79 research outputs found
Evaluation of the Handshake Turing Test for anthropomorphic Robots
Handshakes are fundamental and common greeting and parting gestures among
humans. They are important in shaping first impressions as people tend to
associate character traits with a person's handshake. To widen the social
acceptability of robots and make a lasting first impression, a good handshaking
ability is an important skill for social robots. Therefore, to test the
human-likeness of a robot handshake, we propose an initial Turing-like test,
primarily for the hardware interface to future AI agents. We evaluate the test
on an android robot's hand to determine if it can pass for a human hand. This
is an important aspect of Turing tests for motor intelligence where humans have
to interact with a physical device rather than a virtual one. We also propose
some modifications to the definition of a Turing test for such scenarios taking
into account that a human needs to interact with a physical medium.Comment: Accepted as a Late Breaking Report in The 15th Annual ACM/IEEE
International Conference on Human Robot Interaction (HRI) 202
Human-Robot Handshaking: A Review
For some years now, the use of social, anthropomorphic robots in various
situations has been on the rise. These are robots developed to interact with
humans and are equipped with corresponding extremities. They already support
human users in various industries, such as retail, gastronomy, hotels,
education and healthcare. During such Human-Robot Interaction (HRI) scenarios,
physical touch plays a central role in the various applications of social
robots as interactive non-verbal behaviour is a key factor in making the
interaction more natural. Shaking hands is a simple, natural interaction used
commonly in many social contexts and is seen as a symbol of greeting, farewell
and congratulations. In this paper, we take a look at the existing state of
Human-Robot Handshaking research, categorise the works based on their focus
areas, draw out the major findings of these areas while analysing their
pitfalls. We mainly see that some form of synchronisation exists during the
different phases of the interaction. In addition to this, we also find that
additional factors like gaze, voice facial expressions etc. can affect the
perception of a robotic handshake and that internal factors like personality
and mood can affect the way in which handshaking behaviours are executed by
humans. Based on the findings and insights, we finally discuss possible ways
forward for research on such physically interactive behaviours.Comment: Pre-print version. Accepted for publication in the International
Journal of Social Robotic
Advances in Human-Robot Handshaking
The use of social, anthropomorphic robots to support humans in various
industries has been on the rise. During Human-Robot Interaction (HRI),
physically interactive non-verbal behaviour is key for more natural
interactions. Handshaking is one such natural interaction used commonly in many
social contexts. It is one of the first non-verbal interactions which takes
place and should, therefore, be part of the repertoire of a social robot. In
this paper, we explore the existing state of Human-Robot Handshaking and
discuss possible ways forward for such physically interactive behaviours.Comment: Accepted at The 12th International Conference on Social Robotics
(ICSR 2020) 12 Pages, 1 Figur
Internet of Things. Information Processing in an Increasingly Connected World
This open access book constitutes the refereed post-conference proceedings of the First IFIP International Cross-Domain Conference on Internet of Things, IFIPIoT 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 12 full papers presented were carefully reviewed and selected from 24 submissions. Also included in this volume are 4 WCC 2018 plenary contributions, an invited talk and a position paper from the IFIP domain committee on IoT. The papers cover a wide range of topics from a technology to a business perspective and include among others hardware, software and management aspects, process innovation, privacy, power consumption, architecture, applications
Play Studies: Integrating Drama, Games, and Ludi from the Medieval to the Digital Age
At first glance, the fact that the English word for drama is “play” must strike the modern reader as odd. Playing is usually an activity we associate with games (or musical instruments), yet this odd linguistic trace is a forgotten marker of how far the modern sense of drama has strayed from its antecedents. This dissertation recovers the historical relationship of drama, play, and games, developing a shared discourse under the rubric of “play studies.” Play is defined in two complementary phenomenological frameworks, methexis and mimesis, to enable scholarship that transcends historical, cultural, and material boundaries. The first chapter engages the linguistic confusion surrounding late medieval drama (with examples from Mankind, cycle plays, and Fulgens and Lucres) and medieval games (The Game and Playe of the Chesse, The Book of Games), arguing that the medieval English view of play can help correct and complicate modern game scholarship. The second chapter takes up this medieval perspective of play-as-methexis and demonstrates its applicability to digital media of the late 20th century with examples from video games like Tetris and Dragon’s Lair. Along the way, this chapter also makes ontological arguments in relation to early computer history, software studies, and media archaeology, advocating that a fuller understanding of games depends on the willingness of humanities scholars to build, hack, and play with media using methods normally reserved for artists and scientists. The final chapter considers the lasting legacy of the medieval play-as-game, particularly how the development of English drama is indebted to the theater buildings that created a space for the sustained collaboration of players with a variety of skills. The final section considers the current state of Shakespeare-as-play, including 21st-century productions, digital video games, and board games
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Post Industrial Journalism: Adapting to the Present
This essay is part survey and part manifesto, one that concerns itself with the practice of journalism and the practices of journalists in the United States. It is not, however, about “the future of the news industry,” both because much of that future is already here and because there is no such thing as the news industry anymore.
If you wanted to sum up the past decade of the news ecosystem in a single phrase, it might be this: Everybody suddenly got a lot more freedom. The newsmakers, the advertisers, the startups, and, especially, the people formerly known as the audience have all been given new freedom to communicate, narrowly and broadly, outside the old strictures of the broadcast and publishing models. The past 15 years have seen an explosion of new tools and techniques, and, more importantly, new assumptions and expectations, and these changes have wrecked the old clarity.
Many of the changes talked about in the last decade as part of the future landscape of journalism have already taken place; much of journalism’s imagined future is now its lived-in present. (As William Gibson noted long ago, “The future is already here. It’s just unevenly distributed.”) Our goal is to write about what has already happened and what is happening today, and what we can learn from it, rather than engaging in much speculation
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