90 research outputs found

    Real-time generation and adaptation of social companion robot behaviors

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    Social robots will be part of our future homes. They will assist us in everyday tasks, entertain us, and provide helpful advice. However, the technology still faces challenges that must be overcome to equip the machine with social competencies and make it a socially intelligent and accepted housemate. An essential skill of every social robot is verbal and non-verbal communication. In contrast to voice assistants, smartphones, and smart home technology, which are already part of many people's lives today, social robots have an embodiment that raises expectations towards the machine. Their anthropomorphic or zoomorphic appearance suggests they can communicate naturally with speech, gestures, or facial expressions and understand corresponding human behaviors. In addition, robots also need to consider individual users' preferences: everybody is shaped by their culture, social norms, and life experiences, resulting in different expectations towards communication with a robot. However, robots do not have human intuition - they must be equipped with the corresponding algorithmic solutions to these problems. This thesis investigates the use of reinforcement learning to adapt the robot's verbal and non-verbal communication to the user's needs and preferences. Such non-functional adaptation of the robot's behaviors primarily aims to improve the user experience and the robot's perceived social intelligence. The literature has not yet provided a holistic view of the overall challenge: real-time adaptation requires control over the robot's multimodal behavior generation, an understanding of human feedback, and an algorithmic basis for machine learning. Thus, this thesis develops a conceptual framework for designing real-time non-functional social robot behavior adaptation with reinforcement learning. It provides a higher-level view from the system designer's perspective and guidance from the start to the end. It illustrates the process of modeling, simulating, and evaluating such adaptation processes. Specifically, it guides the integration of human feedback and social signals to equip the machine with social awareness. The conceptual framework is put into practice for several use cases, resulting in technical proofs of concept and research prototypes. They are evaluated in the lab and in in-situ studies. These approaches address typical activities in domestic environments, focussing on the robot's expression of personality, persona, politeness, and humor. Within this scope, the robot adapts its spoken utterances, prosody, and animations based on human explicit or implicit feedback.Soziale Roboter werden Teil unseres zukünftigen Zuhauses sein. Sie werden uns bei alltäglichen Aufgaben unterstützen, uns unterhalten und uns mit hilfreichen Ratschlägen versorgen. Noch gibt es allerdings technische Herausforderungen, die zunächst überwunden werden müssen, um die Maschine mit sozialen Kompetenzen auszustatten und zu einem sozial intelligenten und akzeptierten Mitbewohner zu machen. Eine wesentliche Fähigkeit eines jeden sozialen Roboters ist die verbale und nonverbale Kommunikation. Im Gegensatz zu Sprachassistenten, Smartphones und Smart-Home-Technologien, die bereits heute Teil des Lebens vieler Menschen sind, haben soziale Roboter eine Verkörperung, die Erwartungen an die Maschine weckt. Ihr anthropomorphes oder zoomorphes Aussehen legt nahe, dass sie in der Lage sind, auf natürliche Weise mit Sprache, Gestik oder Mimik zu kommunizieren, aber auch entsprechende menschliche Kommunikation zu verstehen. Darüber hinaus müssen Roboter auch die individuellen Vorlieben der Benutzer berücksichtigen. So ist jeder Mensch von seiner Kultur, sozialen Normen und eigenen Lebenserfahrungen geprägt, was zu unterschiedlichen Erwartungen an die Kommunikation mit einem Roboter führt. Roboter haben jedoch keine menschliche Intuition - sie müssen mit entsprechenden Algorithmen für diese Probleme ausgestattet werden. In dieser Arbeit wird der Einsatz von bestärkendem Lernen untersucht, um die verbale und nonverbale Kommunikation des Roboters an die Bedürfnisse und Vorlieben des Benutzers anzupassen. Eine solche nicht-funktionale Anpassung des Roboterverhaltens zielt in erster Linie darauf ab, das Benutzererlebnis und die wahrgenommene soziale Intelligenz des Roboters zu verbessern. Die Literatur bietet bisher keine ganzheitliche Sicht auf diese Herausforderung: Echtzeitanpassung erfordert die Kontrolle über die multimodale Verhaltenserzeugung des Roboters, ein Verständnis des menschlichen Feedbacks und eine algorithmische Basis für maschinelles Lernen. Daher wird in dieser Arbeit ein konzeptioneller Rahmen für die Gestaltung von nicht-funktionaler Anpassung der Kommunikation sozialer Roboter mit bestärkendem Lernen entwickelt. Er bietet eine übergeordnete Sichtweise aus der Perspektive des Systemdesigners und eine Anleitung vom Anfang bis zum Ende. Er veranschaulicht den Prozess der Modellierung, Simulation und Evaluierung solcher Anpassungsprozesse. Insbesondere wird auf die Integration von menschlichem Feedback und sozialen Signalen eingegangen, um die Maschine mit sozialem Bewusstsein auszustatten. Der konzeptionelle Rahmen wird für mehrere Anwendungsfälle in die Praxis umgesetzt, was zu technischen Konzeptnachweisen und Forschungsprototypen führt, die in Labor- und In-situ-Studien evaluiert werden. Diese Ansätze befassen sich mit typischen Aktivitäten in häuslichen Umgebungen, wobei der Schwerpunkt auf dem Ausdruck der Persönlichkeit, dem Persona, der Höflichkeit und dem Humor des Roboters liegt. In diesem Rahmen passt der Roboter seine Sprache, Prosodie, und Animationen auf Basis expliziten oder impliziten menschlichen Feedbacks an

