Alle Publikationen
- <<
- <
- 1
2017
-
(2017): The effects of cognitive biases and imperfectness in long-term robot-human interactions. Case studies using five cognitive biases on three robots. In: Cognitive Systems Research 43, S. 266-290. DOI: 10.1016/j.cogsys.2016.07.007
DOI: https://doi.org/10.1016/j.cogsys.2016.07.007 Abstract: The research presented in this paper demonstrates a model for aiding human-robot companionship based on the principle of ‘human’ cognitive biases applied to a robot. The aim of this work was to study how cognitive biases can affect human-robot companionship in long-time. In the current paper, we show comparative results of the experiments using five biased algorithms in three different robots such as ERWIN, MyKeepon and MARC. The results were analysed to determine what difference if any of biased vs unbiased interaction has on the interaction with the robot and if the participants were able to form any kind of ‘preference’ towards the different algorithms. The experimental presented show that the participants have more of a preference towards the biased algorithm interactions than the robot without the bias.
2016
-
(2016): Development of a socially interactive system with whole-body movements for BHR-4. In: Int J of Soc Robotics 8 (2), S. 183-192. DOI: 10.1007/s12369-015-0330-y
DOI: https://doi.org/10.1007/s12369-015-0330-y Abstract: For a long time, humans have been communicating with others through voice, facial expressions, and body movements. If a humanoid robot has a human-habitual, natural, and human-like interactive form, it tends to be accepted by humans. To date, the majority of the existing humanoid robots have had difficulty in interacting with humans in a human-like way. This study focuses on this issue and develops a socially interactive system for enhancing the natural communication ability of a humanoid robot. The system, which is implemented in an android robot, BHR-4, features hearing, voice conversation, and facial and body emotional expression capabilities. Then, a full-body social motion planner for a humanoid robot is presented. The objective of this planner is to control the whole-body motion of the robot in a way similar to that of humans. Finally, experiments are conducted on the robot regarding its interactions with humans in a pure indoor environment. It is expected that the socially interactive system can enhance the natural communication ability of an android robot. The results of the experiments show that the combination of verbal behavior with facial expressions and body movements is better than verbal behavior alone, verbal behavior combined with facial expressions, or verbal behavior combined with body movements. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
-
(2016) : 13-year-olds approach human-robot interaction like adults: 2016 Joint IEEE International Conference on Development and Learning and Epigenetic Robotics (ICDL-EpiRob): Cergy-Pontoise/Paris, France: IEEE, S. 138-143
DOI: https://doi.org/10.1109/DEVLRN.2016.7846805 Abstract: Robots are at the evolution stage that will bring them to interact with humans in daily activities. This will lead to a direct contact with all the members of a household. It is important therefore to understand whether a robot behavior designed for adults could fit also the needs of their younger relatives. In particular, in this work we investigate whether the acceptance and basic understanding of robot behaviors changes between the onset of adolescence and adulthood. With a series of video-based tests we address three different aspects of the interaction: a) the a priori expectations of the prospective users on the most appropriate features of an interactive robot; b) their subjective preferences about a humanoid robot verbal and non-verbal behavior in a demonstration task; and c) the quantitative effect of robot gaze and hand motion on the ability of its human partner to understand its goal. The results show a remarkable similarity between teenagers and adults in all the subjective and quantitative metrics considered, suggesting that a robot behavior designed for adults would be probably effective also in the interaction with 13-year-olds. Our findings also underline the high relevance of an appropriate design of robot gaze direction, as both age groups relied substantially on this implicit cue in their understanding of robot goals.
Keywords: adolescence, adulthood, Angemessen(heit) (von Technik), demonstration task, goal anticipation, hand motion, Human voice, Humanoid Robot, Humanoid Robots, human-robot interaction, ieee xplore, implicit communication, interactive robot, motion control, Mouth, Nonverbal behavior, quantitative metrics, robot behavior, robot gaze direction, Robot kinematics, robot motion, Robot sensing systems, Social robotic, subjective metrics, video-based tests, Videos -
(2016): Child perception of humanoid robot appearance and behavior. In: International Journal of Human-Computer Interaction 32 (6), S. 493-502. DOI: 10.1080/10447318.2016.1172808
DOI: https://doi.org/10.1080/10447318.2016.1172808 Abstract: This study investigated children’s attitudes toward humanoid robots that exhibit various anthropomorphic appearances and behaviors. A total of 578 children aged from 8 to 14 years were recruited to evaluate humanoid robots depicted either in still images (N = 267) or videos (N = 311). The results showed that the degree of anthropomorphism affected children’s attitudes toward the robots. An uncanny valley was observed in this study, indicating that children prefer robots created with a moderate level of human likeness over those that have a highly human-like appearance but remain distinguishable from humans. A striking finding was that moving robots exhibiting social cues moderate the uncanny valley plot, thus contradicting Mori’s uncanny valley hypothesis, which posits that emotional responses are greater for moving robots than for static robots. In addition, the children in this study perceived the robots as more socially and physically attractive when the robots exhibited social cues. In summary, the current results suggest that children prefer moderately realistic robots and that robot behavior is a key determinant of how children perceive robots. A moderate level of anthropomorphic appearance combined with appropriate social cues can enhance child preferences for and acceptance of robots. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
2014
-
(2014): A Framework for User-Defined Body Gestures to Control a Humanoid Robot. In: International Journal of Social Robotics 6 (3), S. 383-396. DOI: 10.1007/s12369-014-0233-3
Abstract: This paper presents a framework that allows users to interact with and navigate a humanoid robot using body gestures. The first part of the paper describes a study to define intuitive gestures for eleven navigational commands based on analyzing 385 gestures performed by 35 participants. From the study results, we present a taxonomy of the user-defined gesture sets, agreement scores for the gesture sets, and time performances of the gesture motions. The second part of the paper presents a full body interaction system for recognizing the user-defined gestures. We evaluate the system by recruiting 22 participants to test for the accuracy of the proposed system. The results show that most of the defined gestures can be successfully recognized with a precision between 86100 % and an accuracy between 7396 %. We discuss the limitations of the system and present future work improvements.
