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  • 2017

  • Hasler, Béatrice S.; Salomon, Oren; Tuchman, Peleg; Lev-Tov, Amir; Friedman, Doron (2017): Real-time gesture translation in intercultural communication. In: AI & Society 32 (1), S. 25-35. DOI: 10.1007/s00146-014-0573-4

    Abstract: Nonverbal behavior plays a crucial role in human communication and often leads to misunderstandings between people from different cultures, even if they speak the same language fluently. While translation systems are available for verbal communication, translators for nonverbal communication do not exist yet. We present the conceptual design and an early prototype of a real-time gesture translator using body tracking and gesture recognition in avatar-mediated intercultural interactions. It contributes to the ambitious goal of bridging between cultures by translating culture-specific gestures to enhance mutual understanding. Possible applications of the gesture translator are discussed as a facilitating tool for global business meetings and as a means of technology-enhanced conflict resolution and prevention.

  • Nouri, Elnaz; Georgila, Kallirroi; Traum, David (2017): Culture-specific models of negotiation for virtual characters. Multi-attribute decision-making based on culture-specific values. In: AI & Society 32 (1), S. 51-63. DOI: 10.1007/s00146-014-0570-7

    Abstract: We posit that observed differences in negotiation performance across cultures can be explained by participants trying to optimize across multiple values, where the relative importance of values differs across cultures. We look at two ways for specifying weights on values for different cultures: one in which the weights of the model are hand-crafted, based on intuition interpreting Hofstede dimensions for the cultures, and one in which the weights of the model are learned from data using inverse reinforcement learning (IRL). We apply this model to the Ultimatum Game and integrate it into a virtual human dialog system. We show that weights learned from IRL surpass both a weak baseline with random weights and a strong baseline considering only one factor for maximizing gain in own wealth in accounting for the behavior of human players from four different cultures. We also show that the weights learned with our model for one culture outperform weights learned for other cultures when playing against opponents of the first culture.

  • Zaraki, Abolfazl; Pieroni, Michael; Rossi, Danilo de; Mazzei, Daniele; Garofalo, Roberto; Cominelli, Lorenzo; Dehkordi, Maryam Banitalebi (2017): Design and Evaluation of a Unique Social Perception System for Human–Robot Interaction. In: IEEE Transactions on Cognitive and Developmental Systems 9 (4), S. 341-355. DOI: 10.1109/TCDS.2016.2598423

    Abstract: Robot's perception is essential for performing high-level tasks such as understanding, learning, and in general, human-robot interaction (HRI). For this reason, different perception systems have been proposed for different robotic platforms in order to detect high-level features such as facial expressions and body gestures. However, due to the variety of robotics software architectures and hardware platforms, these highly customized solutions are hardly interchangeable and adaptable to different HRI contexts. In addition, most of the developed systems have one issue in common: they detect features without awareness of the real-world contexts (e.g., detection of environmental sound assuming that it belongs to a person who is speaking, or treating a face printed on a sheet of paper as belonging to a real subject). This paper presents a novel social perception system (SPS) that has been designed to address the previous issues. SPS is an out-ofthe- box system that can be integrated into different robotic platforms irrespective of hardware and software specifications. SPS detects, tracks, and delivers in real-time to robots, a wide range of human-and environment-relevant features with the awareness of their real-world contexts. We tested SPS in a typical scenario of HRI for the following purposes: to demonstrate the system capability in detecting several high-level perceptual features as well as to test the system capability to be integrated into different robotics platforms. Results show the promising capability of the system in perceiving real world in different social robotics platforms, as tested in two humanoid robots, i.e., FACE and ZENO.

