556 research outputs found

    Social VR design features and experiential outcomes:narrative review and relationship map for dyadic agent conversations

    Get PDF
    The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence &amp; engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.</p

    Data-Driven Imitation Learning for a Shopkeeper Robot with Periodically Changing Product Information

    Get PDF
    Data-driven imitation learning enables service robots to learn social interaction behaviors, but these systems cannot adapt after training to changes in the environment, such as changing products in a store. To solve this, a novel learning system that uses neural attention and approximate string matching to copy information from a product information database to its output is proposed. A camera shop interaction dataset was simulated for training/testing. The proposed system was found to outperform a baseline and a previous state of the art in an offline, human-judged evaluation

    Incorporating perception uncertainty in human-aware navigation:A comparative study

    Get PDF
    In this work, we present a novel approach to human-aware navigation by probabilistically modelling the uncertainty of perception for a social robotic system and investigating its effect on the overall social navigation performance. The model of the social costmap around a person has been extended to consider this new uncertainty factor, which has been widely neglected despite playing an important role in situations with noisy perception. A social path planner based on the fast marching method has been augmented to account for the uncertainty in the positions of people. The effectiveness of the proposed approach has been tested in extensive experiments carried out with real robots and in simulation. Real experiments have been conducted, given noisy perception, in the presence of single/multiple, static/dynamic humans. Results show how this approach has been able to achieve trajectories that are able to keep a more appropriate social distance to the people, compared to those of the basic navigation approach, and the human-aware navigation approach which relies solely on perfect perception, when the complexity of the environment increases. Accounting for uncertainty of perception is shown to result in smoother trajectories with lower jerk that are more natural from the point of view of humans

    Effects of appearance and gender on pre-touch proxemics in virtual reality

    Get PDF
    Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users’ perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences

    Pedestrian Models for Autonomous Driving Part II: High-Level Models of Human Behavior

    Get PDF
    Abstract—Autonomous vehicles (AVs) must share space with pedestrians, both in carriageway cases such as cars at pedestrian crossings and off-carriageway cases such as delivery vehicles navigating through crowds on pedestrianized high-streets. Unlike static obstacles, pedestrians are active agents with complex, inter- active motions. Planning AV actions in the presence of pedestrians thus requires modelling of their probable future behaviour as well as detecting and tracking them. This narrative review article is Part II of a pair, together surveying the current technology stack involved in this process, organising recent research into a hierarchical taxonomy ranging from low-level image detection to high-level psychological models, from the perspective of an AV designer. This self-contained Part II covers the higher levels of this stack, consisting of models of pedestrian behaviour, from prediction of individual pedestrians’ likely destinations and paths, to game-theoretic models of interactions between pedestrians and autonomous vehicles. This survey clearly shows that, although there are good models for optimal walking behaviour, high-level psychological and social modelling of pedestrian behaviour still remains an open research question that requires many conceptual issues to be clarified. Early work has been done on descriptive and qualitative models of behaviour, but much work is still needed to translate them into quantitative algorithms for practical AV control

    Extending Quantitative Proxemics and Trust to HRI

    Get PDF
    Human-robot interaction (HRI) requires quantitative models of proxemics and trust for robots to use in negotiating with people for space. Hall’s theory of proxemics has been used for decades to describe social interaction distances but has lacked detailed quantitative models and generative explanations to apply to these cases. In the limited case of autonomous vehicle interactions with pedestrians crossing a road, a recent model has explained the quantitative sizes of Hall’s distances to 4% error and their links to the concept of trust in human interactions. The present study extends this model by generalising several of its assumptions to cover further cases including human-human and human-robot interactions. It tightens the explanations of Hall zones from 4% to 1% error and fits several more recent empirical HRI results. This may help to further unify these disparate fields and quantify them to a level which enables real-world operational HRI applications

    VR Investigation on Caregivers’ Tolerance towards Communication and Processing Failures

    Get PDF
    This article was supported by the German Research Foundation (DFG) and the Open Access Publication Fund of Humboldt-Universität zu Berlin.Robots are increasingly used in healthcare to support caregivers in their daily work routines. To ensure an effortless and easy interaction between caregivers and robots, communication via natural language is expected from robots. However, robotic speech bears a large potential for technical failures, which includes processing and communication failures. It is therefore necessary to investigate how caregivers perceive and respond to robots with erroneous communication. We recruited thirty caregivers, who interacted in a virtual reality setting with a robot. It was investigated whether different kinds of failures are more likely to be forgiven with technical or human-like justifications. Furthermore, we determined how tolerant caregivers are with a robot constantly returning a process failure and whether this depends on the robot’s response pattern (constant vs. variable). Participants showed the same forgiveness towards the two justifications. However, females liked the human-like justification more and males liked the technical justification more. Providing justifications with any reasonable content seems sufficient to achieve positive effects. Robots with a constant response pattern were liked more, although both patterns achieved the same tolerance threshold from caregivers, which was around seven failed requests. Due to the experimental setup, the tolerance for communication failures was probably increased and should be adjusted in real-life situations

    Social Navigation in a Cognitive Architecture Using Dynamic Proxemic Zones

    Get PDF
    [EN] Robots have begun to populate the everyday environments of human beings. These social robots must perform their tasks without disturbing the people with whom they share their environment. This paper proposes a navigation algorithm for robots that is acceptable to people. Robots will detect the personal areas of humans, to carry out their tasks, generating navigation routes that have less impact on human activities. The main novelty of this work is that the robot will perceive the moods of people to adjust the size of proxemic areas. This work will contribute to making the presence of robots in human-populated environments more acceptable. As a result, we have integrated this approach into a cognitive architecture designed to perform tasks in human-populated environments. The paper provides quantitative experimental results in two scenarios: controlled, including social navigation metrics in comparison with a traditional navigation method, and non-controlled, in robotic competitions where different studies of social robotics are measured.SIGobierno de España (TIN2016-76515-R grant for the COMBAHO project, supported with Feder funds )Comunidad de Madrid (RoboCity2030-DIH-CM (S2018/NMT-4331)
    corecore