2013
-
(2013): Guidelines for contextual motion design of a humanoid robot. In: International Journal of Social Robotics 5 (2), S. 153-169. DOI: 10.1007/s12369-012-0175-6
DOI: https://doi.org/10.1007/s12369-012-0175-6 Abstract: The motion of a humanoid robot is one of the most intuitive communication channels for human-robot interaction. Previous studies have presented related knowledge to generate speech-based motions of virtual agents on screens. However, physical humanoid robots share time and space with people, and thus, numerous speechless situations occur where the robot cannot be hidden from users. Therefore, we must understand the appropriate roles of motion design for a humanoid robot in many different situations. We achieved the target knowledge as motion-design guidelines based on the iterative findings of design case studies and a literature review. The guidelines are largely separated into two main roles for speech-based and speechless situations, and the latter can be further subdivided into idling, observing, listening, expecting, and mood-setting, all of which are well-distributed by different levels of intension. A series of experiments proved that our guidelines help create preferable motion designs of a humanoid robot. This study provides researchers with a balanced perspective between speech-based and speechless situations, and thus they can design the motions of a humanoid robot to satisfy users in more acceptable and pleasurable ways. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
-
(2013): Robotherapy with Dementia Patients. In: International Journal of Advanced Robotic Systems 10 (1). DOI: 10.5772/54765
Abstract: Humanoids have increasingly become the focus of attention in robotics research in recent years, especially in service and personal assistance robotics. This paper presents the application developed for humanoid robots in the therapy of dementia patients as a cognitive stimulation tool. The behaviour of the robot during the therapy sessions is visually programmed in a session script that allows music to play, physical movements (dancing, exercises, etc.), speech synthesis and interaction with the human monitor. The application includes the control software on board the robot and some tools like the visual script generator or a monitor to supervise the robot behaviour during the sessions. The robot application's impact on the patient's health has been studied. Experiments with real patients have been performed in collaboration with a centre of research in neurodegenerative diseases. Initial results show a slight or mild improvement in neuropsychiatric symptoms over other traditional therapy methods.
2012
-
(2012) : Children’s adaptation in multi-session interaction with a humanoid robot: 2012 IEEE RO-MAN: The 21st IEEE International Symposium on Robot and Human Interactive Communication: Paris, France: IEEE, S. 351-357
DOI: https://doi.org/10.1109/ROMAN.2012.6343778 Abstract: This work presents preliminary observations from a study of children (N=19, age 5-12) interacting in multiple sessions with a humanoid robot in a scenario involving game activities. The main purpose of the study was to see how their perception of the robot, their engagement, and their enjoyment of the robot as a companion evolve across multiple interactions, separated by one-two weeks. However, an interesting phenomenon was observed during the experiment: most of the children soon adapted to the behaviors of the robot, in terms of speech timing, speed and tone, verbal input formulation, nodding, gestures, etc. We describe the experimental setup and the system, and our observations and preliminary analysis results, which open interesting questions for further research.
Keywords: children adaptation, game activities, Game Theory, Games, Gestures, Humanoid Robot, Humanoid Robots, human-robot interaction, Humans, ieee xplore, Künstliche Intelligenz, medical robotics, multisession interaction, nodding, speech, speech timing, speed-and-tone, Syntactics, timing, verbal input formulation 2005
-
(2005) : Three-layered draw-attention model for humanoid robots with gestures and verbal cues: 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems: 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems: Piscataway NJ: IEEE, S. 2423-2428
DOI: https://doi.org/10.1109/IROS.2005.1545293 Abstract: When we talk about objects in an environment, we indicate to a listener which object is currently under consideration by using pointing gesture and such reference terms as "this" and "that". Such reference terms play an important role in human interaction by quickly informing the listener of an indicated object’s location. In this research, we propose a three-layered draw-attention model for humanoid robots with gestures and verbal cues. Our proposed three-layered model consists of three sub models: reference term model (RTM), limit distance model (LDM) and object property model (OPM). RTM decides an appropriate reference term using functions constructed by an analysis of human behavior. LDM decides whether to use the object’s property with a reference term. OPM decides the appropriate property for indicating the object by comparing object properties with each other. We developed an attention drawing system in a communication robot named "Robovie" based on the three layered model. We confirmed its effectiveness through the experiments.
Keywords: Angemessen(heit) (von Technik), Cities, communication robot, Gesture recognition, Human behavior, Human Computer Interaction, human interaction, Human robot interaction, Humanoid Robot, Humanoid Robots, human-robot interaction, human-robot interface, ieee xplore, intelligent robots, Knowledge engineering, limit distance model, Medical services, object property model, pointing gesture, reference term model, robot gesture, robot verbal cue, Robovie, Senior citizens, speech recognition, three-layered draw attention model, towns
- <<
- <
- 1
