57,491 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
Multi-Modal Human-Machine Communication for Instructing Robot Grasping Tasks
A major challenge for the realization of intelligent robots is to supply them
with cognitive abilities in order to allow ordinary users to program them
easily and intuitively. One way of such programming is teaching work tasks by
interactive demonstration. To make this effective and convenient for the user,
the machine must be capable to establish a common focus of attention and be
able to use and integrate spoken instructions, visual perceptions, and
non-verbal clues like gestural commands. We report progress in building a
hybrid architecture that combines statistical methods, neural networks, and
finite state machines into an integrated system for instructing grasping tasks
by man-machine interaction. The system combines the GRAVIS-robot for visual
attention and gestural instruction with an intelligent interface for speech
recognition and linguistic interpretation, and an modality fusion module to
allow multi-modal task-oriented man-machine communication with respect to
dextrous robot manipulation of objects.Comment: 7 pages, 8 figure
Mixed reality participants in smart meeting rooms and smart home enviroments
Humanâcomputer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments
Augmented reality meeting table: a novel multi-user interface for architectural design
Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
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