  • 2016

  • Han, Ji-Hyeong; Choi, Seung-Hwan; Kim, Jong-Hwan (2016): Interactive Human Intention Reading by Learning Hierarchical Behavior Knowledge Networks for Human-Robot Interaction. In: ETRI Journal 38 (6), S. 1229-1239. DOI: 10.4218/etrij.16.0116.0106

    Abstract: For efficient interaction between humans and robots, robots should be able to understand the meaning and intention of human behaviors as well as recognize them. This paper proposes an interactive human intention reading method in which a robot develops its own knowledge about the human intention for an object. A robot needs to understand different human behavior structures for different objects. To this end, this paper proposes a hierarchical behavior knowledge network that consists of behavior nodes and directional edges between them. In addition, a human intention reading algorithm that incorporates reinforcement learning is proposed to interactively learn the hierarchical behavior knowledge networks based on context information and human feedback through human behaviors. The effectiveness of the proposed method is demonstrated through play-based experiments between a human and a virtual teddy bear robot with two virtual objects. Experiments with multiple participants are also conducted.

  • Han, Ji-Hyeong; Lee, Seung-Jae; Kim, Jong-Hwan (2016): Behavior Hierarchy-Based Affordance Map for Recognition of Human Intention and Its Application to Human–Robot Interaction. In: IEEE Transactions on Human-Machine Systems 46 (5), S. 708-722. DOI: 10.1109/THMS.2016.2558539

    Abstract: To prepare for the anticipated age of human-robot symbiosis, robots should be able to interact and cooperate with humans effectively by understanding the meaning and intention of human behavior. In this paper, we define human intention as "desired behavior of the human using objects." To infer the defined human intention, a robot should learn the object affordance along with a behavior hierarchy structure. Thus, in this paper, we propose a behavior hierarchy-based affordance network (BHAN) and a behavior hierarchy-based affordance map (BHAM) to represent the object affordance, behavior hierarchy structure, and object hierarchy structure, simultaneously. Autonomous and interactive BHAN/BHAM learning algorithms are also proposed to make a robot develop the BHAN and BHAM by itself, as well as by interacting with a human. Based on the newly developed BHANs and BHAM, a robot could infer the human intention from information observed in context and from human behavior. The effectiveness of the proposed method was demonstrated through experiments on human-robot interaction with building blocks using a simulated differential wheel robot and a real human-sized humanoid robot.

  • Khan, M.S.L.; Li, Haibo; ur Réhman, Shafiq; Lv, Zhihan (2016): Telepresence Mechatronic Robot (TEBoT). Towards the design and control of socially interactive bio-inspired system. In: Journal of Intelligent & Fuzzy Systems 31 (5), S. 2597-2610. DOI: 10.3233/JIFS-169100

    Abstract: Socially interactive systems are embodied agents that engage in social interactions with humans. From a design perspective, these systems are built by considering a biologically inspired design (Bio-inspired) that can mimic and simulate human-like communication cues and gestures. The design of a bio-inspired system usually consists of (i) studying biological characteristics, (ii) designing a similar biological robot, and (iii) motion planning, that can mimic the biological counterpart. In this article, we present a design, development, control-strategy and verification of our socially interactive bio-inspired robot, namely - Telepresence Mechatronic Robot (TEBoT). The key contribution of our work is an embodiment of a real human-neck movements by, i) designing a mechatronic platform based on the dynamics of a real human neck and ii) capturing the real head movements through our novel single-camera based vision algorithm. Our socially interactive bio-inspired system is based on an intuitive integration-design strategy that combines computer vision based geometric head pose estimation algorithm, model based design (MBD) approach and real-time motion planning techniques. We have conducted an extensive testing to demonstrate effectiveness and robustness of our proposed system.

  • Meister, Martin; Schulz-Schaeffer, Ingo (2016): Investigating and designing social robots from a role-theoretical perspective. Response to “Social interaction with robots—three questions”. In Gesa Lindemann (this volume). In: AI & Society 31 (4), S. 581-585. DOI: 10.1007/s00146-015-0635-2

    Abstract: As proposed by the editors, we give statements to two of the questions formulated above, briefly sketch some basics of a role-based approach to socio-technical innovation and give some examples, as to why a role-based approach might be helpful for observing and contributing to the field of Social Robotics.

