Alle Publikationen
- <<
- <
- 1
2016
-
(2016) : A neuro-based method for detecting context-dependent erroneous robot action: 2016 IEEE-RAS 16th International Conference on Humanoid Robots (Humanoids): Cancun, Mexico: IEEE, S. 477-482
DOI: https://doi.org/10.1109/HUMANOIDS.2016.7803318 Abstract: Validating appropriateness and naturalness of human-robot interaction (HRI) is commonly performed by taking subjective measures from human interaction partners, e.g. questionnaire ratings. Although these measures can be of high value for robot designers, they are very sensitive and can be inaccurate and/or biased. In this paper we propose and validate a neuro-based method for objectively validating robot behavior in HRI. We propose to detect from the electronencephalo-gram (EEG) of a human interaction partner, the perception of inappropriate / unexpected / erroneous robot behavior. To validate this method, we conducted an EEG experiment with a simplified HRI protocol in which a humanoid robot displayed context-dependent erroneous behavior from time to time. The EEG data taken from 13 participants revealed biologically plausible error-related potentials (ErrP) whose spatio-temporal distributions match well with related neuroscientific research. We further demonstrate that perceived erroneous robot action can reliably be modeled and detected from human EEG signals with classification accuracies on avg. 69.7±9.1%. These findings confirm principal feasibility of the proposed method and suggest that EEG-based ErrP detection can be used for quantitative evaluation and thus improvement of robot behavior.
Keywords: Angemessen(heit) (von Technik), Computers, context-dependent erroneous behavior, context-dependent erroneous robot action, EEG, Electroencephalography, electronencephalogram, error-related potentials, ErrP, HRI protocol, human interaction partners, Humanoid Robots, human-robot interaction, ieee xplore, Magnetic heads, neuro-based method, neurocontrollers, neuroscientific research, Protocols, robot behavior, robot designers, Robot sensing systems, spatio-temporal distributions 2015
-
(2015) : Multimodal affect recognition for naruralistic human-computer and human-robot interactions In: Calvo, Rafael A.; D’Mello, Sidney K.; Gratch, Jonathan; Kappas, Arvid (Hg.): The Oxford handbook of affective computing. Unter Mitarbeit von Rafael A. Calvo, Sidney K. D’Mello, Jonathan Gratch und Arvid Kappas: New York, NY: Oxford University Press (Oxford library of psychology), S. 246-257
Abstract: This chapter provides a synthesis of research on multimodal affect recognition and discusses methodological considerations and challenges arising from the design of a multimodal affect recognition system for naturalistic human-computer and human-robot interactions. Identified challenges include the collection and annotation of spontaneous affective expressions, the choice of appropriate methods for feature representation and selection in a multimodal context, and the need for context sensitivity and for classification schemes that take into account the dynamic nature of affect and the relationship between different modalities. Finally, two examples of multimodal affect recognition systems used in (soft) real-time naturalistic human-computer and human-robot interaction frameworks are presented. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
-
(2015) : Research ethics in human-computer interaction: A review of ethical concerns in the past five years: 2015 2nd National Foundation for Science and Technology Development Conference on Information and Computer Science (NICS): Ho Chi Minh City, Vietnam: IEEE, S. 180-185
DOI: https://doi.org/10.1109/NICS.2015.7302187 Abstract: In recent years, novel technologies have been introduced to Human-Computer Interaction (HCI) research community. Research contexts and the range of studies have been widen. As technology progresses, new ethical issues are posed. This paper examined and reviewed ethical issues and concerns in recent HCI research. An overview of the existing codes of conduct was also provided, in order to get clear a comprehension on the existing concerns in research protocols. The review focused on top-twenty conference series and journals in HCI, published during 2010-June 2015. The purpose was to comprehend the latest ethical issues from the premier work in HCI research community. Altogether 13 categories of ethical concerns were identified. Some of them were consistent with the existing codes, while some of the issues were specific to HCI research. There were some identified issues that should be accentuated, as they currently were not in any of the existing codes.
