15 research outputs found

    Reflection on Robotic Intelligence

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    This paper reflects on the development or robots, both their physical shape as well as their intelligence. The later strongly depends on the progress made in the artificial intelligence (AI) community which does not yet provide the models and tools necessary to create intelligent robots. It is time for robot developers to take this matter into their own hands and build embodied intelligence

    Natural head movement for HRI with a muscular-skeletal head and neck robot

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    This paper presents a study of the movements of a humanoid head-and-neck robot called Eddie. Eddie has a musculo-skeletal structure similar to that found in human necks enabling it to perform head movements that are comparable with human head movements. This study compares the movements of Eddie with those of a more conventional robotic neck structure and with those of a human head. Results show that Eddie’s movements are perceived as significantly more natural and by trend more lifelike than the conventional head’s. No differences were found with respect to the impression of humanlikeness, consciousness, and elegance

    Should Robots Blush?

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    Social interaction is the most complex challenge in daily life. Inevitably, social robots will encounter interactions that are outside their competence. This raises a basic design question: how can robots fail gracefully in social interaction? The characteristic human response to social failure is embarrassment. Usefully, embarrassment signals both recognition of a problem and typically enlists sympathy and assistance to resolve it. This could enhance robot acceptability and provides an opportunity for interactive learning. Using a speculative design approach we explore how, when and why robots might communicate embarrassment. A series of specially developed cultural probes, scenario development and low-fidelity prototyping exercises suggest that: embarrassment is relevant for managing a diverse range of social scenarios, impacts on both humanoid and non-humanoid robot design, and highlights the critical importance of understanding interactional context. We conclude that embarrassment is fundamental to competent social functioning and provides a potentially fertile area for interaction design

    MØDER MED ERICA: Hvordan mennesker og robotter kalibreres i forhold til hinanden

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    Denne artikel handler om menneske-robot-mÞdet. Det konkrete mÞde mellem den semiautonome kommunikationsandroide Erica og hendes forskellige samtalepartnere samt mÞdet som den kommunikative form, der definerer robot-menneske-relationen. Mit grundlÊggende spÞrgsmÄl er: Hvad definerer en relation,nÄr den kalibreres i mÞdet mellem et menneske og en robot? Gennem artiklen viser jeg, hvordan researcherne tester, kortlÊgger og implementerer kulturelt medierede udtryk pÄ menneskelig adfÊrd til robot-menneske-mÞdet. Her fokuserer jeg pÄ, hvordan relationens kvaliteter, struktur og iboende egenskaber defineres gennem dette arbejde. BÄde mennesket og robotter behandles som kommunikationssystemer, der skal finde en fÊlles kommunikativ form, som kan struktureres til robottens algoritmiske forstÄelse og samtidig udtrykkes gennem mere eller mindre stabile og afkodelige udtryk for menneskeligt samvÊr. Selve relationen, foreslÄr jeg, kan i robot-menneske-mÞdet forstÄs som en semiotisk form, hvis egenskaber kommer til udtryk i det kommunikative forhold formen muliggÞr. Mit postulat gennem artiklen bliver, at i robotforskernes iscenesÊttelse bliver selve relationen rekalibreret som en form, der kan afstemmes til bÄde et algoritmisk kodet og et kulturelt medieret adfÊrdsmÞnster. I processen, foreslÄr jeg til slut, bliver bÄde robotten og mennesket standardiseret til en teknokulturel kalibrering af menneskelig adfÊrd. SÞgeord: humanoide robotter, semiotik, form, relationalitet, teknovidenskab, standardiserin

    Medienkombinatorik fĂŒr selektive Interface-Kulturen: Alternativen zu Paradigmen-geleiteten HCI-Entwicklungen

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    "Die langjĂ€hrige BeschĂ€ftigung mit der Geschichte und Gegenwart von Interfaces und Interaktionsstilen von Informations- und Kommunikationstechniken in der Forschung und vor allem in der Lehre in der Elektrotechnik und Informatik vermittelte mir Einsichten, die die meist nur mit kurzen Zeithorizonten arbeitenden technisch-wissenschaftlichen Disziplinen nicht bieten. Die Langzeitperspektive ermöglicht konkretere Einblicke in die spezifische Entwicklungsdynamik von Bedienphilosophien und Bauweisen der Interfaces als die in der Human-Computer Interaction (HCI) stark verbreiteten schematischen Entwicklungsphasenmodelle. Denn die HCI ist eine von vielen Faktoren abhĂ€ngige Gestaltungsdisziplin, die weder einem szientistischen Stufenkonzept folgt noch einer klar definierbaren technischen, ökonomischen, sozialen oder kulturellen Eigenlogik unterliegt. Betrachtet man dagegen Positionspapiere der HCICommunity auf Fachtagungen und theoretische Grundsatzartikel in den Fachzeitschriften ĂŒber einen lĂ€ngeren Zeitraum, so zeigt sich sehr deutlich, dass Erweiterungen des Designraums der HCI regelmĂ€ĂŸig zu Neuformulierungen von Entwicklungsgesetzen fĂŒhren, die die neue modale QualitĂ€t als logischen nĂ€chsten Schritt oder gar Zielpunkt der Entwicklung deklarieren (vgl hierzu Hellige 2008b, Kap. 1). Ich werde dies in einem ersten Abschnitt anhand von frĂŒheren und aktuellen Beispielen demonstrieren und dabei zugleich in einem Zeitraffer den Wandel der Entwicklungsschwerpunkte der HCI skizzieren. Im zweiten Abschnitt möchte ich dann zeigen, dass Entwicklungsrichtungen in der HCI durchaus widersprĂŒchlich sind, so dass von einer verbindlichen Entwicklungslogik nicht die Rede sein kann. Vielmehr mischen neue Interfaces und Medien den jeweiligen technischen Mix neu auf, sie setzen die bestehenden Interface- und Medienkulturen aber nicht außer Kraft. Im dritten Abschnitt wird anstelle des Denkens in Phasenmodellen und vorgegebenen Entwicklungsrichtungen eine medienkombinatorische Betrachtungsweise empfohlen und in AnsĂ€tzen vorgefĂŒhrt. Der letzte Abschnitt stellt aufschlussreiche Beispiele von auf universellen HCI-Paradigmen basierenden und medienkombinatorisch angelegten Design-Konzepten gegenĂŒber." (Autorenreferat