  • Sefidgar, Yasaman S.; MacLean, Karon E.; Yohanan, Steve; van der Loos, Hendrik F. M.; Croft, Elizabeth A.; Garland, E. Jane (2016): Design and Evaluation of a Touch-Centered Calming Interaction with a Social Robot. In: IEEE Transactions on Affective Computing 7 (2), S. 108-121. DOI: 10.1109/TAFFC.2015.2457893

    Abstract: With advances in sensor and actuator design, intelligent computing techniques and personal care robotics, today's robots hold promise as fully interactive, therapeutic human companions. To achieve this ambitious goal, key interaction components must be identified and then systematically designed and evaluated. Based on successes of human-animal therapy, we propose affective touch as one such component. Delivering this adjunct in a controllable robot form allows us to examine its efficacy for therapeutic applications such as anxiety management. With an approach grounded in social cognitive theories for human-animal relations, we deployed a social robot, the Haptic Creature, in an interaction designed to be calming: participants held the robot on their laps and stroked it as it was breathing. As a result, their heart and respiration rates significantly decreased relative to stroking a non-breathing robot. They also reported themselves as calmer and happier.

  • Stipancic, Tomislav; Jerbic, Bojan; Curkovic, Petar (2016): A context-aware approach in realization of socially intelligent industrial robots. In: Robotics and Computer-Integrated Manufacturing 37, S. 79-89. DOI: 10.1016/j.rcim.2015.07.002

    Abstract: Contemporary industrial environments are usually constrained or limited in order to fit a fast, cheap and non-error prone production. Human-like system capabilities are not generally desirable there. But, recent trends in industrial robotics demand robust, flexible and efficient robots with a certain level of autonomy. Therefore, new and different approaches and perspectives in designing of industrial facilities are required. This paper reveals how a context-based reasoning can be used to achieve an intelligent robot group behavior. In order to achieve adaptivity, self-recovery or scalability of the system, a COgnitive MOdel for the Robot group control (COMOR) is developed. COMOR can be understood as an interpreter used to transform high-level context to low-level data, allowing machines to make context-based decisions. COMOR has three main parts and relies on a simulated Social Capital phenomenon as a feature of people. The first part is used to collect significant information from the environment. The second part is used to provide a set of possible solutions respecting the semantic domain description. The last part of COMOR is used to provide a behavioral component ensuring an optimal solution to given environmental conditions.

  • Tseng, Shih-Huan; Chao, Yen; Lin, Ching; Fu, Li-Chen (2016): Service robots. System design for tracking people through data fusion and initiating interaction with the human group by inferring social situations. In: Robotics and Autonomous Systems 83, S. 188-202. DOI: 10.1016/j.robot.2016.05.004

    Abstract: In a situation where a robot initiates conversation with a group of people, questions such as "where is the people group?" and "whether the robot should approach them?" should be addressed. This paper develops a new system that enables a robot to determine whether or not it should approach the aforementioned human group and interact with them after identifying what the current social situation is. The system is mainly to fuse depth-related data to track the positions of a group of people, extract social cues of those people by using depth-related data and a decision network (DN) model, and the main challenge lies in understanding the social cues of the group and the current underlying social situation concerning the relation between the robot and the group. The social cues are based on Proxemics and F-formations, whereas the social situations are categorized as individual-to-individual, individual-to-robot, robot-to-individual, group-to-robot, robot-to-group, confidential discussion and group discussion. Our system proceeds as follows : once a group of people are detected and the social cues of that target group of people are extracted, the corresponding social situation is appropriately inferred, and in turn the robot decides whether it should initiate conversation with the group based on rules to be specified later. The conducted experimental results demonstrate the properness of the system design and the efficacy of the proposed method in recognizing the social cues among individuals of the group as well as the nature of the social situations concerning the group and the robot.