Keywords: Computer Ethics, Computers, ethical aspects, ethical concerns, ethical issues, Ethics, HCI, HCI research community, Human Computer Interaction, Human-computer interaction, human-computer interaction research community, ieee xplore, Moral & Ethik, privacy, PSYCHOLOGY, research ethics, Review, service robot 2014
-
(2014) : Acting vs. being moral: The limits of technological moral actors: 2014 IEEE International Symposium on Ethics in Science, Technology and Engineering: Chicago, IL, USA: IEEE, S. 1-4
DOI: https://doi.org/10.1109/ETHICS.2014.6893396 Abstract: An autonomous robot (physical or digital artificial being) may be capable of producing actions that if performed by a human could be considered moral, by mimicking its creators actions or following their programmed instructions, but it cannot be moral. Morality cannot be fully judged by any behavioral test, as the answer to moral questions is less important than the process followed in arriving at the answer (as evidenced by disagreement among ethicists on the correct answer to many such questions based on the individual’s moral style). The distinction between acting and being moral was recently considered for lethal autonomous military robots [1], and in this paper is further clarified in the context of more broad applications. In addition such a distinction has implications for what types of tasks autonomous robots should not be allowed to do, based on what must be moral decisions. Here we draw a distinction between what might be illegal for an agent to do (which relates more to the agreed upon laws of the current political leadership), and what actions are so innately moral decisions that we cannot delegate them to a machine, no matter how advanced it appears.
Keywords: behavioral test, Buildings, Computers, Decision Making, digital artificial being, Educational institutions, Ethics, Humanoid Robots, ieee xplore, lethal autonomous military robots, military systems, Moral & Ethik, moral decisions, Morality, physical being, political leadership, programmed instructions, robot programming, Robot sensing systems, technological moral actors, Weapons 2013
-
(2013) : Influence of Sci-Fi films on artificial intelligence and vice-versa: 2013 IEEE 11th International Symposium on Applied Machine Intelligence and Informatics (SAMI): Herl'any, Slovakia: IEEE, S. 27-31
DOI: https://doi.org/10.1109/SAMI.2013.6480990 Abstract: Sci-fi technological movie domain is an important part of human culture. The paper focus on comparison study of selected robotics sci-fi movie domain from a technological point of view. It is necessary to accomplish technological analysis of studied sci-fi movies and able to distinguish about possible current technology and future direction of the artificial intelligence in the domain of Robot intelligence. The review of existing movies which are in fact influencing thinking of humans is essential since it can influence a future research direction in AI. This information is interesting for inspiration of students and research associates in theory and applications. In conclusion, we envision potential problems of social networks and impact of Internet of things facts which is becoming a reality with IPv6 protocol. The goal of the paper is also to underline the importance of such cultural phenomena as sci-fi movies for the future of humanity.
Keywords: AI, Artificial intelligence, Computers, cultural phenomena, Films, human culture, ieee xplore, Internet of things, IP networks, IPv6 protocol, Künstliche Intelligenz, Motion Pictures, robot intelligence, Robot sensing systems, robotics sci-fi movie domain, Robots, sci-fi film influence, sci-fi technological movie domain, Social network services, social networking (online), social networks, technological analysis, transport protocols 2011
-
(2011) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion 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. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik -
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
Keywords: Angemessenheit, Aufsatzsammlung, Aufsatzsammlungen, Computers, COMPUTERS / Social Aspects / Human-Computer Interaction, doppelter Treffer, Etikette, Etiquette, Höflichkeit, Human-Computer Etiquette, Human-computer interaction, Klassiker, Mensch-Maschine-Schnittstelle, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Online-Publikation, Realtechnik, Sammelband, Social aspects, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, User interfaces (Computer systems), Volltreffer -
(2011) : Human-Computer Etiquette: Should Computers Be Polite? 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. 1-14
Abstract: We argue that etiquette is not only relevant for understanding interactions between people and computers, it is essential if we are to design computer assistants that can work effectively and productively with people (Miller, 2000; 2004). Regardless of whether computers are designed to exhibit etiquette, human users may interpret their behavior as polite or rude. However, we first need to understand more about what etiquette is in human interactions, and what is its function. How do we view computers? And what is their role in our society?
