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  • 2018

  • Ozaki, Yasunori; Ishihara, Tatsuya; Matsumura, Narimune; Nunobiki, Tadashi; Yamada, Tomohiro (2018) : Decision-Making Prediction for Human-Robot Engagement between Pedestrian and Robot Receptionist In: Cabibihan, John-Joh: IEEE RO-MAN 2018: The 27th IEEE International Symposium on Robot and Human Interactive Communication: 2018 27th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN): Nanjing: 8/27/2018 - 8/31/2018. Ro-Man; Institute of Electrical and Electronics Engineers; IEEE Robotics and Automation Society; IEEE Ro-Man; IEEE International Symposium on Robot and Human Interactive Communication: Piscataway, NJ: IEEE, S. 208-215

    Abstract: Social robots have been providing a number of customer services lately. For example, they can take the place of people as receptionists. When people interact they predict each others decision-making from the others actions and take suitable actions for the sake of the other. However, taking such actions is difficult for modern social robots. Therefore, our initial aim is to solve the problem of how to predict decision-making in human-robot engagement. Choosing a reception system as a case study to approach this goal, we created a new model to predict who will use the system. The model contains a state transition function based on observation studies. We evaluated the model though a controlled experiment and a simulation experiment, using field data on prediction performance and mental effect. The experiment results lead us to believe that the model can predict the decisions of others sufficiently well. We also found that a pedestrian who will not talk with a robot receptionist suffers a negative emotion when the pedestrian is greeted by a robot, but a method we propose prevents this. We suggest that the word suitable is related to negative emotion, a part of usability. By using our model in the future we will attempt to find a method that will enable a robot to learn suitable actions by itself.

  • 2016

  • Bresó, A.; Martínez‐Miranda, J.; Botella, C.; Baños, R. M.; García‐Gómez, J. M. (2016): Usability and acceptability assessment of an empathic virtual agent to prevent major depression. In: Expert Systems: International Journal of Knowledge Engineering and Neural Networks 33 (4), S. 297-312. DOI: 10.1111/exsy.12151

    DOI: https://doi.org/10.1111/exsy.12151 

    Abstract: In Human–Computer Interaction, the adaptation of the content and the way of how this content is communicated to the users in interactive sessions is a critical issue to promote the acceptability and usability of any computational system. We present a user‐adapted interactive platform to identify and provide an early intervention for symptoms of depression and suicide. In particular, we describe the work performed to assess users’ system acceptability and usability. An empathic Virtual Agent is the main interface with the user, and it has been designed to generate the appropriate dialogues and emotions during the interactions according to the detected user’s specific needs. This personalization is based on a dynamic user model nurtured with clinical, demographical and behavioural information. The evaluation was performed with 60 participants from the university community. The obtained results were promising, allowing the execution of a further clinical trial. The system’s usability score was 75.7%, and the score of the user‐adapted content and the emotional responses of the Virtual Agent was 70.9%. (PsycINFO Database Record (c) 2017 APA, all rights reserved)

  • 2015

  • Jennings, Edel; Roddy, Mark; Leckey, Alexander J.; Feigenblat, Guy (2015): Use of Scripted Role-Play in Evaluation of Multiple-User Multiple-Service Mobile Social and Pervasive Systems. In: International Journal of Mobile Human Computer Interaction 7 (4), S. 35-52. DOI: 10.4018/IJMHCI.2015100103

    Abstract: Mobile and social computing is rapidly evolving towards a deeper integration with the physical world due to the proliferation of smart connected objects. It is widely acknowledged that involving end users in the design, development and evaluation of applications that function within the resulting complex socio-technical systems is crucial. However, reliable methods for managing evaluation of medium fidelity prototypes, whose utility is often dependent on rich data sets and/or the presence of multiple users simultaneously engaging in multiple activities, have not yet emerged. The authors report on the use of scripted role-play as an experimental approach applied in a mixed-methods evaluation of early prototypes of a suite of professional networking applications targeting a conference attendance scenario. Their evaluation was significantly constrained by the limited availability of a small cohort of end users for a relatively short period of time, which pose a challenge to define interactions that would ensure these users could experience and understand the novel application features. The authors observed that participatory role-play facilitated deeper user engagement with, exploration of, and discussion about, the mobile social applications than would have been possible with traditional usability approaches given the small user cohort and the time-constrained conditions.

