73 research outputs found

    Interaction Histories and Short-Term Memory: Enactive Development of Turn-Taking Behaviours in a Childlike Humanoid Robot

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    In this article, an enactive architecture is described that allows a humanoid robot to learn to compose simple actions into turn-taking behaviours while playing interaction games with a human partner. The robot’s action choices are reinforced by social feedback from the human in the form of visual attention and measures of behavioural synchronisation. We demonstrate that the system can acquire and switch between behaviours learned through interaction based on social feedback from the human partner. The role of reinforcement based on a short-term memory of the interaction was experimentally investigated. Results indicate that feedback based only on the immediate experience was insufficient to learn longer, more complex turn-taking behaviours. Therefore, some history of the interaction must be considered in the acquisition of turn-taking, which can be efficiently handled through the use of short-term memory.Peer reviewedFinal Published versio

    Robots and autistic children: a review

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    In accordance with the advancement in robotics and the scholarly literature, the extents of utilizing robots for autistic children are widened and could be a promising method for individual with Autism Spectrum Disorder (ASD) treatments, where the different form of robot (humanoid, non-humanoid, animal-like, toy, and kits) can be employed effectively as a support tool to augment the learning skills and rehabilitate of the individual with Autism Spectrum Disorder (ASD). Thus, the robots were exploited for ASD children in different aspects namely; modelling, teaching, and skills practicing; testing, highlighting and evaluating; providing feedback or encouragement; join Attention; eliciting social behaviours; emotion recognition and expression; imitation; vocalization; turn-taking; and diagnostic. The related literature published recently in journals and conferences is taken into account. In this paper, we review the use of robots that help in the therapy of individuals with Autism Spectrum Disorder (ASD). The articles on using robots for autistic children rehabilitation and education which reported results of experiments on a number of participants were implicated. After looking in digital libraries under this criteria, and excluding non-related, and duplicated studies, 39 studies have been found. The findings were focused mainly on the social communication skills of autistic children and how the extent of the robots mitigate their stereotyped behaviours. Deeper research is required in this area to cover all applications of robotic on autistic children in order to design feasible and low-cost robots that ensure provide high validity

    ORGANIZATIONAL SEQUENCE, TURN-TAKING, AND ROLE-SWITCHING IN A HUMAN-ROBOT COMMUNICATION

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    Research on artificial intelligence has developed rapidly since the last fifteen years. Social studies and humanities scholars including linguists has put much attention on the relation between human-robot communications from wider and multidiscipline perspectives. Nonetheless, there is only a dearth of research investigating turn, sequence, and role-switching in humanoid interaction. Focusing on Sophia, the humanoid robot, the present study aims to examine three elements of dialogic- communication related to conversation. The present study applies a descriptive qualitative approach to investigate the research subject. Data consists of forms of utterances taken from two Sophia’s video that will be categorized into a sequence of organization, turn-taking, and role-switching functions. The results  of present study show that Sophia is able to perform human-like interactional features in terms of providing adequate adjacency pairs, turn-taking, and a sequence of organizations. The present study shows that Sophia is not able to interrupt a conversation because it needs a brief moment of silence before replying. &nbsp

    Turn-Taking Mechanisms in Imitative Interaction: Robotic Social Interaction Based on the Free Energy Principle

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    This study explains how the leader-follower relationship and turn-taking could develop in a dyadic imitative interaction by conducting robotic simulation experiments based on the free energy principle. Our prior study showed that introducing a parameter during the model training phase can determine leader and follower roles for subsequent imitative interactions. The parameter is defined as , the so-called meta-prior, and is a weighting factor used to regulate the complexity term versus the accuracy term when minimizing the free energy. This can be read as sensory attenuation, in which the robot’s prior beliefs about action are less sensitive to sensory evidence. The current extended study examines the possibility that the leader-follower relationship shifts depending on changes in during the interaction phase. We identified a phase space structure with three distinct types of behavioral coordination using comprehensive simulation experiments with sweeps of of both robots during the interaction. Ignoring behavior in which the robots follow their own intention was observed in the region in which both s were set to large values. One robot leading, followed by the other robot was observed when one was set larger and the other was set smaller. Spontaneous, random turn-taking between the leader and the follower was observed when both s were set at smaller or intermediate values. Finally, we examined a case of slowly oscillating in anti-phase between the two agents during the interaction. The simulation experiment resulted in turn-taking in which the leader-follower relationship switched during determined sequences, accompanied by periodic shifts of s. An analysis using transfer entropy found that the direction of information flow between the two agents also shifted along with turn-taking. Herein, we discuss qualitative differences between random/spontaneous turn-taking and agreed-upon sequential turn-taking by reviewing both synthetic and empirical studies.journal articl

    Towards hybrid primary intersubjectivity: a neural robotics library for human science

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    Human-robot interaction is becoming an interesting area of research in cognitive science, notably, for the study of social cognition. Interaction theorists consider primary intersubjectivity a non-mentalist, pre-theoretical, non-conceptual sort of processes that ground a certain level of communication and understanding, and provide support to higher-level cognitive skills. We argue this sort of low level cognitive interaction, where control is shared in dyadic encounters, is susceptible of study with neural robots. Hence, in this work we pursue three main objectives. Firstly, from the concept of active inference we study primary intersubjectivity as a second person perspective experience characterized by predictive engagement, where perception, cognition, and action are accounted for an hermeneutic circle in dyadic interaction. Secondly, we propose an open-source methodology named \textit{neural robotics library} (NRL) for experimental human-robot interaction, and a demonstration program for interacting in real-time with a virtual Cartesian robot (VCBot). Lastly, through a study case, we discuss some ways human-robot (hybrid) intersubjectivity can contribute to human science research, such as to the fields of developmental psychology, educational technology, and cognitive rehabilitation

    Robotic arts: Current practices, potentials, and implications

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    Given that the origin of the “robot” comes from efforts to create a worker to help people, there has been relatively little research on making a robot for non-work purposes. However, some researchers have explored robotic arts since Leonardo da Vinci. Many questions can be posed regarding the potentials of robotic arts: (1) Is there anything we can call machine-creativity? (2) Can robots improvise artworks on the fly? and (3) Can art robots pass the Turing test? To ponder these questions and see the current status quo of robotic arts, the present paper surveys the contributions of robotics in diverse forms of arts, including drawing, theater, music, and dance. The present paper describes selective projects in each genre, core procedure, possibilities and limitations within the aesthetic computing framework. Then, the paper discusses implications of these robotic arts in terms of both robot research and art research, followed by conclusions including answers to the questions posed at the outset
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