5,008 research outputs found

    FABRIC: A Framework for the Design and Evaluation of Collaborative Robots with Extended Human Adaptation

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    A limitation for collaborative robots (cobots) is their lack of ability to adapt to human partners, who typically exhibit an immense diversity of behaviors. We present an autonomous framework as a cobot's real-time decision-making mechanism to anticipate a variety of human characteristics and behaviors, including human errors, toward a personalized collaboration. Our framework handles such behaviors in two levels: 1) short-term human behaviors are adapted through our novel Anticipatory Partially Observable Markov Decision Process (A-POMDP) models, covering a human's changing intent (motivation), availability, and capability; 2) long-term changing human characteristics are adapted by our novel Adaptive Bayesian Policy Selection (ABPS) mechanism that selects a short-term decision model, e.g., an A-POMDP, according to an estimate of a human's workplace characteristics, such as her expertise and collaboration preferences. To design and evaluate our framework over a diversity of human behaviors, we propose a pipeline where we first train and rigorously test the framework in simulation over novel human models. Then, we deploy and evaluate it on our novel physical experiment setup that induces cognitive load on humans to observe their dynamic behaviors, including their mistakes, and their changing characteristics such as their expertise. We conduct user studies and show that our framework effectively collaborates non-stop for hours and adapts to various changing human behaviors and characteristics in real-time. That increases the efficiency and naturalness of the collaboration with a higher perceived collaboration, positive teammate traits, and human trust. We believe that such an extended human adaptation is key to the long-term use of cobots.Comment: The article is in review for publication in International Journal of Robotics Researc

    Probabilistic movement modeling for intention inference in human-robot interaction.

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    Intention inference can be an essential step toward efficient humanrobot interaction. For this purpose, we propose the Intention-Driven Dynamics Model (IDDM) to probabilistically model the generative process of movements that are directed by the intention. The IDDM allows to infer the intention from observed movements using Bayes ’ theorem. The IDDM simultaneously finds a latent state representation of noisy and highdimensional observations, and models the intention-driven dynamics in the latent states. As most robotics applications are subject to real-time constraints, we develop an efficient online algorithm that allows for real-time intention inference. Two human-robot interaction scenarios, i.e., target prediction for robot table tennis and action recognition for interactive humanoid robots, are used to evaluate the performance of our inference algorithm. In both intention inference tasks, the proposed algorithm achieves substantial improvements over support vector machines and Gaussian processes.

    Recognition of Haptic Interaction Patterns in Dyadic Joint Object Manipulation

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    The development of robots that can physically cooperate with humans has attained interest in the last decades. Obviously, this effort requires a deep understanding of the intrinsic properties of interaction. Up to now, many researchers have focused on inferring human intents in terms of intermediate or terminal goals in physical tasks. On the other hand, working side by side with people, an autonomous robot additionally needs to come up with in-depth information about underlying haptic interaction patterns that are typically encountered during human-human cooperation. However, to our knowledge, no study has yet focused on characterizing such detailed information. In this sense, this work is pioneering as an effort to gain deeper understanding of interaction patterns involving two or more humans in a physical task. We present a labeled human-human-interaction dataset, which captures the interaction of two humans, who collaboratively transport an object in an haptics-enabled virtual environment. In the light of information gained by studying this dataset, we propose that the actions of cooperating partners can be examined under three interaction types: In any cooperative task, the interacting humans either 1) work in harmony, 2) cope with conflicts, or 3) remain passive during interaction. In line with this conception, we present a taxonomy of human interaction patterns; then propose five different feature sets, comprising force-, velocity-and power-related information, for the classification of these patterns. Our evaluation shows that using a multi-class support vector machine (SVM) classifier, we can accomplish a correct classification rate of 86 percent for the identification of interaction patterns, an accuracy obtained by fusing a selected set of most informative features by Minimum Redundancy Maximum Relevance (mRMR) feature selection method

    The development of test action bank for active robot learning

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    A thesis submitted to the University of Bedfordshire, in fulfilment of the requirements for the degree of Master of Science by researchIn the rapidly expanding service robotics research area, interactions between robots and humans become increasingly cornmon as more and more jobs will require cooperation between the robots and their human users. It is important to address cooperation between a robot and its user. ARL is a promising approach which facilitates a robot to develop high-order beliefs by actively performing test actions in order to obtain its user's intention from his responses to the actions. Test actions are crucial to ARL. This study carried out primary research on developing a Test Action Bank (TAB) to provide test actions for ARL. In this study, a verb-based task classifier was developed to extract tasks from user's commands. Taught tasks and their corresponding test actions were proposed and stored in database to establish the TAB. A backward test actions retrieval method was used to locate a task in a task tree and retrieve its test actions from TAB. A simulation environment was set up with a service robot model and a user model to test TAB and demonstrate some test actions. Simulations were also perfonned in this study, the simulation results proved TAB can successfully provide test actions according to different tasks and the proposed service robot model can demonstrate test actions

    Using Variable Dwell Time to Accelerate Gaze-Based Web Browsing with Two-Step Selection

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    In order to avoid the "Midas Touch" problem, gaze-based interfaces for selection often introduce a dwell time: a fixed amount of time the user must fixate upon an object before it is selected. Past interfaces have used a uniform dwell time across all objects. Here, we propose a gaze-based browser using a two-step selection policy with variable dwell time. In the first step, a command, e.g. "back" or "select", is chosen from a menu using a dwell time that is constant across the different commands. In the second step, if the "select" command is chosen, the user selects a hyperlink using a dwell time that varies between different hyperlinks. We assign shorter dwell times to more likely hyperlinks and longer dwell times to less likely hyperlinks. In order to infer the likelihood each hyperlink will be selected, we have developed a probabilistic model of natural gaze behavior while surfing the web. We have evaluated a number of heuristic and probabilistic methods for varying the dwell times using both simulation and experiment. Our results demonstrate that varying dwell time improves the user experience in comparison with fixed dwell time, resulting in fewer errors and increased speed. While all of the methods for varying dwell time resulted in improved performance, the probabilistic models yielded much greater gains than the simple heuristics. The best performing model reduces error rate by 50% compared to 100ms uniform dwell time while maintaining a similar response time. It reduces response time by 60% compared to 300ms uniform dwell time while maintaining a similar error rate.Comment: This is an Accepted Manuscript of an article published by Taylor & Francis in the International Journal of Human-Computer Interaction on 30 March, 2018, available online: http://www.tandfonline.com/10.1080/10447318.2018.1452351 . For an eprint of the final published article, please access: https://www.tandfonline.com/eprint/T9d4cNwwRUqXPPiZYm8Z/ful
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