4,859 research outputs found
Study of the Importance of Adequacy to Robot Verbal and Non Verbal Communication in Human-Robot interaction
The Robadom project aims at creating a homecare robot that help and assist
people in their daily life, either in doing task for the human or in managing
day organization. A robot could have this kind of role only if it is accepted
by humans. Before thinking about the robot appearance, we decided to evaluate
the importance of the relation between verbal and nonverbal communication
during a human-robot interaction in order to determine the situation where the
robot is accepted. We realized two experiments in order to study this
acceptance. The first experiment studied the importance of having robot
nonverbal behavior in relation of its verbal behavior. The second experiment
studied the capability of a robot to provide a correct human-robot interaction.Comment: the 43rd Symposium on Robotics - ISR 2012, Taipei : Taiwan, Province
Of China (2012
Social Impact of Recharging Activity in Long-Term HRI and Verbal Strategies to Manage User Expectations During Recharge
Social robots perform tasks to help humans in their daily activities. However, if they fail to fulfill expectations this may affect their acceptance. This work investigates the service degradation caused by recharging, during which the robot is socially inactive. We describe two studies conducted in an ecologically valid office environment. In the first long-term study (3 weeks), we investigated the service degradation caused by the recharging behavior of a social robot. In the second study, we explored the social strategies used to manage users’ expectations during recharge. Our findings suggest that the use of verbal strategies (transparency, apology, and politeness) can make robots more acceptable to users during recharge
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Learning instructional communication skills in peer collaborative problem solving : a case of moving referent.
The present work is an attempt to combine two traditions of communication study: referential communication approach and sociolinguistic approach. The purpose was to examine how children ages 5 and 7 years learn to give instructions to each other in a peer collaborative problem solving situation. In an effort to identify interaction patterns and possible developmental progressions, various coding and categorization schemes were developed to analyze the processes of: negotiation of themes, establishing a common perspective toward the task, co-constructing messages and shared names. A comparison was made between the children\u27s development of spatial terms for a stationary referent and a moving referent. The analysis shows that 7-year-olds shared themes more actively, using explicit means, compared to 5-year-olds. The older children\u27s instructions were more informative and made in the task-appropriate referential perspective. For the purpose of establishing shared names, the older children engaged themselves in the naming process less often because they used names that can be more easily shared. The development of spatial terms for a moving referent seems to lag behind the development of those for a stationary referent. The children gradually learned, across ages and sessions, to participate to maximize the team effectiveness. Finally, dynamic changes in instructional messages were analyzed using a mode of graphic representation
Selecting Metrics to Evaluate Human Supervisory Control Applications
The goal of this research is to develop a methodology to select supervisory control metrics. This
methodology is based on cost-benefit analyses and generic metric classes. In the context of this research,
a metric class is defined as the set of metrics that quantify a certain aspect or component of a system.
Generic metric classes are developed because metrics are mission-specific, but metric classes are
generalizable across different missions. Cost-benefit analyses are utilized because each metric set has
advantages, limitations, and costs, thus the added value of different sets for a given context can be
calculated to select the set that maximizes value and minimizes costs. This report summarizes the
findings of the first part of this research effort that has focused on developing a supervisory control metric
taxonomy that defines generic metric classes and categorizes existing metrics. Future research will focus
on applying cost benefit analysis methodologies to metric selection.
Five main metric classes have been identified that apply to supervisory control teams composed
of humans and autonomous platforms: mission effectiveness, autonomous platform behavior efficiency,
human behavior efficiency, human behavior precursors, and collaborative metrics. Mission effectiveness
measures how well the mission goals are achieved. Autonomous platform and human behavior efficiency
measure the actions and decisions made by the humans and the automation that compose the team.
Human behavior precursors measure human initial state, including certain attitudes and cognitive
constructs that can be the cause of and drive a given behavior. Collaborative metrics address three
different aspects of collaboration: collaboration between the human and the autonomous platform he is
controlling, collaboration among humans that compose the team, and autonomous collaboration among
platforms. These five metric classes have been populated with metrics and measuring techniques from
the existing literature.