    The design, analysis and evaluation of a humanoid robotic head

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    Where robots interact directly with humans on a ‘one-to-one’ basis, it is often quite important for them to be emotionally acceptable, hence the growing interesting in humanoid robots. In some applications it is important that these robots do not just resemble a human being in appearance, but also move like a human being too, to make them emotionally acceptable – hence the interest in biomimetic humanoid robotics. The research described in this thesis is concerned with the design, analysis and evaluation of a biomimetic humanoid robotic head. It is biomimetic in terms of physical design - which is based around a simulated cervical spine, and actuation, which is achieved using pneumatic air muscles (PAMS). The primary purpose of the research, however, and the main original contribution, was to create a humanoid robotic head capable of mimicking complex non-purely rotational human head movements. These include a sliding front-to-back, lateral movement, and a sliding, side-to-side lateral movement. A number of different approaches were considered and evaluated, before finalising the design. As there are no generally accepted metrics in the literature regarding the full range of human head movements, the best benchmarks for comparison are the angular ranges and speeds of humans in terms on pitch (nod), roll (tilt) and yaw (rotate) were used for comparison, and these they were considered desired ranges for the robot. These measured up well in comparison in terms of angular speed and some aspects of range of human necks. Additionally, the lateral movements were measured during the nod, tilt and rotate movements, and established the ability of the robot to perform the complex lateral movements seen in humans, thus proving the benefits of the cervical spine approach. Finally, the emotional acceptance of the robot movements was evaluated against another (commercially made) robot and a human. This was a blind test, in that the (human) evaluators had no way of knowing whether they were evaluation a human or a robot. The tests demonstrated that on scales of Fake/Natural, Machinelike/Humanlike and Unconcsious/Conscious the robot the robot scored similarly to the human

    Architecture générique pour la découverte de la signification d'un message

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    Ce mĂ©moire prĂ©sente la conception, la rĂ©alisation et les tests effectuĂ©s pour une architecture gĂ©nĂ©rique permettant Ă  une machine de reconnaitre le sens d'un message en utilisant le modĂšle de la cognition linguistique de l'humain et un environnement commun Ă  celui des humains. À ce jour, les machines reconnaissent des mots clĂ©s et rĂ©pondent en suivant un modĂšle prĂ©fabriquĂ©, tous deux prĂ©programmĂ©s par des humains. Donc, chaque agent informatique muni d'une forme d'interaction avec le public se voit attribuer un certain nombre de questions potentielles avec les rĂ©ponses associĂ©es, parfois prĂ©construite. C'est-Ă -dire que la machine possĂšde une base de mots avec un ordre prĂ©dĂ©fini de ceux-ci qu'elle peut utiliser, parfois une phrase dĂ©jĂ  entiĂšrement construite, que la machine utilise telle qu'elle. L'objectif principal de ce projet est de dĂ©montrer qu'il est possible pour la machine de s'approcher du modĂšle proposĂ© par les linguistes, principalement un modĂšle proposĂ© par Kleiber, adjoint Ă  un modĂšle de cognition, celui du STI, et d'extraire le sens d'un message dans le but de l'interprĂ©ter Ainsi, il est possible d'Ă©tablir une forme de dialogue entre un ĂȘtre humain et une machine. Cet objectif est atteint en proposant une nouvelle architecture gĂ©nĂ©rique pour le traitement du langage naturel. Contrairement Ă  ce qui est fait habituellement dans ce genre de problĂ©matique, les rĂ©ponses obtenues ne doivent pas ĂȘtre des rĂ©ponses prĂ©conçues, mais bien des phrases gĂ©nĂ©rĂ©es par la machine Ă  partir de la grammaire de la langue. Les rĂ©sultats obtenus montrent qu'il est possible de donner un sens aux mots composant un message de maniĂšre Ă  ce qu'une machine soit en mesure de l'interprĂ©ter dans un langage qui lui est propre. Cela est fait de maniĂšre Ă  ce que cette mĂȘme machine puisse rĂ©pondre Ă  son interlocuteur, voire Ă©ventuellement prendre une dĂ©cision en rapport avec la conversation

    Anthropomorphic Objects

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    This thesis exhibition is the culmination of an exploration of the uncanny through sculptures that evoke the sensation of a living presence. Each sculpture is also intended to convey some character or personality, and to this end, my work is influenced by puppetry. Though the works are human sized, they function as puppets in that they are posable and can be used for performance, but they are also robotic in that they have some autonomous motion and some reactive motion. My sculptures are based on the human form because the human form is at once most uncanny and also most relatable. Relatability is an important aspect of my work, as I use my humanoid sculptures to create playful interactive experiences for viewers, experiences that hinge on the uncanny and the illusion of presence

    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

    Robotics in Germany and Japan

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    This book comprehends an intercultural and interdisciplinary framework including current research fields like Roboethics, Hermeneutics of Technologies, Technology Assessment, Robotics in Japanese Popular Culture and Music Robots. Contributions on cultural interrelations, technical visions and essays are rounding out the content of this book
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