  • Zube, A.; Hofmann, J.; Frese, C. (2016) : Model Predictive Contact Control for Human-Robot Interaction In: VDE: Proceedings of ISR 2016: 47st International Symposium on Robotics: Berlin: VDE Verlag GmbH. Online verfügbar unter https://ieeexplore.ieee.org/document/7559128/

     

    Abstract: For shared human-robot workspaces and safe physical human-robot interaction, robots have to react adequately to intended and unintended contacts with their environment. In this contribution, a Nonlinear Model Predictive Control approach is presented that allows to move the robot end-effector along Cartesian trajectories while at the same time the robot reacts compliantly to contacts based on the estimated contact force. The impairment of the trajectory following task during contacts is minimized by exploiting the robot redundancy. The controller is based on the kinematic robot model. That means no exact knowledge of the robot dynamics is required and the approach is applicable to both fixed-base and mobile manipulators. In contrast to classical control strategies, joint constraints and self-collisions can be directly considered. In order to reduce the amount of unintended contacts, the control approach can also be combined with a collision avoidance extension. The developed algorithms are validated in experimental results on a KUKA LWR IV.

  • 2015

  • Paauwe, Robert A.; Hoorn, Johan F.; Konijn, Elly A.; Keyson, David V. (2015): Designing Robot Embodiments for Social Interaction. Affordances Topple Realism and Aesthetics. In: International Journal of Social Robotics 7 (5), S. 697-708. DOI: 10.1007/s12369-015-0301-3

    Abstract: In the near future, human-like social robots will become indispensable for providing support in various social tasks, in particular for healthcare (e.g., assistance, coaching). The perception of realism, in particular human-like features, can help facilitate mediated social interaction. The current study investigated the effects of form realism on engagement with and use intentions of social robot embodiments. We have defined (perceived) form realism as the result of the appraisal of features that are perceived as realistic contrasted with those appraised as unrealistic. To test the effects of form realism, we applied the model of interactively perceiving and experiencing fictional characters (I-PEFiC). I-PEFiC explains how users respond to interactive, fictional, humanoid characters, on social robots. In a within-subjects design, participants (N = 29; M-age = 28.8 years, age range 18-56 years) interacted with three different robots built from LEGO Mindstorms, which differed in their degree of designed form realism. Each robot presented itself as a physiotherapy assistant and requested the participant to do several exercises. Results of a structured questionnaire indicated that form realism only played a modest role in the perception of electro-mechanical robots. Instead, the perception of affordances appeared to be crucial for determining engagement and intentions to use social robots.

  • Schroder, Marc; Bevacqua, Elisabetta; Cowie, Roddy; Eyben, Florian; Gunes, Hatice; Heylen, Dirk; ter Maat, Mark; McKeown, Gary; Pammi, Sathish; Pantic, Maja; Pelachaud, Catherine; Schuller, Bjorn; Sevin, Etienne de; Valstar, Michel; Wollmer, Martin (2015) : Building autonomous sensitive artificial listeners (Extended abstract): 2015 International Conference on Affective Computing and Intelligent Interaction (ACII 2015): Xi'an, China, 21 - 24 September 2015: Piscataway, NJ: IEEE, S. 456-462

    Abstract: This paper describes a substantial effort to build a real-time interactive multimodal dialogue system with a focus on emotional and non-verbal interaction capabilities. The work is motivated by the aim to provide technology with competences in perceiving and producing the emotional and non-verbal behaviours required to sustain a conversational dialogue. We present the Sensitive Artificial Listener (SAL) scenario as a setting which seems particularly suited for the study of emotional and non-verbal behaviour, since it requires only very limited verbal understanding on the part of the machine. This scenario allows us to concentrate on non-verbal capabilities without having to address at the same time the challenges of spoken language understanding, task modeling etc. We first summarise three prototype versions of the SAL scenario, in which the behaviour of the Sensitive Artificial Listener characters was determined by a human operator. These prototypes served the purpose of verifying the effectiveness of the SAL scenario and allowed us to collect data required for building system components for analysing and synthesising the respective behaviours. We then describe the fully autonomous integrated real-time system we created, which combines incremental analysis of user behaviour, dialogue management, and synthesis of speaker and listener behaviour of a SAL character displayed as a virtual agent. We discuss principles that should underlie the evaluation of SAL-type systems. Since the system is designed for modularity and reuse, and since it is publicly available, the SAL system has potential as a joint research tool in the affective computing research community.