Which specific metrics should be used to evaluate a system will depend on many factors, but as a
rule-of-thumb, we propose that at a minimum, one metric from each class should be used to provide a
multi-dimensional assessment of the human-automation team. To determine what the impact on our
research has been by not following such a principled approach, we evaluated recent large-scale
supervisory control experiments conducted in the MIT Humans and Automation Laboratory. The results
show that prior to adapting this metric classification approach, we were fairly consistent in measuring
mission effectiveness and human behavior through such metrics as reaction times and decision
accuracies. However, despite our supervisory control focus, we were remiss in gathering attention
allocation metrics and collaboration metrics, and we often gathered too many correlated metrics that were
redundant and wasteful. This meta-analysis of our experimental shortcomings reflect those in the general
research population in that we tended to gravitate to popular metrics that are relatively easy to gather,
without a clear understanding of exactly what aspect of the systems we were measuring and how the
various metrics informed an overall research question
Mejorar la adquisición de la lengua extranjera a través de STEAM y las inteligencias múltiples en Educación Infantil
In recent years, the rapid pace of social change and increasing globalization have made it necessary to prepare new generations to deal with the world’s issues through critical thinking, effective communication, and cooperation. Therefore, this project intends to investigate STEAM, which stands for stands for Science, Technology, Engineering, Arts, and Mathematics; and Multiple Intelligences (MI), approaches that focus on the mentioned issues, and combining them as a way to foreign language acquisition in Infant Education.
In order to do so, the project contains a suggested proposal design whose main goal is enhancing foreign language acquisition through STEAM and Multiple Intelligences in Infant Education. The proposal follows the project topic “wild animals” and aims to approach the oral use of the foreign language in communicative situations in the classroom.En los últimos años la rapidez en los cambios sociales y la creciente globalización han hecho necesario preparar a las nuevas generaciones para afrontar los problemas del mundo mediante el pensamiento crítico, la comunicación eficaz y la cooperación. Por ello, este trabajo pretende investigar STEAM, que significa Ciencia, Tecnología, Ingeniería, Arte, y Matemáticas; y las Inteligencias Múltiples, métodos que se centran en los temas mencionados, combinándolos como una vía para la adquisición de la lengua extranjera en Educación Infantil.
Para ello, el trabajo contiene una sugerencia de propuesta cuyo objetivo principal es potenciar la adquisición de la lengua extranjera a través de STEAM y las Inteligencias Múltiples en Educación Infantil. La propuesta sigue el tema “animales salvajes” y pretende abordar el uso de la lengua extranjera en situaciones comunicativas en el aula.Grado en Educación Infanti
Ames life science telescience testbed evaluation
Eight surrogate spaceflight mission specialists participated in a real-time evaluation of remote coaching using the Ames Life Science Telescience Testbed facility. This facility consisted of three remotely located nodes: (1) a prototype Space Station glovebox; (2) a ground control station; and (3) a principal investigator's (PI) work area. The major objective of this project was to evaluate the effectiveness of telescience techniques and hardware to support three realistic remote coaching science procedures: plant seed germinator charging, plant sample acquisition and preservation, and remote plant observation with ground coaching. Each scenario was performed by a subject acting as flight mission specialist, interacting with a payload operations manager and a principal investigator expert. All three groups were physically isolated from each other yet linked by duplex audio and color video communication channels and networked computer workstations. Workload ratings were made by the flight and ground crewpersons immediately after completing their assigned tasks. Time to complete each scientific procedural step was recorded automatically. Two expert observers also made performance ratings and various error assessments. The results are presented and discussed
iRobot : conceptualising SERVBOT for humanoid social robots
