3,791 research outputs found

    What do Collaborations with the Arts Have to Say About Human-Robot Interaction?

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    This is a collection of papers presented at the workshop What Do Collaborations with the Arts Have to Say About HRI , held at the 2010 Human-Robot Interaction Conference, in Osaka, Japan

    Low-level grounding in a multimodal mobile service robot conversational system using graphical models

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    The main task of a service robot with a voice-enabled communication interface is to engage a user in dialogue providing an access to the services it is designed for. In managing such interaction, inferring the user goal (intention) from the request for a service at each dialogue turn is the key issue. In service robot deployment conditions speech recognition limitations with noisy speech input and inexperienced users may jeopardize user goal identification. In this paper, we introduce a grounding state-based model motivated by reducing the risk of communication failure due to incorrect user goal identification. The model exploits the multiple modalities available in the service robot system to provide evidence for reaching grounding states. In order to handle the speech input as sufficiently grounded (correctly understood) by the robot, four proposed states have to be reached. Bayesian networks combining speech and non-speech modalities during user goal identification are used to estimate probability that each grounding state has been reached. These probabilities serve as a base for detecting whether the user is attending to the conversation, as well as for deciding on an alternative input modality (e.g., buttons) when the speech modality is unreliable. The Bayesian networks used in the grounding model are specially designed for modularity and computationally efficient inference. The potential of the proposed model is demonstrated comparing a conversational system for the mobile service robot RoboX employing only speech recognition for user goal identification, and a system equipped with multimodal grounding. The evaluation experiments use component and system level metrics for technical (objective) and user-based (subjective) evaluation with multimodal data collected during the conversations of the robot RoboX with user

    The Initiation of the Beautiful Uncanny

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    In recent years, there has been a movement in arts and one of the interests was in the uncanny where it was relating to surrealism. Previous artwork has addressed the Freudian uncanny concept as an unfamiliar, frightened emotion that is negatively disturbing. However, the concept of Nicholas Royal that uncanny can be strangely beautiful has opened up a new sight that been followed in this thesis. The artwork and art exhibition on fine art are mostly descriptive on creating acceptable uncanny artwork with a sense of beauty. To address the uncanny differently than what used to be and shed the light into the site of beauty to respond, a practice-based research has been carried out to highlight that uncanny can be perceived as beautiful in art. The fundamental aim of this research is to characterise a clear understanding of uncanny beauty. The three research exhibitions of this work were targeting the understanding of what I call“ beautiful uncanny”, as there is a reflective process in the relationship between the imagination of beauty with the uncanny feelings in a body of visual work. In the light of previous literature, related artwork and my understanding, a creation of human figures, hybrid with insects, through sculpture, based on photography have supported the theory of uncanny as being beautiful with further validation based on testing the responses of the viewers who attend the research exhibitions. The qualitative research has been used in this study to conduct the data of the questionnaire and semi-structured interview. The findings of the study have revealed that the importance of classifying uncanny as being beautiful without any rejection is to establish an artwork that increases attraction and curiosity toward knowledge through understanding the actual feelings of the presented artwork. Therefore, that has proposed an original contribution to the knowledge of the perspective of "The Beautiful Uncanny”

    Designing Sound for Social Robots: Advancing Professional Practice through Design Principles

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    Sound is one of the core modalities social robots can use to communicate with the humans around them in rich, engaging, and effective ways. While a robot's auditory communication happens predominantly through speech, a growing body of work demonstrates the various ways non-verbal robot sound can affect humans, and researchers have begun to formulate design recommendations that encourage using the medium to its full potential. However, formal strategies for successful robot sound design have so far not emerged, current frameworks and principles are largely untested and no effort has been made to survey creative robot sound design practice. In this dissertation, I combine creative practice, expert interviews, and human-robot interaction studies to advance our understanding of how designers can best ideate, create, and implement robot sound. In a first step, I map out a design space that combines established sound design frameworks with insights from interviews with robot sound design experts. I then systematically traverse this space across three robot sound design explorations, investigating (i) the effect of artificial movement sound on how robots are perceived, (ii) the benefits of applying compositional theory to robot sound design, and (iii) the role and potential of spatially distributed robot sound. Finally, I implement the designs from prior chapters into humanoid robot Diamandini, and deploy it as a case study. Based on a synthesis of the data collection and design practice conducted across the thesis, I argue that the creation of robot sound is best guided by four design perspectives: fiction (sound as a means to convey a narrative), composition (sound as its own separate listening experience), plasticity (sound as something that can vary and adapt over time), and space (spatial distribution of sound as a separate communication channel). The conclusion of the thesis presents these four perspectives and proposes eleven design principles across them which are supported by detailed examples. This work contributes an extensive body of design principles, process models, and techniques providing researchers and designers with new tools to enrich the way robots communicate with humans

