1,920 research outputs found

    Prototyping Realistic Long-Term Human-Robot Interaction for the Study of Agent Migration

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    Kheng Koay, Dag Sverre Syrdal and Kerstin Dautenhahn, 'Prototyping Realistic Long-Term Human-Robot Interaction for the Study of Agent Migration', paper presented at the IEEE International Symposium . Columbia University, New York City, New York, USA, 26-31 August 2016.This paper examines participants’ experiences of interacting with a robotic companion (agent) that has the ability to move its “mind” between different robotic embodiments to take advantage of the features and functionalities associated with the different embodiments in a process called agent migration. In particular, we focus on identifying factors that can help the companion retain its identity in different embodiments. This includes examining the clarity of the migration behaviour and how this behaviour may contribute to identity retention. Nine participants took part in a long-term study, and interacted with the robotic companion in the smart house twice-weekly over a period of 5 weeks. We used Narrative-based Integrated Episodic Scenario (NIES) framework for designing long-term interaction scenarios that provided habituation and intervention phases while conveying the impression of continuous long-term interaction. The results show that NEIS allows us to explore complex intervention scenarios and obtain a sense of continuity of context across the long-term study. The results also suggest that as participants become habituated with the companion, they found the realisation of migration signaling clearer, and felt more certain of the identity of the companion in later sessions, and that the most important factor for this was the agent’s continuation of tasks across embodiments. This paper is both empirical as well as methodological in nature.Non peer reviewedFinal Accepted Versio

    Views from within a narrative : Evaluating long-term human-robot interaction in a naturalistic environment using open-ended scenarios

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    Open Access This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited. Date of acceptance: 16/06/2014This article describes the prototyping of human–robot interactions in the University of Hertfordshire (UH) Robot House. Twelve participants took part in a long-term study in which they interacted with robots in the UH Robot House once a week for a period of 10 weeks. A prototyping method using the narrative framing technique allowed participants to engage with the robots in episodic interactions that were framed using narrative to convey the impression of a continuous long-term interaction. The goal was to examine how participants responded to the scenarios and the robots as well as specific robot behaviours, such as agent migration and expressive behaviours. Evaluation of the robots and the scenarios were elicited using several measures, including the standardised System Usability Scale, an ad hoc Scenario Acceptance Scale, as well as single-item Likert scales, open-ended questionnaire items and a debriefing interview. Results suggest that participants felt that the use of this prototyping technique allowed them insight into the use of the robot, and that they accepted the use of the robot within the scenarioPeer reviewe

    A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots

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    © 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe

    Video prototyping of dog-inspired non-verbal affective communication for an appearance constrained robot

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    Original article can be found at: http://ieeexplore.ieee.org “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.”This paper presents results from a video human-robot interaction (VHRI) study in which participants viewed a video in which an appearance-constrained Pioneer robot used dog-inspired affective cues to communicate affinity and relationship with its owner and a guest using proxemics, body movement and orientation and camera orientation. The findings suggest that even with the limited modalities for non-verbal expression offered by a Pioneer robot, which does not have a dog-like appearance, these cues were effective for non-verbal affective communication

    The Impact of Social Expectation towards Robots on Human-Robot Interactions

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    This work is presented in defence of the thesis that it is possible to measure the social expectations and perceptions that humans have of robots in an explicit and succinct manner, and these measures are related to how humans interact with, and evaluate, these robots. There are many ways of understanding how humans may respond to, or reason about, robots as social actors, but the approach that was adopted within this body of work was one which focused on interaction-specific expectations, rather than expectations regarding the true nature of the robot. These expectations were investigated using a questionnaire-based tool, the University of Hertfordshire Social Roles Questionnaire, which was developed as part of the work presented in this thesis and tested on a sample of 400 visitors to an exhibition in the Science Gallery in Dublin. This study suggested that responses to this questionnaire loaded on two main dimensions, one which related to the degree of social equality the participants expected the interactions with the robots to have, and the other was related to the degree of control they expected to exert upon the robots within the interaction. A single item, related to pet-like interactions, loaded on both and was considered a separate, third dimension. This questionnaire was deployed as part of a proxemics study, which found that the degree to which participants accepted particular proxemics behaviours was correlated with initial social expectations of the robot. If participants expected the robot to be more of a social equal, then the participants preferred the robot to approach from the front, while participants who viewed the robot more as a tool preferred it to approach from a less obtrusive angle. The questionnaire was also deployed in two long-term studies. In the first study, which involved one interaction a week over a period of two months, participant social expectations of the robots prior to the beginning of the study, not only impacted how participants evaluated open-ended interactions with the robots throughout the two-month period, but also how they collaborated with the robots in task-oriented interactions as well. In the second study, participants interacted with the robots twice a week over a period of 6 weeks. This study replicated the findings of the previous study, in that initial expectations impacted evaluations of interactions throughout the long-term study. In addition, this study used the questionnaire to measure post-interaction perceptions of the robots in terms of social expectations. The results from these suggest that while initial social expectations of robots impact how participants evaluate the robots in terms of interactional outcomes, social perceptions of robots are more closely related to the social/affective experience of the interaction

    Exploring the Impact of Inclusive PCA Design on Perceived Competence, Trust and Diversity

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    Pedagogical Conversational Agents (PCAs) conquer academia as learning facilitators. Due to user heterogeneity and need for more inclusion in education, inclusive PCA design becomes relevant, but still remains understudied. Our contribution thus investigates the effects of inclusive PCA design on competence, trust, and diversity awareness in a between-subjects experiment with two contrastingly designed prototypes (inclusive and non-inclusive PCA) tested among 106 German university students. As expected by social desirability, the results show that 81.5% of the probands consider an inclusive design important. However, at the same time, the inclusive chatbot is highly significantly rated as less competent. In contrast, we did not measure a significant effect regarding trust, but a highly significant, strongly positive effect on diversity awareness. We interpret these results with the help of the qualitative information provided by the respondents and discuss arising implications for inclusive HCI design

    An approach to the machine front-end services for the CIM-Open System Architecture (CIM-OSA)

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Seventh Annual Workshop on Space Operations Applications and Research (SOAR 1993), volume 2

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    This document contains papers presented at the Space Operations, Applications and Research Symposium (SOAR) Symposium hosted by NASA/Johnson Space Center (JSC) and cosponsored by NASA/JSC and U.S. Air Force Materiel Command. SOAR included NASA and USAF programmatic overviews, plenary session, panel discussions, panel sessions, and exhibits. It invited technical papers in support of U.S. Army, U.S. Navy, Department of Energy, NASA, and USAF programs in the following areas: robotics and telepresence, automation and intelligent systems, human factors, life support, and space maintenance and servicing. SOAR was concerned with Government-sponsored research and development relevant to aerospace operations

    Advancing automation and robotics technology for the Space Station Freedom and for the US economy

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    The progress made by levels 1, 2, and 3 of the Office of Space Station in developing and applying advanced automation and robotics technology is described. Emphasis is placed upon the Space Station Freedom Program responses to specific recommendations made in the Advanced Technology Advisory Committee (ATAC) progress report 10, the flight telerobotic servicer, and the Advanced Development Program. Assessments are presented for these and other areas as they apply to the advancement of automation and robotics technology for the Space Station Freedom
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