  • 2014

  • Faragó, Tamás; Miklósi, Ádám; Korcsok, Beáta; Száraz, Judit; Gácsi, Márta (2014): Social behaviours in dog-owner interactions can serve as a model for designing social robots. In: Interaction Studies 15 (2), S. 143-172. DOI: 10.1075/is.15.2.01far

    Abstract: It is essential for social robots to fit in the human society. In order to facilitate this process we propose to use the family dog's social behaviour shown towards humans as an inspiration. In this study we explored dogs' low level social monitoring in dog-human interactions and extracted individually consistent and context dependent behaviours in simple everyday social scenarios. We found that proximity seeking and tail wagging were most individually distinctive in dogs, while activity, orientation towards the owner, and exploration were dependent on the context and/or the activity of the owner. The functional analogues of these dog behaviours can be implemented in social robots of different embodiments in order to make them acceptable and more believable for humans. The paper presents an ethological perspective on designing robot behaviors for successful social interactions with humans. In particular, the types of behaviors that occur in interactions between dogs and their owners are analyzed to provide insights into how robot behaviors should be created. It is essential for social robots to fit in the human society. In order to facilitate this process we propose to use the family dog's social behaviour shown towards humans as an inspiration. In this study we explored dogs' low level social monitoring in dog-human interactions and extracted individually consistent and context dependent behaviours in simple everyday social scenarios. We found that proximity seeking and tail wagging were most individually distinctive in dogs, while activity, orientation towards the owner, and exploration were dependent on the context and/or the activity of the owner. The functional analogues of these dog behaviours can be implemented in social robots of different embodiments in order to make them acceptable and more believable for humans.

  • Nicolescu, Monica (2014): Improving the modeling of dog-owner interactions for the design of social robots. In: Interaction Studies 15 (2), S. 180-183. DOI: 10.1075/is.15.2.03nic

    Abstract: The paper presents an ethological perspective on designing robot behaviors for successful social interactions with humans. In particular, the types of behaviors that occur in interactions between dogs and their owners are analyzed to provide insights into how robot behaviors should be created.

  • Pandey, Amit Kumar; Gelin, Rodolphe; Alammi, Rachid; Viry, Renaud; Buendia, Axel; Meertens, Roland; Chetouani, Mohamed; Devillers, Laurence; Tahon, Marie; Filliat, David (2014): Romeo2 Project: Humanoid Robot Assistant and Companion for Everyday Life. I. Situation Assessment for Social Intelligence. In: Artificial Intelligence and Cognition, S. 140-147. Online verfügbar unter https://hal.archives-ouvertes.fr/hal-01096094

     

    Abstract: For a socially intelligent robot, different levels of situation as-sessment are required, ranging from basic processing of sensor input tohigh-level analysis of semantics and intention. However, the attempt tocombine them all prompts new research challenges and the need of a co-herent framework and architecture.This paper presents the situation assessment aspect of Romeo2, a uniqueproject aiming to bring multi-modal and multi-layered perception on asingle system and targeting for a unified theoretical and functional frame-work for a robot companion for everyday life. It also discusses some of theinnovation potentials, which the combination of these various perceptionabilities adds into the robot’s socio-cognitive capabilities.

  • Zaraki, Abolfazl; Mazzei, Daniele; Giuliani, Manuel; Rossi, Danilo de (2014): Designing and Evaluating a Social Gaze-Control System for a Humanoid Robot. In: IEEE Transactions on Human-Machine Systems 44 (2), S. 157-168. DOI: 10.1109/THMS.2014.2303083

    Abstract: This paper describes a context-dependent social gaze-control system implemented as part of a humanoid social robot. The system enables the robot to direct its gaze at multiple humans who are interacting with each other and with the robot. The attention mechanism of the gaze-control system is based on features that have been proven to guide human attention: nonverbal and verbal cues, proxemics, the visual field of view, and the habituation effect. Our gaze-control system uses Kinect skeleton tracking together with speech recognition and SHORE-based facial expression recognition to implement the same features. As part of a pilot evaluation, we collected the gaze behavior of 11 participants in an eye-tracking study. We showed participants videos of two-person interactions and tracked their gaze behavior. A comparison of the human gaze behavior with the behavior of our gaze-control system running on the same videos shows that it replicated human gaze behavior 89% of the time.

