8,201 research outputs found

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    Classifying types of gesture and inferring intent

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    In order to infer intent from gesture, a rudimentary classification of types of gestures into five main classes is introduced. The classification is intended as a basis for incorporating the understanding of gesture into human-robot interaction (HRI). Some requirements for the operational classification of gesture by a robot interacting with humans are also suggested

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    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

    Show, Attend and Interact: Perceivable Human-Robot Social Interaction through Neural Attention Q-Network

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    For a safe, natural and effective human-robot social interaction, it is essential to develop a system that allows a robot to demonstrate the perceivable responsive behaviors to complex human behaviors. We introduce the Multimodal Deep Attention Recurrent Q-Network using which the robot exhibits human-like social interaction skills after 14 days of interacting with people in an uncontrolled real world. Each and every day during the 14 days, the system gathered robot interaction experiences with people through a hit-and-trial method and then trained the MDARQN on these experiences using end-to-end reinforcement learning approach. The results of interaction based learning indicate that the robot has learned to respond to complex human behaviors in a perceivable and socially acceptable manner.Comment: 7 pages, 5 figures, accepted by IEEE-RAS ICRA'1

    Creating Interaction Scenarios With a New Graphical User Interface

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    The field of human-centered computing has known a major progress these past few years. It is admitted that this field is multidisciplinary and that the human is the core of the system. It shows two matters of concern: multidisciplinary and human. The first one reveals that each discipline plays an important role in the global research and that the collaboration between everyone is needed. The second one explains that a growing number of researches aims at making the human commitment degree increase by giving him/her a decisive role in the human-machine interaction. This paper focuses on these both concerns and presents MICE (Machines Interaction Control in their Environment) which is a system where the human is the one who makes the decisions to manage the interaction with the machines. In an ambient context, the human can decide of objects actions by creating interaction scenarios with a new visual programming language: scenL.Comment: 5th International Workshop on Intelligent Interfaces for Human-Computer Interaction, Palerme : Italy (2012
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