    New approaches to the emerging social neuroscience of human-robot interaction

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    Prehistoric art, like the Venus of Willendorf sculpture, shows that we have always looked for ways to distil fundamental human characteristics and capture them in physically embodied representations of the self. Recently, this undertaking has gained new momentum through the introduction of robots that resemble humans in their shape and their behaviour. These social robots are envisioned to take on important roles: alleviate loneliness, support vulnerable children and serve as helpful companions for the elderly. However, to date, few commercially available social robots are living up to these expectations. Given their importance for an ever older and more socially isolated society, rigorous research at the intersection of psychology, social neuroscience and human-robot interaction is needed to determine to which extent mechanisms active during human-human interaction can be co-opted when we encounter social robots. This thesis takes an anthropocentric approach to answering the question how socially motivated we are to interact with humanoid robots. Across three empirical and one theoretical chapter, I use self-report, behavioural and neural measures relevant to the study of interactions with robots to address this question. With the Social Motivation Theory of Autism as a point of departure, the first empirical chapter (Chapter 3) investigates the relevance of interpersonal synchrony for human-robot interaction. This chapter reports a null effect: participants did not find a robot that synchronised its movement with them on a drawing task more likeable, nor were they more motivated to ask it more questions in a semi-structured interaction scenario. As this chapter heavily relies on self-report as a main outcome measure, Chapter 4 addresses this limitation by adapting an established behavioural paradigm for the study of human-robot interaction. This chapter shows that a failure to conceptually extend an effect in the field of social attentional capture calls for a different approach when seeking to adapt paradigms for HRI. Chapter 5 serves as a moment of reflection on the current state-of-the-art research at the intersection of neuroscience and human-robot interaction. Here, I argue that the future of HRI research will rely on interaction studies with mobile brain imaging systems (like functional near-infrared spectroscopy) that allow data collection during embodied encounters with social robots. However, going forward, the field should slowly and carefully move outside of the lab and into real situations with robots. As the previous chapters have established, well-known effects have to be replicated before they are implemented for robots, and before they are taken out of the lab, into real life. The final empirical chapter (Chapter 6), takes the first step of this proposed slow approach: in addition to establishing the detection rate of a mobile fNIRS system in comparison to fMRI, this chapter contributes a novel way to digitising optode positions by means of photogrammetry. In the final chapter of this thesis, I highlight the main lessons learned conducting studies with social robots. I propose an updated roadmap which takes into account the problems raised in this thesis and emphasise the importance of incorporating more open science practices going forward. Various tools that emerged out of the open science movement will be invaluable for researchers working on this exciting, interdisciplinary endeavour

    Socially Assistive Robots for Exercising Scenarios. Studies on group effects, feedback, embodiment and adaption