  • 2013

  • Gorbunov, Roman; Barakova, Emilia; Rauterberg, Matthias (2013): Design of social agents. In: Neurocomputing 114, S. 92-97. DOI: 10.1016/j.neucom.2012.06.046

    Abstract: Social behavior, as compared to the egoistic behavior, is known to be more beneficial to groups of subjects and even to individual members of a group. For this reason, social norms naturally emerge as a product of evolution in human and animal populations. The benefit of the social behavior makes it also an interesting subject in the field of artificial agents. Social interactions implemented in computer agents can improve their personal and group performance. In this study we formulate design principles of social agents and use them to create social computer agents. To construct social agents we take two approaches. First, we construct a social computer agent based on our understanding of social behavior. Second, we use an evolutionary approach to create a social agent. The social agents are shown to outperform agents that do not utilize social behavior.

  • 2012

  • Glas, Dylan F.; Kanda, Takayuki; Ishiguro, Hiroshi; Hagita, Norihiro (2012): Teleoperation of Multiple Social Robots. In: IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 42 (3), S. 530-544. DOI: 10.1109/TSMCA.2011.2164243

    Abstract: Teleoperation of multiple robots by a single operator has been studied extensively for applications such as search and navigation; however, this concept has never been applied to the field of social, conversational robots. In this paper, we explore the unique challenges posed by the remote operation of multiple social robots, where an operator must perform auditory multitasking to assist multiple interactions at once. It describes the general system requirements in four areas: social human-robot interaction (HRI) design, autonomy design, multirobot coordination, and teleoperation interface design. Based on this design framework, we have developed a system in which a single operator can simultaneously control four robots in conversational interactions with users. Key elements of our implementation include a control architecture enabling the scripting of conditional behavior flows for social interaction, a graphical interface enabling an operator to control one robot at a time while monitoring several others in the background, and a technique called "proactive timing control," which is an automated method for smoothly interleaving the demands of multiple robots for the operator's attention. We also present metrics for describing and predicting robot performance, and we show experimental results demonstrating the effectiveness of our system through simulations and a laboratory experiment based on real-world interactions.

  • Miller, C.; Wu, P.; Funk, H.; Vilhjalmsson, H.; Johnson, W. L. (2012) : A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training In: Society for Computer Simulation International: Proceedings of the 2007 Summer Computer Simulation Conference on Behavior Representation in Modeling and Simulation: San Diego, CA: Society for Computer Simulation International, S. 809-846

    Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.

  • 2011

  • Altman Klein, Helen; Lippa, Katherine; Lin, Mei-Hua (2011) : As Human-Computer Interactions Go Global In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 15-34

    Abstract: We have become accustomed to interacting with computers. ey give us daily weather forecasts and help us keep in touch with friends and family globally. ey deliver references, digital articles, and newspapers and allow virtual teams to work together from opposite sides of the globe. Computers even provide embodied agents to guide us through di¸cult procedures or teach us to speak Japanese. ey allow us to shop for products in distant countries and have ready access to cash on city streets almost everywhere. Humancomputer interactions are a part of our lives, mediating communication, providing instruction and support, and serving as gateways for business transactions.