Services are intangible in nature and, as a result, it is often difficult to measure the quality of the service. The service is usually delivered by a human to a human customer and the service literature shows SERVQUAL can be used to measure the quality of the service. However, the use of social robots during the pandemic is speeding up the process of employing social roots in frontline service settings. An extensive review of the literature shows there is a lack of an empirical model to assess the perceived service quality provided by a social robot. Furthermore, the social robot literature highlights key differences between human service and social robots. For example, scholars have highlighted the importance of entertainment and engagement in the adoption of social robots in the service industry. However, it is unclear whether the SERVQUAL dimensions are appropriate to measure social robots’ service quality. This master’s project will conceptualise the SERVBOT model to assess a social robot’s service quality. It identifies reliability, responsiveness, assurance, empathy, and entertainment as the five dimensions of SERVBOT. Further, the research will investigate how these five factors influence emotional and social engagement and intention to use the social robot in a concierge service setting. To conduct the research, a 2 x 1 (CONTROL vs SERVBOT) x (Concierge) between-subject experiment was undertaken and a total of 232 responses were collected for both stages. The results indicate that entertainment has a positive influence on emotional engagement when service is delivered by a human concierge. Further, assurance had a positive influence on social engagement when a human concierge provided the service. When a social robot concierge delivered the service, empathy and entertainment both influenced emotional engagement, and assurance and entertainment impacted social engagement favourably. For both CONTROL (human concierge) and SERVBOT (social robot concierge), emotional and social engagement had a significant influence on intentions to use. This study is the first to propose the SERVBOT model to measure social robots’ service quality. The model provides a theoretical underpinning on the key service quality dimensions of a social robot and gives scholars and managers a method to track the service quality of a social robot. The study also extends the literature by exploring the key factors that influence the use of social robots (i.e., emotional and social engagement)
Cognitive system framework for brain-training exercise based on human-robot interactif
“This is a post-peer-review, pre-copyedit version of an article published inCognitive computation. The final authenticated version is available online at: http://dx.doi.org/10.1007/s12559-019-09696-2Every 3 seconds, someone develops dementia worldwide. Brain-training exercises, preferably involving also physical activity, have shown their potential to monitor and improve the brain function of people affected by Alzheimer disease (AD) or mild cognitive impairment (MCI). This paper presents a cognitive robotic system designed to assist mild dementia patients during brain-training sessions of sorting tokens, an exercise inspired by the Syndrom KurzTest neuropsychological test (SKT). The system is able to perceive, learn and adapt to the user’s behaviour and is composed of two main modules. The adaptive module based on representing the human-robot interaction as a planning problem, that can adapt to the user performance offering different encouragement and recommendation actions using both verbal and gesture communication in order to minimize the time spent to solve the exercise. As safety is a very important issue, the cognitive system is enriched with a safety module that monitors the possibility of physical contact and reacts accordingly. The cognitive system is presented as well as its embodiment in a real robot. Simulated experiments are performed to (i) evaluate the adaptability of the system to different patient use-cases and (ii) validate the coherence of the proposed safety module. A real experiment in the lab, with able users, is used as preliminary evaluation to validate the overall approach. Results in laboratory conditions show that the two presented modules effectively provide additional and essential functionalities to the system, although further work is necessary to guarantee robustness and timely response of the robot before testing it with patientsPeer ReviewedPostprint (author's final draft
Behavioural attentiveness patterns analysis – detecting distraction behaviours
The capacity of remaining focused on a task can be crucial in some circumstances. In general, this ability
is intrinsic in a human social interaction and it is naturally used in any social context. Nevertheless, some
individuals have difficulties in remaining concentrated in an activity, resulting in a short attention span.
Children with Autism Spectrum Disorder (ASD) are a special example of such individuals. ASD is a group
of complex developmental disorders of the brain. Individuals affected by this disorder are characterized
by repetitive patterns of behaviour, restricted activities or interests, and impairments in social
communication. The use of robots has already proved to encourage the developing of social interaction
skills lacking in children with ASD. However, most of these systems are controlled remotely and cannot
adapt automatically to the situation, and even those who are more autonomous still cannot perceive
whether or not the user is paying attention to the instructions and actions of the robot.
