198 research outputs found

    Left/Right Hand Segmentation in Egocentric Videos

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    Wearable cameras allow people to record their daily activities from a user-centered (First Person Vision) perspective. Due to their favorable location, wearable cameras frequently capture the hands of the user, and may thus represent a promising user-machine interaction tool for different applications. Existent First Person Vision methods handle hand segmentation as a background-foreground problem, ignoring two important facts: i) hands are not a single "skin-like" moving element, but a pair of interacting cooperative entities, ii) close hand interactions may lead to hand-to-hand occlusions and, as a consequence, create a single hand-like segment. These facts complicate a proper understanding of hand movements and interactions. Our approach extends traditional background-foreground strategies, by including a hand-identification step (left-right) based on a Maxwell distribution of angle and position. Hand-to-hand occlusions are addressed by exploiting temporal superpixels. The experimental results show that, in addition to a reliable left/right hand-segmentation, our approach considerably improves the traditional background-foreground hand-segmentation

    Unsupervised Understanding of Location and Illumination Changes in Egocentric Videos

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    Wearable cameras stand out as one of the most promising devices for the upcoming years, and as a consequence, the demand of computer algorithms to automatically understand the videos recorded with them is increasing quickly. An automatic understanding of these videos is not an easy task, and its mobile nature implies important challenges to be faced, such as the changing light conditions and the unrestricted locations recorded. This paper proposes an unsupervised strategy based on global features and manifold learning to endow wearable cameras with contextual information regarding the light conditions and the location captured. Results show that non-linear manifold methods can capture contextual patterns from global features without compromising large computational resources. The proposed strategy is used, as an application case, as a switching mechanism to improve the hand-detection problem in egocentric videos.Comment: Submitted for publicatio

    The influence of social cues in persuasive social robots on psychological reactance and compliance

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    People can react negatively to persuasive attempts experiencing reactance, which gives rise to negative feelings and thoughts and may reduce compliance. This research examines social responses towards persuasive social agents. We present a laboratory experiment which assessed reactance and compliance to persuasive attempts delivered by an artificial (non-robotic) social agent, a social robot with minimal social cues (human-like face with speech output and blinking eyes), and a social robot with enhanced social cues (human-like face with head movement, facial expression, affective intonation of speech output). Our results suggest that a social robot presenting more social cues will cause higher reactance and this effect is stronger when the user feels involved in the task at hand

    How Social Robots can Influence Motivation as Motivators in Learning:A Scoping Review

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    Earlier research has investigated how educational social robots can influence learner motivation and learning outcomes as motivators instead of learning materials. This paper presents a scoping literature review of this body of work, focusing on the educational strategies used, and describing the range of approaches used to influence motivation and learning through social robots, not as learning tools but as motivators. Nineteen advanced studies are identified and described according to the components of the ARCS model (a motivation model dominant in robotics research): Attention, Relevance, Confidence, and Satisfaction. We summarized the measures used for motivation in the studies and relate these measures to the four ARCS model components. Finally, we analyzed the studies from the perspectives of sample groups, study type, and domain or subject. Our analyses suggested that beyond focusing on persuasive (educational) strategies that educational social robots can use to keep learners' attention, researchers should also focus on the satisfaction component of motivation. Furthermore, future studies should examine long-term interactions, apply more rigor in using validated questionnaires, and combine qualitative and quantitative methods to understand not only the effects of these different approaches but also the reasons behind them.</p

    Assessing the effect of persuasive robots interactive social cues on users’ psychological reactance, liking, trusting beliefs and compliance

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    Research in the field of social robotics suggests that enhancing social cues in robots can elicit more social responses in users. It is however not clear how users respond socially to persuasive social robots and whether such reactions will be more pronounced when the robots feature more interactive social cues. In the current research, we examine social responses towards persuasive attempts provided by a robot featuring different numbers of interactive social cues. A laboratory experiment assessed participants’ psychological reactance, liking, trusting beliefs and compliance toward a persuasive robot that either presented users with: no interactive social cues (random head movements and random social praises), low number of interactive social cues (head mimicry), or high number of interactive social cues (head mimicry and proper timing for social praise). Results show that a persuasive robot with the highest number of interactive social cues invoked lower reactance and was liked more than the robots in the other two conditions. Furthermore, results suggest that trusting beliefs towards persuasive robots can be enhanced by utilizing praise as presented by social robots in no interactive social cues and high number of interactive social cues conditions. However, interactive social cues did not contribute to higher compliance

    Crowd of oz : A crowd-powered social robotics system for stress management

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    Coping with stress is crucial for a healthy lifestyle. In the past, a great deal of research has been conducted to use socially assistive robots as a therapy to alleviate stress and anxiety related problems. However, building a fully autonomous social robot which can deliver psycho-therapeutic solutions is a very challenging endeavor due to limitations in artificial intelligence (AI). To overcome AI’s limitations, researchers have previously introduced crowdsourcing-based teleoperation methods, which summon the crowd’s input to control a robot’s functions. However, in the context of robotics, such methods have only been used to support the object manipulation, navigational, and training tasks. It is not yet known how to leverage real-time crowdsourcing (RTC) to process complex therapeutic conversational tasks for social robotics. To fill this gap, we developed Crowd of Oz (CoZ), an open-source system that allows Softbank’s Pepper robot to support such conversational tasks. To demonstrate the potential implications of this crowd-powered approach, we investigated how effectively, crowd workers recruited in real-time can teleoperate the robot’s speech, in situations when the robot needs to act as a life coach. We systematically varied the number of workers who simultaneously handle the speech of the robot (N = 1, 2, 4, 8) and investigated the concomitant effects for enabling RTC for social robotics. Additionally, we present Pavilion, a novel and open-source algorithm for managing the workers’ queue so that a required number of workers are engaged or waiting. Based on our findings, we discuss salient parameters that such crowd-powered systems must adhere to, so as to enhance their performance in response latency and dialogue quality. © 2020 by the authors. Licensee MDPI, Basel, Switzerland

    Assessing the effect of persuasive robots interactive social cues on users’ psychological reactance, liking, trusting beliefs and compliance

    Get PDF
    Research in the field of social robotics suggests that enhancing social cues in robots can elicit more social responses in users. It is however not clear how users respond socially to persuasive social robots and whether such reactions will be more pronounced when the robots feature more interactive social cues. In the current research, we examine social responses towards persuasive attempts provided by a robot featuring different numbers of interactive social cues. A laboratory experiment assessed participants’ psychological reactance, liking, trusting beliefs and compliance toward a persuasive robot that either presented users with: no interactive social cues (random head movements and random social praises), low number of interactive social cues (head mimicry), or high number of interactive social cues (head mimicry and proper timing for social praise). Results show that a persuasive robot with the highest number of interactive social cues invoked lower reactance and was liked more than the robots in the other two conditions. Furthermore, results suggest that trusting beliefs towards persuasive robots can be enhanced by utilizing praise as presented by social robots in no interactive social cues and high number of interactive social cues conditions. However, interactive social cues did not contribute to higher compliance

    Who is a Better Tutor? Gaze Hints with a Human or Humanoid Tutor in Game Play

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    In this paper, we present a study that analyses the effects of robot or human gaze hints on people's choices in a card game. We asked human participants to play a matching card game in the presence of a human or a robotic tutor. Our aim was to find out if gaze hints provided by the tutor can direct the attention and influence the choices of the human participants. The results show that participants performed significantly better when they received gaze hints from a tutor than when they did not. Furthermore, we found that people identified the tutor hints more often in robot condition than in human condition and, as a result, performed significantly better.Postprint (published version
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