  • Bickmore, Timothy W. (2011) : Etiquette In Motivational Agents: Engaging Users And Developing Relationships In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 205-230

    Abstract: Micro-analysis of face-to-face interaction among humans can tell us a great deal about how to design etiquette into our human-machine interfaces in order to make them more intuitive, robust, and easy to use. Human protocols for conversational turn-taking, indicating understanding, marking emphasis, and displaying presumed relationship status, are but a few of the myriad verbal and nonverbal cues that can be observed in face-to-face interaction and incorporated into our systems. However, one of the most interesting-and challenging aspects of human interaction for both analysis and emulation is that the “rules of engagement”—that is, etiquette-expectations change frequently and ªuidly during a single encounter. A person must know if their interlocutor is engaging in serious talk, social chat, play, storytelling, or joke-telling to know how to interpret their behavior and to respond appropriately. In addition, these rules can also slowly evolve as a pair of interlocutors develops a relationship over time. is chapter will discuss these phenomena in human social interactions and their rami¤cations for developing human-like machine interfaces such as the animated health counselor shown in Figure 9.1. is work focuses on a particular type of application as a motivating example-the use of computerized animated counselors for long-term health behavior change interventions-and why at least some of the interaction styles that are e¢ective in this domain comprise rules of etiquette that would not be considered “nice” by Emily Post.

  • Dorneich, Michael C.; Mathan, Santosh; Whitlow, Stephen; May Ververs, Patricia; Hayes, Caroline C. (2011) : Etiquette Considerations For Adaptive Systems That Interrupt: Cost And Benefits In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 289-322

    Abstract: It is not generally considered impolite to interrupt. However, etiquette is not simply about politeness but also appropriateness. Thus, while etiquette dictates that it is inappropriate, counterproductive, or even dangerous to interrupt someone with irrelevant information in the middle of a critical task requiring great concentration, it also allows that it is appropriate and necessary to interrupt with crucial information. For example, it is inappropriate to interrupt an airline pilot during landing with the baseball score, but entirely appropriate to interrupt with the information that the landing gear has malfunctioned.

  • Hancock, P. A. (2011) : Politechnology: Manners Maketh Machine In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 351-362

    Abstract: There is an old English saying that "Manners maketh man." The original quotation is attributed to William of Wykeham and is a simple aphorism that acknowledges the tacit assumption that for human beings to live and thrive collectively, there must be a degree of formalization about their social intercourse. Although the bedrock of such mutual behavior would seem to be the law, our actual sharing of common assumptions goes much deeper. For we must all learn the social conventions first through the mediation of perception, the beginnings of language, and subsequently complex conventions and naming processes. These capabilities are assimilated at our parents' feet. They are the very stuff of maturation, and although the precise conventions are highly culturally bound, the learning process itself cuts across all human experience. Now, into our diverse human cultures come potentially intelligent machines. And in respect of their growth and maturation, we can ask two critical questions. First, to what degree do these nascent centers of intentionality and potential consciousness need to adhere to the principles of human social intercourse? Second, and equally as important, do these machine have a collective of their own which now bestrides all human cultures? If they do, to what degree do they act on us as agents of convergent human cultural evolution? In asking these questions we also have to face the logical antithesis to all human-centered technological approaches, viz, should machines necessarily be made to behave according to human-centered rules? Is this their best mode of organization? Although the latter query might be antithetical heresy to those imbued with the spirit of human factors, it is a proposition we should always be obliged to consider. Overall, this a rather daunting set of issues to face, and so let us decompose the challenges they present so that we can consider them in their various component parts.

  • Hayes, Caroline C.; Miller, Christopher Allan (Hg.) (2011): Human-computer etiquette. Cultural expectations and the design implications they place on computers and technology. Boca Raton, Fla.: CRC Press. Online verfügbar unter http://www.netLibrary.com/urlapi.asp?action=summary&v=1&bookid=354637

     

    Abstract: Written by experts from various fields, this edited collection explores a wide range of issues pertaining to how computers evoke human social expectations. The book illustrates how socially acceptable conventions can strongly impact the effectiveness of human-computer interactions and how to consider such norms in the design of human-computer interfaces. Providing a complete introduction to the design of social responses to computers, the text emphasizes the value of social norms in the development of usable and enjoyable technology. It also describes the role of socially correct behavior in t

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