17,438 research outputs found

    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

    Emotional Empathy as a Mechanism of Synchronisation in Child-Robot Interaction

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    Simulating emotional experience, emotional empathy is the fundamental ingredient of interpersonal communication. In the speaker-listener scenario, the speaker is always a child, the listener is a human or a toy robot. Two groups of neurotypical children aged 6 years on average composed the population: one Japanese (n = 20) and one French (n = 20). Revealing potential similarities in communicative exchanges in both groups when in contact with a human or a toy robot, the results might signify that emotional empathy requires the implication of an automatic identification. In this sense, emotional empathy might be considered a broad idiosyncrasy, a kind of synchronisation, offering the mind a peculiar form of communication. Our findings seem to be consistent with the assumption that children’s brains would be constructed to simulate the feelings of others in order to ensure interpersonal synchronisation

    Averting Robot Eyes

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    Home robots will cause privacy harms. At the same time, they can provide beneficial services—as long as consumers trust them. This Essay evaluates potential technological solutions that could help home robots keep their promises, avert their eyes, and otherwise mitigate privacy harms. Our goals are to inform regulators of robot-related privacy harms and the available technological tools for mitigating them, and to spur technologists to employ existing tools and develop new ones by articulating principles for avoiding privacy harms. We posit that home robots will raise privacy problems of three basic types: (1) data privacy problems; (2) boundary management problems; and (3) social/relational problems. Technological design can ward off, if not fully prevent, a number of these harms. We propose five principles for home robots and privacy design: data minimization, purpose specifications, use limitations, honest anthropomorphism, and dynamic feedback and participation. We review current research into privacy-sensitive robotics, evaluating what technological solutions are feasible and where the harder problems lie. We close by contemplating legal frameworks that might encourage the implementation of such design, while also recognizing the potential costs of regulation at these early stages of the technology

    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

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Facilitating the Child–Robot Interaction by Endowing the Robot with the Capability of Understanding the Child Engagement: The Case of Mio Amico Robot

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    AbstractSocial Robots (SRs) are substantially becoming part of modern society, given their frequent use in many areas of application including education, communication, assistance, and entertainment. The main challenge in human–robot interaction is in achieving human-like and affective interaction between the two groups. This study is aimed at endowing SRs with the capability of assessing the emotional state of the interlocutor, by analyzing his/her psychophysiological signals. The methodology is focused on remote evaluations of the subject's peripheral neuro-vegetative activity by means of thermal infrared imaging. The approach was developed and tested for a particularly challenging use case: the interaction between children and a commercial educational robot, Mio Amico Robot, produced by LiscianiGiochi©. The emotional state classified from the thermal signal analysis was compared to the emotional state recognized by a facial action coding system. The proposed approach was reliable and accurate and favored a personalized and improved interaction of children with SRs

    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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