2,098 research outputs found
Socially Constrained Management Of Power Resources For Social Mobile Robots
Autonomous robots acting as companions or assistants in real social environments should be able to sustain and operate over an extended period of time. Generally, autonomous mobile robots draw power from batteries to operate various sensors, actuators and perform tasks. Batteries have a limited power life and take a long time to recharge via a power source, which may impede human-robot interaction and task performance. Thus, it is important for social robots to manage their energy, this paper discusses an approach to manage power resources on mobile robot with regard to social aspects for creating life-like autonomous social robots
How Can a Robot Signal Its Incapability to Perform a Certain Task to Humans in an Acceptable Manner?
In this paper, a robot that is using politeness to overcome its incapability to serve is presented. The mobile robot “Alex” is interacting with human office colleagues in their environment and delivers messages, phone calls, and companionship. The robot's battery capacity is not sufficient to survive a full working day. Thus, the robot needs to recharge during the day. By doing so it is unavailable for tasks that involve movement. The study presented in this paper supports the idea that an incapability of fullfiling an appointed task can be overcome by politeness and showing appropriate behaviour. The results, reveal that, even the simple adjustment of spoken utterances towards a more polite phrasing can change the human's perception of the robot companion. This change in the perception can be made visible by analysing the human's behaviour towards the robot
The interaction between voice and appearance in the embodiment of a robot tutor
Robot embodiment is, by its very nature, holistic and understanding how various aspects contribute to the user perception of the robot is non-trivial. A study is presented here that investigates whether there is an interaction effect between voice and other aspects of embodiment, such as movement and appearance, in a pedagogical setting. An on-line study was distributed to children aged 11–17 that uses a modified Godspeed questionnaire. We show an interaction effect between the robot embodiment and voice in terms of perceived lifelikeness of the robot. Politeness is a key strategy used in learning and teaching, and here an effect is also observed for perceived politeness. Interestingly, participants’ overall preference was for embodiment combinations that are deemed polite and more like a teacher, but are not necessarily the most lifelike. From these findings, we are able to inform the design of robotic tutors going forward
The Cerevoice Blizzard Entry 2007: Are Small Database Errors Worse than Compression Artifacts?
In commercial systems the memory footprint of unit selection systems is often a key issue. This is especially true for PDAs and other embedded devices. In this years Blizzard entry CereProc R○gave itself the criteria that the full database system entered would have a smaller memory footprint than either of the two smaller database entries. This was accomplished by applying speex speech compression to the full database entry. In turn a set of small database techniques used to improve the quality of small database systems in last years entry were extended. Finally, for all systems, two quality control methods were applied to the underlying database to improve the lexicon and transcription match to the underlying data. Results suggest that mild audio quality artifacts introduced by lossy compression have almost as much impact on MOS perceived quality as concatenation errors introduced by sparse data in the smaller systems with bulked diphones. Index Terms: speech synthesis, unit selection. 1
A Reusable Interaction Management Module: Use case for Empathic Robotic Tutoring
We demonstrate the workings of a stochastic Interaction Management and showcase this working as part of a learning environment that includes a robotic tutor who interacts with students, helping them through a pedagogical task
Prosodic transcription of Glasgow English: an evaluation study of GlaToBI
GlaToBI, a version of the ToBI prosodic transcription system which can be used to transcribe the intonation patterns of western Scottish (Glasgow) English, is currently under development. An assessment of GlaToBI, similar to the evaluation studies that were undertaken for the original ToBI system [7], and for GToBI, a version developed for German [4], has been carried out to test the new system 's reliability, learnability and comprehensiveness. The results of this study show that this adaptation of the ToBI system can be applied with the expected level of reliability to the transcription of Glasgow English. 1. INTRODUCTION Very little corpus based work has been done on the prosodic features of English dialects other than Standard American and southern British (Received Pronunciation). However, with the creation of databases such as the University of Edinburgh's HCRC Map Task corpus [1], the predominant dialect of which is western Scottish (Glasgow) English, the opportunity has arisen..
The Smartphone: A Lacanian Stain, A Tech Killer, and an Embodiment of Radical Individualism
YAFR (Yet another futile rant) presents the smartphone: an unstoppable piece of technology generated from a perfect storm of commercial, technological, social and psychological factors. We begin by misquoting Steve Jobs and by being unfairly rude about the HCI community. We then consider the smartphone's ability to kill off competing technology and to undermine collectivism. We argue that its role as a Lacanian stain, an exploitative tool, and as a means of concentrating power into the hands of the few, make it a technology that will rival the personal automobile in its effect on modern society
Serious Game Evaluation as a Meta-game
Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults.
Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team.
Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience.
Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user.
Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team
HandyBroker - An intelligent product-brokering agent for M-commerce applications with user preference tracking
One of the potential applications for agent-based systems is m-commerce. A lot of research has been done on making such systems intelligent to personalize their services for users. In most systems, user-supplied keywords are generally used to help generate profiles for users. In this paper, an evolutionary ontology-based product-brokering agent has been designed for m-commerce applications. It uses an evaluation function to represent a user’s preference instead of the usual keyword-based profile. By using genetic algorithms, the agent tracks the user’s preferences for a particular product by tuning some parameters inside its evaluation function. A prototype called “Handy Broker” has been implemented in Java and the results obtained from our experiments looks promising for m-commerce use
WoZ Pilot Experiment for Empathic Robotic Tutors: Opportunities and Challenges
We discuss the challenges and opportunities in building empathic
robotic tutors based on a preliminary Wizard-of-Oz (WoZ) pilot
study. From the data collected in this study, we identify situations where
empathy in a robotic tutor could have helped the conversation between
the learner and the tutor. The video presented with this paper captures
these situations where two children participants are interacting with a
map application and a robot tutor operated by a wizard
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