Keywords: Computers, doppelter Treffer, Etikette, Favoriten, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Politeness, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Volltreffer -
(2011) : Human-robot proxemics: Physical and psychological distancing in human-robot interaction: 2011 6th ACM/IEEE International Conference on Human-Robot Interaction (HRI): 2011 6th ACM/IEEE International Conference on Human-Robot Interaction (HRI): New York, NY, US: Association for Computing Machinery, S. 331-338
DOI: https://doi.org/10.1145/1957656.1957786 Abstract: To seamlessly integrate into the human physical and social environment, robots must display appropriate proxemic behavior-that is, follow societal norms in establishing their physical and psychological distancing with people. Social-scientific theories suggest competing models of human proxemic behavior, but all conclude that individuals’ proxemic behavior is shaped by the proxemic behavior of others and the individual’s psychological closeness to them. The present study explores whether these models can also explain how people physically and psychologically distance themselves from robots and suggest guidelines for future design of proxemic behaviors for robots. In a controlled laboratory experiment, participants interacted with Wakamaru to perform two tasks that examined physical and psychological distancing of the participants. We manipulated the likeability (likeable/dislikeable) and gaze behavior (mutual gaze/averted gaze) of the robot. Our results on physical distancing showed that participants who disliked the robot compensated for the increase in the robot’s gaze by maintaining a greater physical distance from the robot, while participants who liked the robot did not differ in their distancing from the robot across gaze conditions. The results on psychological distancing suggest that those who disliked the robot also disclosed less to the robot. Our results offer guidelines for the design of appropriate proxemic behaviors for robots so as to facilitate effective human-robot interaction.
Keywords: Angemessen(heit) (von Technik), Atmospheric measurements, Computers, disclosure, distancing, Gaze, human proxemic behavior, humanlike robots, human-robot interaction, human-robot proxemics, ieee xplore, individual psychological closeness, Particle measurements, physical distancing, Predictive models, Proxemics, proximity, psychological distancing, PSYCHOLOGY, robot gaze behavior, Robot kinematics, robot likeability, social-scientific theories, societal norms, Wakamaru -
(2011): The ghosts in the computer. The role of agency and animacy attributions in "ghost controls". In: PLoS one 6 (11). DOI: 10.1371/journal.pone.0026429
DOI: http://www.ncbi.nlm.nih.gov/pubmed/22073165 Abstract: Three studies evaluated the role of 4-year-old children's agency- and animacy-attributions when learning from a computerized ghost control (GC). In GCs, participants observe events occurring without an apparent agent, as if executed by a "ghost" or unobserved causal forces. Using a touch-screen, children in Experiment 1 responded to three pictures in a specific order under three learning conditions: (i) trial-and-error (Baseline), (ii) imitation and (iii) Ghost Control. Before testing in the GC, children were read one of three scripts that determined agency attributions. Post-test assessments confirmed that all children attributed agency to the computer and learned in all GCs. In Experiment 2, children were not trained on the computer prior to testing, and no scripts were used. Three different GCs, varying in number of agency cues, were used. Children failed to learn in these GCs, yet attributed agency and animacy to the computer. Experiment 3 evaluated whether children could learn from a human model in the absence of training under conditions where the information presented by the model and the computer was either consistent or inconsistent. Children evidenced learning in both of these conditions. Overall, learning in social conditions (Exp. 3) was significantly better than learning in GCs (Exp. 2). These results, together with other published research, suggest that children privilege social over non-social sources of information and are generally more adept at learning novel tasks from a human than from a computer or GC.
