36 research outputs found
A Review of Verbal and Non-Verbal Human-Robot Interactive Communication
In this paper, an overview of human-robot interactive communication is
presented, covering verbal as well as non-verbal aspects of human-robot
interaction. Following a historical introduction, and motivation towards fluid
human-robot communication, ten desiderata are proposed, which provide an
organizational axis both of recent as well as of future research on human-robot
communication. Then, the ten desiderata are examined in detail, culminating to
a unifying discussion, and a forward-looking conclusion
An Affordance-Based Framework for Human Computation and Human-Computer Collaboration
Visual Analytics is âthe science of analytical reasoning facilitated by visual interactive interfacesâ [70]. The goal of this field is to develop tools and methodologies for approaching problems whose size and complexity render them intractable without the close coupling of both human and machine analysis. Researchers have explored this coupling in many venues: VAST, Vis, InfoVis, CHI, KDD, IUI, and more. While there have been myriad promising examples of human-computer collaboration, there exists no common language for comparing systems or describing the benefits afforded by designing for such collaboration. We argue that this area would benefit significantly from consensus about the design attributes that define and distinguish existing techniques. In this work, we have reviewed 1,271 papers from many of the top-ranking conferences in visual analytics, human-computer interaction, and visualization. From these, we have identified 49 papers that are representative of the study of human-computer collaborative problem-solving, and provide a thorough overview of the current state-of-the-art. Our analysis has uncovered key patterns of design hinging on human- and machine-intelligence affordances, and also indicates unexplored avenues in the study of this area. The results of this analysis provide a common framework for understanding these seemingly disparate branches of inquiry, which we hope will motivate future work in the field
Evaluating content generators
Evaluating your content generator is a very important task, but difficult to
do well. Creating a game content generator in general is much easier than creating
a good game content generatorâbut what is a âgoodâ content generator? That depends
very much on what you are trying to create and why. This chapter discusses
the importance and the challenges of evaluating content generators, and more generally
understanding a generatorâs strengths and weaknesses and suitability for your
goals. In particular, we discuss two different approaches to evaluating content generators:
visualizing the expressive range of generators, and using questionnaires to
understand the impact of your generator on the player. These methods could broadly
be called top-down and bottom-up methods for evaluating generators.peer-reviewe
Co-GAIL: Learning Diverse Strategies for Human-Robot Collaboration
We present a method for learning a human-robot collaboration policy from
human-human collaboration demonstrations. An effective robot assistant must
learn to handle diverse human behaviors shown in the demonstrations and be
robust when the humans adjust their strategies during online task execution.
Our method co-optimizes a human policy and a robot policy in an interactive
learning process: the human policy learns to generate diverse and plausible
collaborative behaviors from demonstrations while the robot policy learns to
assist by estimating the unobserved latent strategy of its human collaborator.
Across a 2D strategy game, a human-robot handover task, and a multi-step
collaborative manipulation task, our method outperforms the alternatives in
both simulated evaluations and when executing the tasks with a real human
operator in-the-loop. Supplementary materials and videos at
https://sites.google.com/view/co-gail-web/homeComment: CoRL 202
Data-Driven Imitation Learning for a Shopkeeper Robot with Periodically Changing Product Information
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
On the Margins of the Machine: Heteromation and Robotics
Growing interest in robotics in policy and professional circles promises a future where machines will perform many of the social and institutional functions that have traditionally belonged to human beings. This promise is based on the unexamined premise that robots can act autonomously, without much support from their human users. Close examination of current social robots, however, introduces a different image, where human labor is critically needed for any meaningful operation of these systems. Such labor is normally unacknowledged and made invisible in media and academic portrayals of robotic systems. We take issue with this erasure, and seek to bring human labor to the fore. Drawing on the concept of âheteromation,â we illustrate the indispensible role of human labor in the functioning of many of the existing technological systems. Given current uncertainties in the robotic design space, we explore various scenarios for the future development of these systems, and the different ways by which they might unfold.ye
SocialAI: Benchmarking Socio-Cognitive Abilities in Deep Reinforcement Learning Agents
Building embodied autonomous agents capable of participating in social
interactions with humans is one of the main challenges in AI. Within the Deep
Reinforcement Learning (DRL) field, this objective motivated multiple works on
embodied language use. However, current approaches focus on language as a
communication tool in very simplified and non-diverse social situations: the
"naturalness" of language is reduced to the concept of high vocabulary size and
variability. In this paper, we argue that aiming towards human-level AI
requires a broader set of key social skills: 1) language use in complex and
variable social contexts; 2) beyond language, complex embodied communication in
multimodal settings within constantly evolving social worlds. We explain how
concepts from cognitive sciences could help AI to draw a roadmap towards
human-like intelligence, with a focus on its social dimensions. As a first
step, we propose to expand current research to a broader set of core social
skills. To do this, we present SocialAI, a benchmark to assess the acquisition
of social skills of DRL agents using multiple grid-world environments featuring
other (scripted) social agents. We then study the limits of a recent SOTA DRL
approach when tested on SocialAI and discuss important next steps towards
proficient social agents. Videos and code are available at
https://sites.google.com/view/socialai.Comment: under review. This paper extends and generalizes work in
arXiv:2104.1320
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Risks and opportunities for youth in the digital era: a cyber-developmental approach to mental health
Due to continued groundbreaking digital advancements, Internet use has increased significantly. This has led to a heated debate in relation to weighing the many advantages of the technology against its potentially deleterious effects. To address such questions, experts converge on the need for greater knowledge around the way individual differences, partly shaped by an individualâs unique experiences of engaging with the medium, and partly by other real-life experiences, lead to different developmental trajectories. Consequently, the goals of the present review are to (i) broadly describe differences in digital media applications, users, and usage; (ii) introduce the Cyber-Developmental Framework (CDF), as an overarching framework for understanding individual differences in adaptive and maladaptive digital media use among youth; (iii) delineate the cyber-component of this framework in relation to usersâ experience of the digital context, their activity within it, as well as their digital self-presence, which may have an impact on their digital media use; and (iv) summarize priorities and future directions through the lens of this CDF. Within this context, this review particularly emphasizes the effect of digital media use on youthâs psychological well-being. It is argued that the trajectory youth will follow in their use of the Internet is a function of the interplay between their characteristics, their proximate and distal contexts, and the particular features of the digital application(s) that the individual is engaged in. The review points to the need to conduct research focusing on better understanding the developmental and digital-context-related influences on youthâs trajectories of Internet use