6,934 research outputs found

    Planning Based System for Child-Robot Interaction in Dynamic Play Environments

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    This paper describes the initial steps towards the design of a robotic system that intends to perform actions autonomously in a naturalistic play environment. At the same time it aims for social human-robot interaction~(HRI), focusing on children. We draw on existing theories of child development and on dimensional models of emotions to explore the design of a dynamic interaction framework for natural child-robot interaction. In this dynamic setting, the social HRI is defined by the ability of the system to take into consideration the socio-emotional state of the user and to plan appropriately by selecting appropriate strategies for execution. The robot needs a temporal planning system, which combines features of task-oriented actions and principles of social human robot interaction. We present initial results of an empirical study for the evaluation of the proposed framework in the context of a collaborative sorting game

    The perception of emotion in artificial agents

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    Given recent technological developments in robotics, artificial intelligence and virtual reality, it is perhaps unsurprising that the arrival of emotionally expressive and reactive artificial agents is imminent. However, if such agents are to become integrated into our social milieu, it is imperative to establish an understanding of whether and how humans perceive emotion in artificial agents. In this review, we incorporate recent findings from social robotics, virtual reality, psychology, and neuroscience to examine how people recognize and respond to emotions displayed by artificial agents. First, we review how people perceive emotions expressed by an artificial agent, such as facial and bodily expressions and vocal tone. Second, we evaluate the similarities and differences in the consequences of perceived emotions in artificial compared to human agents. Besides accurately recognizing the emotional state of an artificial agent, it is critical to understand how humans respond to those emotions. Does interacting with an angry robot induce the same responses in people as interacting with an angry person? Similarly, does watching a robot rejoice when it wins a game elicit similar feelings of elation in the human observer? Here we provide an overview of the current state of emotion expression and perception in social robotics, as well as a clear articulation of the challenges and guiding principles to be addressed as we move ever closer to truly emotional artificial agents

    Exploiting the robot kinematic redundancy for emotion conveyance to humans as a lower priority task

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    Current approaches do not allow robots to execute a task and simultaneously convey emotions to users using their body motions. This paper explores the capabilities of the Jacobian null space of a humanoid robot to convey emotions. A task priority formulation has been implemented in a Pepper robot which allows the specification of a primary task (waving gesture, transportation of an object, etc.) and exploits the kinematic redundancy of the robot to convey emotions to humans as a lower priority task. The emotions, defined by Mehrabian as points in the pleasure–arousal–dominance space, generate intermediate motion features (jerkiness, activity and gaze) that carry the emotional information. A map from this features to the joints of the robot is presented. A user study has been conducted in which emotional motions have been shown to 30 participants. The results show that happiness and sadness are very well conveyed to the user, calm is moderately well conveyed, and fear is not well conveyed. An analysis on the dependencies between the motion features and the emotions perceived by the participants shows that activity correlates positively with arousal, jerkiness is not perceived by the user, and gaze conveys dominance when activity is low. The results indicate a strong influence of the most energetic motions of the emotional task and point out new directions for further research. Overall, the results show that the null space approach can be regarded as a promising mean to convey emotions as a lower priority task.Postprint (author's final draft

    Development of the huggable social robot Probo: on the conceptual design and software architecture

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    This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children

    Robotic Faces: Exploring Dynamical Patterns of Social Interaction between Humans and Robots