Following this trend, this dissertation is part of a research project that has been under development for
some years. In this project, the Robot ZECA (Zeno Engaging Children with Autism) from Hanson Robotics
is used to promote the interaction with children with ASD helping them to recognize emotions, and to
acquire new knowledge in order to promote social interaction and communication with the others.
The main purpose of this dissertation is to know whether the user is distracted during an activity. In the
future, the objective is to interface this system with ZECA to consequently adapt its behaviour taking into
account the individual affective state during an emotion imitation activity. In order to recognize human
distraction behaviours and capture the user attention, several patterns of distraction, as well as systems
to automatically detect them, have been developed. One of the most used distraction patterns detection
methods is based on the measurement of the head pose and eye gaze. The present dissertation proposes
a system based on a Red Green Blue (RGB) camera, capable of detecting the distraction patterns, head
pose, eye gaze, blinks frequency, and the user to position towards the camera, during an activity, and
then classify the user's state using a machine learning algorithm.
Finally, the proposed system is evaluated in a laboratorial and controlled environment in order to verify if
it is capable to detect the patterns of distraction. The results of these preliminary tests allowed to detect
some system constraints, as well as to validate its adequacy to later use it in an intervention setting.A capacidade de permanecer focado numa tarefa pode ser crucial em algumas circunstâncias. No geral,
essa capacidade é intrínseca numa interação social humana e é naturalmente usada em qualquer
contexto social. No entanto, alguns indivíduos têm dificuldades em permanecer concentrados numa
atividade, resultando num curto período de atenção. Crianças com Perturbações do Espectro do Autismo
(PEA) são um exemplo especial de tais indivíduos. PEA é um grupo de perturbações complexas do
desenvolvimento do cérebro. Os indivíduos afetados por estas perturbações são caracterizados por
padrões repetitivos de comportamento, atividades ou interesses restritos e deficiências na comunicação
social. O uso de robôs já provaram encorajar a promoção da interação social e ajudaram no
desenvolvimento de competências deficitárias nas crianças com PEA. No entanto, a maioria desses
sistemas é controlada remotamente e não consegue-se adaptar automaticamente à situação, e mesmo
aqueles que são mais autônomos ainda não conseguem perceber se o utilizador está ou não atento às
instruções e ações do robô. Seguindo esta tendência, esta dissertação é parte de um projeto de pesquisa
que vem sendo desenvolvido há alguns anos, onde o robô ZECA (Zeno Envolvendo Crianças com Autismo)
da Hanson Robotics é usado para promover a interação com crianças com PEA, ajudando-as a
reconhecer emoções, adquirir novos conhecimentos para promover a interação social e comunicação
com os pares. O principal objetivo desta dissertação é saber se o utilizador está distraído durante uma
atividade. No futuro, o objetivo é fazer a interface deste sistema com o ZECA para, consequentemente,
adaptar o seu comportamento tendo em conta o estado afetivo do utilizador durante uma atividade de
imitação de emoções. A fim de reconhecer os comportamentos de distração humana e captar a atenção
do utilizador, vários padrões de distração, bem como sistemas para detetá-los automaticamente, foram
desenvolvidos. Um dos métodos de deteção de padrões de distração mais utilizados baseia-se na
medição da orientação da cabeça e da orientação do olhar. A presente dissertação propõe um sistema
baseado numa câmera Red Green Blue (RGB), capaz de detetar os padrões de distração, orientação da
cabeça, orientação do olhar, frequência do piscar de olhos e a posição do utilizador em frente da câmera,
durante uma atividade, e então classificar o estado do utilizador usando um algoritmo de “machine
learning”. Por fim, o sistema proposto é avaliado num ambiente laboratorial, a fim de verificar se é capaz
de detetar os padrões de distração. Os resultados destes testes preliminares permitiram detetar algumas
restrições do sistema, bem como validar a sua adequação para posteriormente utilizá-lo num ambiente
de intervenção
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