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Physically Interactive Robogames: Definition and Design Guidelines

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    There is evidence that people expects to be able to play games with autonomous robots, so that robogames could be one of the next killer ap- plications for Robotics. Physically Interactive RoboGames (PIRG) is a new application field where autonomous robots are involved in games requiring physical interaction with people. Since research in this field is moving its first steps, definitions and design guidelines are still largely missing. n this paper, a definition for PIRG is proposed, together with guidelines for their design. Physically Interactive, Competitive RoboGames (PICoRG) are also introduced. They are a particular kind of PIRG where human players are involved in a challenging, highly interactive and competitive game activity with autonomous robots. The development process of a PICoRG, Jedi Trainer , is presented to show a practical application of the proposed guidelines. The game has been successfully played in different unstructured environments, by general public; feedback is reported and analysed

    Care Robotics in Aging Japan: Creating Technical Solutions for the World’s Demographic Problem?

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    Japan is an ideal country for studying the effects of population aging that cause a wide range of societal issues, ranging from labor shortages and increasing pressure on the welfare state, to growing old age-related poverty and the need for improving productivity to sustain economic prosperity. The research question, which the scientific exploration at hand addresses, is what kind of technologies, generically referred to as robots, may be able to mitigate care problems and generate new solutions, and even further, improve the general health of the Japanese population or serve as a blueprint for other aging societies. Therefore, the case of Japan can be utilized to describe which strategies decision-makers face, as well as the challenges and opportunities caused by such a demographic transition to cope with the effects. The Japanese government prioritizes the large-scale introduction of robotics in areas of worsening labor shortages and daily life. The New Robot Strategy (NRS), a five-year policy-action plan compiled in 2015, is the new tool to coordinate the support for actors in the robotics industry, to finally leverage the predicted large market potential. Whereas policy-makers are concerned with creating a better infrastructure for the creation of versatile robots (e.g. regulative considerations, channeling of subsidies), the bureaucracy (e.g. METI, MHLW) is supposed to supervise the policy implementation and to link important public and private actors of robotics development (e.g. universities, robot-makers, research institutes). The coordination of this triangle of three stakeholder groups will be vital for the success of large-scale implementation of robotics to lessen the burden on caregivers, improve average health and wellbeing and exploit the economic potential of the silver market. Rapidly aging societies are a worldwide demographic phenomenon. Whatever feasible technical solution for care Japan invents for its own society is likely to have an impact elsewhere in the world. If the development of care robots works in Japan, it will likely be of fundamental relevance to other aging societies and may incidentally come to be one of the next export successes for Japan. It might be a chance for the government to kill two birds with one stone: taking care of Japan’s elderly and the Japanese economy at the same time. Whether there is a realistic chance this unique technical-driven approach to solving social problems to work out will be at the heart of this academic inquiry

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Designing a robot to evaluate group formations

