14 research outputs found

    Modeling Group Dynamics for Personalized Robot-Mediated Interactions

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    The field of human-human-robot interaction (HHRI) uses social robots to positively influence how humans interact with each other. This objective requires models of human understanding that consider multiple humans in an interaction as a collective entity and represent the group dynamics that exist within it. Understanding group dynamics is important because these can influence the behaviors, attitudes, and opinions of each individual within the group, as well as the group as a whole. Such an understanding is also useful when personalizing an interaction between a robot and the humans in its environment, where a group-level model can facilitate the design of robot behaviors that are tailored to a given group, the dynamics that exist within it, and the specific needs and preferences of the individual interactants. In this paper, we highlight the need for group-level models of human understanding in human-human-robot interaction research and how these can be useful in developing personalization techniques. We survey existing models of group dynamics and categorize them into models of social dominance, affect, social cohesion, and conflict resolution. We highlight the important features these models utilize, evaluate their potential to capture interpersonal aspects of a social interaction, and highlight their value for personalization techniques. Finally, we identify directions for future work, and make a case for models of relational affect as an approach that can better capture group-level understanding of human-human interactions and be useful in personalizing human-human-robot interactions

    Tactile sensing: a machine learning approach

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    This thesis addresses the problem of tactile sensing in a robot. We construct an artificial finger and use machine learning to acquire the ability to recognise textures and predict slip. The finger has randomly distributed strain gauges and polyvinylidene fluoride (PVDF) films em- bedded in silicone. In the texture recognition task, several machine learning algorithms such as naive Bayes, decision trees, and naive Bayes trees have been trained to distinguish materials sensed by the artificial finger. Different textures induce different intensities of vibrations in the silicone. Conse- quently, textures can be distinguished by the presence of different fre- quencies in the signal. The data from the finger are preprocessed and the Fourier coefficients of the sensor outputs are used to train classifiers. We show that the learned classifiers generalise well for unseen datasets. Our classifiers can distinguish between different materials such as carpet, flooring vinyls, tiles, sponge, wood and polyvinyl-chloride (PVC) woven mesh with an accuracy of 95 _ 4%. In the slip prediction task, we predict a slip by studying temporal patterns in the multidimensional time-series data about the finger-object contact. The multidimensional time-series is analysed using probabilistic clustering that transforms the data into a sequence of symbols that is used to train a hidden Markov model (HMM) classifier. Experimental results show that the classifier can predict a slip, at least 100ms before the slip takes place, with an accuracy of 96% on unseen datasets

    ViHOPE: Visuotactile In-Hand Object 6D Pose Estimation with Shape Completion

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    In this letter, we introduce ViHOPE, a novel framework for estimating the 6D pose of an in-hand object using visuotactile perception. Our key insight is that the accuracy of the 6D object pose estimate can be improved by explicitly completing the shape of the object. To this end, we introduce a novel visuotactile shape completion module that uses a conditional Generative Adversarial Network to complete the shape of an in-hand object based on volumetric representation. This approach improves over prior works that directly regress visuotactile observations to a 6D pose. By explicitly completing the shape of the in-hand object and jointly optimizing the shape completion and pose estimation tasks, we improve the accuracy of the 6D object pose estimate. We train and test our model on a synthetic dataset and compare it with the state-of-the-art. In the visuotactile shape completion task, we outperform the state-of-the-art by 265% using the Intersection of Union metric and achieve 88% lower Chamfer Distance. In the visuotactile pose estimation task, we present results that suggest our framework reduces position and angular errors by 35% and 64%, respectively. Furthermore, we ablate our framework to confirm the gain on the 6D object pose estimate from explicitly completing the shape. Ultimately, we show that our framework produces models that are robust to sim-to-real transfer on a real-world robot platform.Comment: Accepted by RA-

    Hierarchical Graph Neural Networks for Proprioceptive 6D Pose Estimation of In-hand Objects

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    Robotic manipulation, in particular in-hand object manipulation, often requires an accurate estimate of the object's 6D pose. To improve the accuracy of the estimated pose, state-of-the-art approaches in 6D object pose estimation use observational data from one or more modalities, e.g., RGB images, depth, and tactile readings. However, existing approaches make limited use of the underlying geometric structure of the object captured by these modalities, thereby, increasing their reliance on visual features. This results in poor performance when presented with objects that lack such visual features or when visual features are simply occluded. Furthermore, current approaches do not take advantage of the proprioceptive information embedded in the position of the fingers. To address these limitations, in this paper: (1) we introduce a hierarchical graph neural network architecture for combining multimodal (vision and touch) data that allows for a geometrically informed 6D object pose estimation, (2) we introduce a hierarchical message passing operation that flows the information within and across modalities to learn a graph-based object representation, and (3) we introduce a method that accounts for the proprioceptive information for in-hand object representation. We evaluate our model on a diverse subset of objects from the YCB Object and Model Set, and show that our method substantially outperforms existing state-of-the-art work in accuracy and robustness to occlusion. We also deploy our proposed framework on a real robot and qualitatively demonstrate successful transfer to real settings

    "How Did They Come Across?" Lessons Learned from Continuous Affective Ratings

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    Social distance, or perception of the other, is recognized as a dynamic dimension of an interaction, but yet to be widely explored or understood. Through CORAE, a novel web-based open-source tool for COntinuous Retrospective Affect Evaluation, we collected retrospective ratings of interpersonal perceptions between 12 participant dyads. In this work, we explore how different aspects of these interactions reflect on the ratings collected, through a discourse analysis of individual and social behavior of the interactants. We found that different events observed in the ratings can be mapped to complex interaction phenomena, shedding light on relevant interaction features that may play a role in interpersonal understanding and grounding. This paves the way for better, more seamless human-robot interactions, where affect is interpreted as highly dynamic and contingent on interaction history.Comment: arXiv admin note: substantial text overlap with arXiv:2306.1662

    CORAE: A Tool for Intuitive and Continuous Retrospective Evaluation of Interactions

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    This paper introduces CORAE, a novel web-based open-source tool for COntinuous Retrospective Affect Evaluation, designed to capture continuous affect data about interpersonal perceptions in dyadic interactions. Grounded in behavioral ecology perspectives of emotion, this approach replaces valence as the relevant rating dimension with approach and withdrawal, reflecting the degree to which behavior is perceived as increasing or decreasing social distance. We conducted a study to experimentally validate the efficacy of our platform with 24 participants. The tool's effectiveness was tested in the context of dyadic negotiation, revealing insights about how interpersonal dynamics evolve over time. We find that the continuous affect rating method is consistent with individuals' perception of the overall interaction. This paper contributes to the growing body of research on affective computing and offers a valuable tool for researchers interested in investigating the temporal dynamics of affect and emotion in social interactions
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