  • 2014

  • Złotowski, J.; Strasser, E.; Bartneck, C. (2014) : Dimensions of Anthropomorphism : From Humanness to Humanlikeness In: Sagerer, Gerhard; Imai, Michita; Belpaeme, Tony; Thomaz, Andrea (Hg.): HRI'14: Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction : March 3-6, 2014, Bielefeld, Germany. Unter Mitarbeit von Gerhard Sagerer und Michita Imai: the 2014 ACM/IEEE international conference: Bielefeld, Germany: 3/3/2014 - 3/6/2014. Hri; Association for Computing Machinery; Institute of Electrical and Electronics Engineers; IEEE Robotics and Automation Society; ACM/IEEE International Conference on Human-Robot Interaction: Piscataway, NJ: IEEE, S. 66-73

    Abstract: In HRI anthropomorphism has been considered to be a unidimensional construct. However, social psychological studies of the potentially reverse process to anthropomorphisation - known as dehumanization - indicate that there are two distinct senses of humanness with different consequences for people who are dehumanized by deprivation of some of the aspects of these dimensions. These attributes are crucial for perception of others as humans. Therefore, we hypothesized that the same attributes could be used to anthropomorphize a robot in HRI and only a two-dimensional measures would be suitable to distinguish between different forms of making a robot more humanlike. In a study where participants played a quiz based on the TV show “Jeopardy!” we manipulated a NAO robot's intelligence and emotionality. The results suggest that only emotionality, not intelligence, makes robots be perceived as more humanlike. Furthermore, we found some evidence that anthropomorphism is a multidimensional phenomenon.

  • 2012

  • Lin, Hao-Chiang Koong; Wang, Cheng-Hung; Chao, Ching-Ju; Chien, Ming-Kuan (2012): Employing Textual and Facial Emotion Recognition to Design an Affective Tutoring System. In: Turkish Online Journal of Educational Technology - TOJET 11 (4), S. 418-426. Online verfügbar unter https://eric.ed.gov/?id=EJ989317, zuletzt geprüft am 22.11.2019

     

    Abstract: Emotional expression in Artificial Intelligence has gained lots of attention in recent years, people applied its affective computing not only in enhancing and realizing the interaction between computers and human, it also makes computer more humane. In this study, emotional expressions were applied into intelligent tutoring system, where learners’ emotional expression in learning process was observed in order to give an appropriate feedback. Emotional intelligent not only gives high flexibility to the interaction of tutoring system, it also to deepen its level of human interaction. This study uses dual-mode operation: facial expression recognition, and text semantics as the main elements in affective computing to understand users’ emotions. Text semantics are used to understand learners’ learning status, and the results would contribute to course management agents in order to choose the most appropriate teaching strategies and feedback to the users. Facial expression recognition allows interactive agents to provide users a complete sound and animation feedback. (Contains 5 tables and 3 figures.)

  • 2011

  • Cavallo, F.; Aquilano, M.; Bonaccorsi, M.; Mannari, I.; Carrozza, M. C.; Dario, P. (2011): Multidisciplinary approach for developing a new robotic system for domiciliary assistance to elderly people. In: Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual Conference, S. 5327-5330. DOI: 10.1109/IEMBS.2011.6091318

    DOI: http://www.ncbi.nlm.nih.gov/pubmed/22255541 

    Abstract: This paper aims to show the effectiveness of a (inter / multi)disciplinary team, based on the technology developers, elderly care organizations, and designers, in developing the ASTRO robotic system for domiciliary assistance to elderly people. The main issues presented in this work concern the improvement of robot's behavior by means of a smart sensor network able to share information with the robot for localization and navigation, and the design of the robot's appearance and functionalities by means of a substantial analysis of users' requirements and attitude to robotic technology to improve acceptability and usability.