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    Thesis (Ph.D.) - Indiana University, Informatics, 2015The purpose of this dissertation is two-fold: 1) to develop an empirically-based design for an interactive robotic face, and 2) to understand how dynamical aspects of social interaction may be leveraged to design better interactive technologies and/or further our understanding of social cognition. Understanding the role that dynamics plays in social cognition is a challenging problem. This is particularly true in studying cognition via human-robot interaction, which entails both the natural social cognition of the human and the “artificial intelligence” of the robot. Clearly, humans who are interacting with other humans (or even other mammals such as dogs) are cognizant of the social nature of the interaction – their behavior in those cases differs from that when interacting with inanimate objects such as tools. Humans (and many other animals) have some awareness of “social”, some sense of other agents. However, it is not clear how or why. Social interaction patterns vary across culture, context, and individual characteristics of the human interactor. These factors are subsumed into the larger interaction system, influencing the unfolding of the system over time (i.e. the dynamics). The overarching question is whether we can figure out how to utilize factors that influence the dynamics of the social interaction in order to imbue our interactive technologies (robots, clinical AI, decision support systems, etc.) with some "awareness of social", and potentially create more natural interaction paradigms for those technologies. In this work, we explore the above questions across a range of studies, including lab-based experiments, field observations, and placing autonomous, interactive robotic faces in public spaces. We also discuss future work, how this research relates to making sense of what a robot "sees", creating data-driven models of robot social behavior, and development of robotic face personalities

    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

    Modeling and Design Analysis of Facial Expressions of Humanoid Social Robots Using Deep Learning Techniques

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    abstract: A lot of research can be seen in the field of social robotics that majorly concentrate on various aspects of social robots including design of mechanical parts and their move- ment, cognitive speech and face recognition capabilities. Several robots have been developed with the intention of being social, like humans, without much emphasis on how human-like they actually look, in terms of expressions and behavior. Fur- thermore, a substantial disparity can be seen in the success of results of any research involving ”humanizing” the robots’ behavior, or making it behave more human-like as opposed to research into biped movement, movement of individual body parts like arms, fingers, eyeballs, or human-like appearance itself. The research in this paper in- volves understanding why the research on facial expressions of social humanoid robots fails where it is not accepted completely in the current society owing to the uncanny valley theory. This paper identifies the problem with the current facial expression research as information retrieval problem. This paper identifies the current research method in the design of facial expressions of social robots, followed by using deep learning as similarity evaluation technique to measure the humanness of the facial ex- pressions developed from the current technique and further suggests a novel solution to the facial expression design of humanoids using deep learning.Dissertation/ThesisMasters Thesis Computer Science 201

    Artificial Identity: Representations of Robots and Cyborgs in Contemporary Anglo-American Science Fiction Films

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    The ‘human condition’ has traditionally been an area of study addressed primarily by philosophers concerned with the mind/body problem, rather than studied as a neuroscientific conundrum. However, contemporary developments in science and technology that afford us a greater knowledge of the human brain have resulted in an increased scientific focus on consciousness, emotion and personhood. This thesis argues that such explorations into consciousness and emotion as prerequisites of ‘artificial identity’ have entered the domain of contemporary cinema through the representations of robots and cyborgs. Despite the capacity for transhumanist practice and the creation of artificially intelligent automata that these developments have made possible, blurring the line between organic human and mechanical robots, it remains common for no distinctions to be made between the terms ‘human’ and ‘person’, which are used interchangeably to describe a member of the human race. Philosopher Daniel C. Dennett, though, has proposed a series of criteria for personhood that challenge the assumption that only humans can be considered persons. The application of his criteria to a series of key texts that highlight the relationships between humans and representations of automata - I, Robot (2004, Dir. Alex Proyas), Terminator Salvation (2009, Dir. McG) and Bicentennial Man (1999, Dir. Chris Columbus) – is central to this thesis. It explores the extent to which the representations of robots and cyborgs can be considered persons within utopian and dystopian narratives that have, at their core, a view of artificial identity as desirable or as nightmare. In conjunction with Dennett, the theories of neurologist and neuroscientist Antonio Damasio are applied, which explore both the biological means by which emotional (rather than solely physical) feelings are generated in humans, and the capacity of humans to simulate emotion. As Damasio argues that many of the central operations of the human central nervous and visceral systems are reducible to fundamental physics, the suggestion is that robots, too, could also ‘experience’ consciousness and emotion, being as they are very simplistic versions of humans. As such, the application of these theories suggests that the representations of robots and cyborgs in the key texts could be considered persons
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