Alle Publikationen
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2013
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(2013): Human-like interaction skills for the mobile communication robot Robotinho. In: International Journal of Social Robotics 5 (4), S. 549-561. DOI: 10.1007/s12369-013-0206-y
DOI: https://doi.org/10.1007/s12369-013-0206-y Abstract: The operation of robotic tour guides in public museums leads to a variety of interactions of these complex technical systems with humans of all ages and with different technical backgrounds. Interacting with a robot is a new experience for many visitors. An intuitive user interface, preferable one that resembles the interaction between human tour guides and visitors, simplifies the communication between robot and visitors. To allow for supportive behavior of the guided persons, predictable robot behavior is necessary. Humanoid robots are able to resemble human motions and behaviors and look familiar to human users that have not interacted with robots so far. Hence, they are particularly well suited for this purpose. In this work, we present our anthropomorphic mobile communication robot Robotinho. It is equipped with an expressive communication head to display emotions. Its multimodal dialog system incorporates gestures, facial expression, body language, and speech. We describe the behaviors that we developed for interaction with inexperienced users in a museum tour guide scenario. In contrast to prior work, Robotinho communicated with the guided persons during navigation between exhibits, not only while explaining an exhibit. We report qualitative and quantitative results from evaluations of Robotinho in RoboCup@Home competitions and in a science museum. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
2011
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(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.
Keywords: 80 and over, Administration, Aged, Benutzerfreundlichkeit, Computer assisted, Equipment Design, Equipment Failure Analysis, Female, Gerontologie, Humans, ieee xplore, Instrumentation, Male, Mobile communication, Organisation, Patient Care Team, Polarization, Robot kinematics, Robot sensing systems, Robotics, Self-Care, Senior citizens, Therapy, usability 2007
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(2007) : Managing Context Rules in Mobile Devices: 4th International Forum on Applied Wearable Computing 2007: Tel Aviv, Israel: IEEE, S. 1-12. Online verfügbar unter https://ieeexplore.ieee.org/document/5760482/
Abstract: Abstract: An essential aspect of Mark Weiser's vision for ubiquitous computing is that computers become "invisible", demanding very little attention of their users. For this to happen, computers should be able to establish a shared understanding of the conceptual and social settings in which they operate, i.e., they should be context aware. This paper addresses one aspect of contextawareness, namely the management of context rules in mobile and wearable devices. Context rules are employed to predict higher-level human situations (activities), and to actuate desirable operations which are suitable to these situations. Because context rules are application specific, they are defined by application developers and users. So far, little consideration is given in the literature to take the habit (experience) of users into account to dynamically generate and manage context rules. In this paper we will provide a framework to associate decision events (signifying the actions performed by a user) with numerous context types which describe a situation of interest. From an aggregate of decision-context associations we generate context rules which enable mobile devices to proactively provide useful services.
2006
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(2006): Autonomous interactive intermediaries. Social intelligence for mobile communication agents. ProQuest Information & Learning, US.
Abstract: Today's cellphones are passive communication portals. They are neither aware of our conversational settings, nor of the relationship between caller and callee, and often interrupt us at inappropriate times. This thesis is about adding elements of human style social intelligence to our mobile communication devices in order to make them more socially acceptable to both user and local others. I suggest the concept of an Autonomous Interactive Intermediary that assumes the role of an actively mediating party between caller, callee, and co-located people. In order to behave in a socially appropriate way, the Intermediary interrupts with non-verbal cues and attempts to harvest 'residual social intelligence' from the calling party, the called person, the people close by, and its current location. For example, the Intermediary obtains the user's conversational status from a decentralized network of autonomous body-worn sensor nodes. These nodes detect conversational groupings in real time, and provide the Intermediary with the user's conversation size and talk-to-listen ratio. The Intermediary can 'poll' all participants of a face-to-face conversation about the appropriateness of a possible interruption by slightly vibrating their wirelessly actuated finger rings. Although the alerted people do not know if it is their own cellphone that is about to interrupt, each of them can veto the interruption anonymously by touching his/her ring. If no one vetoes, the Intermediary may interrupt. A user study showed significantly more vetoes during a collaborative group-focused setting than during a less group oriented setting. The Intermediary is implemented as a both a conversational agent and an animatronic device. The animatronics is a small wireless robotic stuffed animal in the form of a squirrel, bunny, or parrot. The purpose of the embodiment is to employ intuitive non-verbal cues such as gaze and gestures to attract attention, instead of ringing or vibration. Evidence suggests that such subtle yet public alerting by animatronics evokes significantly different reactions than ordinary telephones and are seen as less invasive by others present when we receive phone calls. The Intermediary is also a dual conversational agent that can whisper and listen to the user, and converse with a caller, mediating between them in real time. The Intermediary modifies its conversational script depending on caller identity, caller and user choices, and the conversational status of the user. It interrupts and communicates with the user when it is socially appropriate, and may break down a synchronous phone call into chunks of voice instant messages. (Copies available exclusively from MIT Libraries, Rm. 14-0551, Cambridge, MA 02139-4307. Ph. 617-253-5668; Fax 617-253-1690.) (PsycINFO Database Record (c) 2016 APA, all rights reserved)
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