  • 2009

  • Umemuro, Hiroyuki (2009) : Affective technology: Beyond usability: IEEE 13th International Symposium on Consumer Electronics, 2009: ISCE '09 ; Kyoto, Japan, 25 - 28 May 2009: 2009 IEEE 13th International Symposium on Consumer Electronics (ISCE): Kyoto, Japan: 5/25/2009 - 5/28/2009. Institute of Electrical and Electronics Engineers; IEEE International Symposium on Consumer Electronics; Isce: Piscataway, NJ: IEEE, S. 373-374

    Abstract: This paper argues the significant contributions and also limits of usability approach on designing technological products and services. Among various emerging concepts that have been proposed to supplement usability, this paper argues importance of considering human affects when users interact with technology. This paper defines technology that are capable to evoke appropriate affective responses in users as affective technology. Perspectives of affective technology research are discussed.

  • 2006

  • Gorostiza, Javi F.; Barber, Ramon; Khamis, Alaa M.; Malfaz, Maria; Pacheco, Rakel; Rivas, Rafael; Corrales, Ana; Delgado, Elena; Salichs, Miguel A. (2006) : Multimodal Human-Robot Interaction Framework for a Personal Robot: The 15th IEEE International Symposium on Robot and Human Interactive Communication, 2006: RO-MAN 2006 ; 6-8 Sept. 2006, University of Hertfordshire, Hatfield, United Kingdom ; proceedings: RO-MAN 2006: The 15th IEEE International Symposium on Robot and Human Interactive Communication: Hatfield: 9/6/2006 - 9/8/2006. IEEE International Symposium on Robot and Human Interactive Communication; IEEE Ro-Man: Piscataway, NJ: IEEE, S. 39-44

    Abstract: This paper presents a framework for multimodal human-robot interaction. The proposed framework is being implemented in a personal robot called Maggie, developed at RoboticsLab of the University Carlos III of Madrid for social interaction research. The control architecture of this personal robot is a hybrid control architecture called AD (automatic-deliberative) that incorporates an emotion control system (ECS). Maggie's main goal is to interact establish a peer-to-peer relationship with humans. To achieve this goal, a set of human-robot interaction skills are developed based on the proposed framework. The human-robot interaction skills imply tactile, visual, remote voice and sound modes. The multi-modal fusion and synchronization are also presented in this paper.

  • 2004

  • Marble, J. L.; Bruemmer, D. J.; Few, D. A.; Dudenhoeffer, D. D. (2004) : Evaluation of supervisory vs. peer-peer interaction with human-robot teams In: Sprague, Ralph H.: Proceedings of the 37th Annual Hawaii International Conference on System Sciences: Abstracts and CD-ROM of full papers : 5-8 January, 2004, Big Island, Hawaii: 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the: Big Island, HI, USA: 1/8/2004 - 1/8/2004. Annual Hawaii International Conference on System Sciences; IEEE Computer Society: Los Alamitos, Calif: IEEE Computer Society Press

    Abstract: We submit that the most interesting and fruitful human-robot interaction (HRI) may be possible when the robot is able to interact with the human as a true team member, rather than a tool. However, the benefits of shared control can all too easily be overshadowed by challenges inherent to blending human and robot initiative. The most important requirements for peer-peer interaction are system trust and ability to predict system behavior. The human must be able to understand the reason for and effects of robot initiative. These requirements can only be met through careful application of human factors principles and usability testing to determine how users interact with the system. This paper discusses the recent human participant usability testing, which took our current implementation to task using a search and rescue scenario within a complex, real-world environment. The purpose of testing was to examine how human operators work with the robotic system at each level of autonomy, and how interaction with the robot should be structured to enable situation awareness and task completion. Analyses revealed that our architecture equally supported situation awareness and target detection by novices and experts, although experienced users were more likely to have more performance expectations of the interface. Results also had implications regarding the ability of participants to effectively utilize the collaborative workspace and, most importantly, their ability to understand and willingness to accept robot initiative.

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