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    Schneider S. Socially Assistive Robots for Exercising Scenarios. Studies on group effects, feedback, embodiment and adaption. Bielefeld: Universität Bielefeld; 2019.Even though positive effects of being physically active are commonly known, only a few parts of the world population are sufficiently ac- tive. The World Health Organization (WHO) states that this problem affects 31% of the adult’s world population and 80% of the adolescent population. Appropriate levels of physical activity (PA) are essential to prevent obesity in childhood and to keep a Quality of Life (QOL) in old age but are also essential to prevent other Noncommunicable Diseases (NCDs). Thus, physical inactivity is growing into a severe problem globally, and there is a growing need to motivate people to become more physically active during their lifetime. One primary cause that raises PA levels is having a peer or help from professionals. However, having assistance is not possible in every situation. It might be challenging to find and schedule with a partner or to commute to other places. Roboticist introduced Socially Assistive Robot (SAR) as an assistive tool for exercising, cognitive or rehabilitation tasks. This thesis explores SAR in the context of exercising along four features that have been partly targeted but not yet thoroughly investigated. These features are a) the social role of the robot, b) encouragement c) embodiment and d) adaptation. First, this thesis looks at the mo- tivational effects of exercising with SAR concerning features a) - c). Second, this thesis questions how a system can adapt to the user, and whether adaptivity or adaptability is enough to close the gap between user needs and system behavior. I conducted studies that test the dif- ferent features by assessing subjective ratings of the robot as well as measurable motivational variables (e.g., time spent exercising with the robot) in a bodyweight workout scenario. The results show that features a) - c) have a positive influence on user’s exercising time. Additionally, users perceive a robot compan- ion as more likable than a robot instructor or a human partner. Fur- thermore, an adaptive robot increases the associated competence and quality of relationship compared to an adaptable robot. However, the results also show that the robot does not always have to exercise along with the user. In situations where it is not possible, the robot could also only give encouraging feedback. This thesis backs up earlier find- ings of using SAR by replicating motivational group exercising ef- fects found in Human-Human Interaction (HHI). Thus, the evidence that SARs are a suitable tool for rehabilitative interventions increases which may convince health experts to consider SAR as a useful thera- peutic tool. Nevertheless, this thesis evaluated the effects only during short-term interactions. Thus, proving that the found effects are long- lasting is essential for future studies

    Accessibility requirements for human-robot interaction for socially assistive robots

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    Mención Internacional en el título de doctorPrograma de Doctorado en Ciencia y Tecnología Informática por la Universidad Carlos III de MadridPresidente: María Ángeles Malfaz Vázquez.- Secretario: Diego Martín de Andrés.- Vocal: Mike Wal

    Towards a Legal end Ethical Framework for Personal Care Robots. Analysis of Person Carrier, Physical Assistant and Mobile Servant Robots.

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    Technology is rapidly developing, and regulators and robot creators inevitably have to come to terms with new and unexpected scenarios. A thorough analysis of this new and continuosuly evolving reality could be useful to better understand the current situation and pave the way to the future creation of a legal and ethical framework. This is clearly a wide and complex goal, considering the variety of new technologies available today and those under development. Therefore, this thesis focuses on the evaluation of the impacts of personal care robots. In particular, it analyzes how roboticists adjust their creations to the existing regulatory framework for legal compliance purposes. By carrying out an impact assessment analysis, existing regulatory gaps and lack of regulatory clarity can be highlighted. These gaps should of course be considered further on by lawmakers for a future legal framework for personal care robot. This assessment should be made first against regulations. If the creators of the robot do not encounter any limitations, they can then proceed with its development. On the contrary, if there are some limitations, robot creators will either (1) adjust the robot to comply with the existing regulatory framework; (2) start a negotiation with the regulators to change the law; or (3) carry out the original plan and risk to be non-compliant. The regulator can discuss existing (or lacking) regulations with robot developers and give a legal response accordingly. In an ideal world, robots are clear of impacts and therefore threats can be responded in terms of prevention and opportunities in form of facilitation. In reality, the impacts of robots are often uncertain and less clear, especially when they are inserted in care applications. Therefore, regulators will have to address uncertain risks, ambiguous impacts and yet unkown effects

    The Future of Humanoid Robots

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    This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book

    Towards Intelligent Playful Environments for Animals based on Natural User Interfaces

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    Tesis por compendioEl estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075TESISCompendi
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