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    Robots are making their way in environments inhabited by people. Whether in domestic or public crowded environments, robots should take into consideration social norms and behaviors in order to become a social robot. This dissertation focuses on the problem of how to develop a robotic platform in order to validate human-robot interaction experiences in realistic environments. More specifically, we are concerned with social interactions in human-robot groups in public scenarios, where a variety of people can converge. Our final goal is the develop of a social robot based on certain theories of group behavior and the use of space, known as spatial relationships. The intermediate goals are related with the design and development of the experiences in the wild: as minor changes as possible in the scenario, definition of social tasks, gradual development of a robotic platform as transparent as possible from the robotic side. Initially, this research introduces several preliminary studies of human-robot interaction (HRI) with the PAL Robotics’ REEM robot at the CosmoCaixa Science Museum in Barcelona. Based on certain theories about the use of space as a form of social communication or interaction, the task under study with the commercial robot is as a museum guide, both when the group was in motion (\ie when it was being guided) as well as a group in a static place. Moreover, a second HRI study with REEM robot accomplishing the task of a teacher's assistant was carried out to analyze the perception of the robot's social presence and identity. Likewise, the development of a robotic platform, known as MASHI, for the study of HRI is presented. Based on the service to be completed by the robot, improvements in the experimental robotic platform (structure, morphology, head, face, arms) were carried out in continuous cycles following the development of HRI experiences. This structure should be hold as simple as possible in order to make it `transparent' in the social HRI study. Next, the field study of human-robot social interaction with the MASHI robot with the role of exhibition guide in a cultural center is presented. Based on direct observation techniques, a study is made of the different spatial relationships that are generated when a robot interacts with a person or groups of people. Finally, a novel approach to represent the spatial relationships of HRI in a qualitative way is introduced for future experiences. In this concluding study, we analyze different spatial arrangements generated in a social scenario with a robot within the guide role. As a main conclusion, it can be stated that people follow social norms, in the form of spatial relationships, when interacting with a robot that provide a social service in a public space. Children, however, recurrently challenge these social norms, probably because they are constantly learning about the norms that regulate our coexistence. Spatial relationships are clearly reinforced when the role assigned to the robot is more explicit and understood by people. Spatial relationships can be affected by the characteristics of the environment, either by the available space or by the elements arranged in it, as well as by the number of people who inhabit it. Overall, this dissertation points out that the provided service, and its understanding from the user’s side, is more important that the robotic skills of the robotic platform in order to improve user experiences in public environments.Los robots se abren paso en entornos habitados por personas. Ya sea en entornos domésticos o públicos, los robots deben tener en cuenta ciertas normas y comportamientos sociales para convertirse en un robot social. Esta disertación se centra en el problema de cómo desarrollar una plataforma robótica para validar experiencias de interacción humano-robot en entornos realistas. Más específicamente, nos preocupamos por las interacciones sociales en grupos humano-robot en escenarios públicos, donde una gran variedad de personas puede converger. Nuestro objetivo final es el desarrollo de un robot social basado en ciertas teorías de comportamiento grupal y el uso del espacio, conocidas como relaciones espaciales. Los objetivos intermedios están relacionados con el diseño y desarrollo de las experiencias `en la naturaleza': cambios mínimos como sea posible en el escenario, definición de tareas sociales, desarrollo gradual de una plataforma robótica lo más transparente posible desde el lado robótico. Inicialmente, esta investigación presenta varios estudios preliminares de interacción humano-robot (HRI) con el robot REEM de PAL Robotics en el Museo de Ciencias CosmoCaixa de Barcelona. Basado en ciertas teorías sobre el uso del espacio como una forma de comunicación o interacción social, la tarea en este estudio con el robot comercial es como guía de museo, tanto cuando el grupo estaba en movimiento (es decir, cuando estaba siendo guiado) como cuando el grupo estaba en un lugar estático. Además, se llevó a cabo un segundo estudio de HRI con un robot REEM que realizaba la tarea de un asistente de profesor para analizar la percepción de la presencia e identidad social del robot. Asimismo, se presenta el desarrollo de una plataforma robótica, conocida como MASHI, para el estudio de la HRI. En función del servicio que debe completar el robot, las mejoras en la plataforma robótica experimental (estructura, morfología, cabeza, cara, brazos) se llevaron a cabo en ciclos continuos siguiendo el desarrollo de las experiencias de HRI. Esta estructura debe mantenerse lo más simple posible para que sea 'transparente' en el estudio de HRI social. A continuación, se presenta el estudio de campo de la interacción social humano-robot con el robot MASHI con el papel de guía de exposición en un centro cultural. Con base en técnicas de observación directa, se realiza un estudio de las diferentes relaciones espaciales que se generan cuando un robot interactúa con una persona o grupos de personas. Finalmente, se introduce un enfoque novedoso para representar las relaciones espaciales de la HRI de forma cualitativa para las experiencias futuras. En este estudio final, analizamos diferentes arreglos espaciales generados en un escenario social con un robot con el rol de guía. Como conclusión principal, se puede afirmar que las personas siguen normas sociales, en forma de relaciones espaciales, cuando interactúan con un robot que brinda un servicio social en un espacio público. Los niños, sin embargo, desafían recurrentemente estas normas sociales, probablemente porque están aprendiendo constantemente sobre las normas que regulan nuestra convivencia. Las relaciones espaciales se refuerzan claramente cuando el rol asignado al robot es más explícito y entendido por las personas. Las relaciones espaciales pueden verse afectadas por las características del entorno, ya sea por el espacio disponible o por los elementos dispuestos en él, así como por el número de personas que lo habitan. En general, esta disertación señala que el servicio prestado, y su comprensión del lado del usuario, es más importante que las habilidades robóticas de la plataforma robótica con el fin de mejorar las experiencias del usuario en entornos público
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