorical Energies of Machines: COVID-19, Misinformation, and Persuasive Labor
The rampant misinformation amid the COVID-19 pandemic demonstrates an obvious need for persuasion. This article draws on the fields of digital rhetoric and rhetoric of science, technology, and medicine to explore the persuasive threats and opportunities machine communicators pose to public health. As a specific case, Alexa and the machineâs performative similarities to the Oracle at Delphi are tracked alongside the voice-based assistantâs further resonances with the discourses of expert systems to develop an account of the machineâs rhetorical energies. From here, machine communicators are discussed as optimal deliverers of inoculations against misinformation in light of the fact that their performances are attended by rhetorical energies that can enliven persuasions against misinformation
The role of trust in proactive conversational assistants
Humans and machines harmoniously collaborating and bene ting from each other is a long lasting dream for researchers in robotics and arti cial intelligence. An important feature of ef cient and rewarding cooperation is the ability to assume possible problematic situations and act in advance to prevent negative outcomes. This concept of assistance is known under the term proactivity. In this article, we investigate the development and implementation of proactive dialogues for fostering a trustworthy human-computer relationship and providing adequate and timely assistance. Here, we make several contributions. A formalisation of proactive dialogue in conversational assistants is provided. The formalisation forms a framework for integrating proactive dialogue in conversational applications. Additionally, we present a study showing the relations between proactive dialogue actions and several aspects of the perceived trustworthiness of a system as well as effects on the user experience. The results of the experiments provide signi cant contributions to the line of proactive dialogue research. Particularly, we provide insights on the effects of proactive dialogue on the human-computer trust relationship and dependencies between proactive dialogue and user specific and situational characteristics
- âŠ