79 research outputs found

    Evaluation of the Handshake Turing Test for anthropomorphic Robots

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    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

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    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

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    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

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    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

    Appalachian tradition of apocalyptic prophecy: a case study of authority patterns

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    Play Studies: Integrating Drama, Games, and Ludi from the Medieval to the Digital Age

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    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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