-
(2011) : Computational Models Of Etiquette And Culture 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. 63-90
Abstract: Etiquette is often defined as a shared code of conduct. Social etiquette such as how to greet your new boss from Japan can be seen as a discrete set of rules that define the proper behaviors for specific situational contexts. Those who share the same etiquette model (i.e., the same rules and interpretations of these rules) may also share expectations of appropriate behaviors, and interpretations of unexpected behaviors. When people lack a shared model of etiquette, the result may be confusing, unproductive, or even dangerous interactions. Etiquette is a well studied phenomenon in linguistics and sociology; it is a vital part of communication in virtually all cultures and all types of interactions. However, what is of particular interest in the work reported throughout this volume, is the increasing evidence that people expect their interactions with computers to be very like their interactions with humans. Not only do people readily anthropomorphize technological artifacts, but they relate to them at a social level (Reeves and Nass, 1996). We propose that the concepts of etiquette can be expanded and used to design effective human-computer interactions, and predict human reactions to computer behaviors. In this chapter we present a well studied and influential body of work on politeness in human interactions, discuss its validity in human-computer interactions, present a “believability” metric, and provide examples of empirical experiments quantifying the implementations to show that models of etiquette are not only amendable to quantitative modeling and analysis, but can also predict human behavior in human– computer and computer mediated interactions. We briefly discuss a computational model of etiquette and a series of experiments that empirically validate this model, and conclude by discussing challenges of current models and future work.
Keywords: Computer Science, Computers, doppelter Treffer, Etikette, Favoriten, FTA Face Threatening Acts, Höflichkeit, Kultur, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modell, Modelle/Theorien, Models of Etiquette in HCIs, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Technik, Überblick, Unhöflichkeit, Volltreffer 2005
-
(2005): Predicting human interruptibility with sensors. In: ACM Transactions on Computer-Human Interaction 12 (1), S. 119-146. DOI: 10.1145/1057237.1057243
DOI: https://doi.org/10.1145/1057237.1057243 Abstract: A person seeking another person’s attention is normally able to quickly assess how interruptible the other person currently is. Such assessments allow behavior that we consider natural, socially appropriate, or simply polite. This is in sharp contrast to current computer and communication systems, which are largely unaware of the social situations surrounding their usage and the impact that their actions have on these situations. If systems could model human interruptibility, they could use this information to negotiate interruptions at appropriate times, thus improving human computer interaction. This article presents a series of studies that quantitatively demonstrate that simple sensors can support the construction of models that estimate human interruptibility as well as people do. These models can be constructed without using complex sensors, such as vision-based techniques, and therefore their use in everyday office environments is both practical and affordable. Although currently based on a demographically limited sample, our results indicate a substantial opportunity for future research to validate these results over larger groups of office workers. Our results also motivate the development of systems that use these models to negotiate interruptions at socially appropriate times. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
-
(2005): Assistance in human–machine interaction: a conceptual framework and a proposal for a taxonomy. In: Theoretical Issues in Ergonomics Science 6 (2), S. 129-155. DOI: 10.1080/1463922042000295669
DOI: https://doi.org/10.1080/1463922042000295669 Abstract: Many interactive systems offer assistance when users have difficulties in operating or using them. In spite of the overwhelming variety of assistance techniques available, it is often unclear what type of assistance is really needed and how special assistance functions should be designed. The first step towards theoretically solid design decisions is a conceptual framework and a comprehensive taxonomy of assistance. The present paper proposes to define assistance as access to machine functions and provides a taxonomy based mainly on action stages to be assisted. These stages are: (1) motivation, activation, and goal setting; (2) perception; (3) information integration, generating situation awareness; (4) decision-making, action selection; (5) action execution; and (6) processing feedback of action results. In analogy to social assistance, various types of technical assistance are assigned to the 6 action stages. Adjustment, initiative, presentation media, and input modality are also discussed as additional dimensions to classify assistance.
1985
-
(1985): Sozialisation in einer computerisierten Welt. Ein Diskussionsbeitrag. In: Zeitschrift fur Sozialisationsforschung und Erziehungssoziologie 5 (2), S. 255-269
Abstract: Reviews the works of several authors who suggest that interaction with computers may have socializing effects on humans. Some of the problems of assessing these effects are discussed. In view of Vygotsky's and G. H. Mead's theories that thinking is the result of internalized verbal communication and assuming that the social competence of computers will remain restricted compared to that of humans, it is argued that in the long run the socializing effects of computerizing everyday life may be a restriction of thought and a decline or even complete loss of social competence in the fields of language, pragmatic communication, and morality. Nach Explikation einiger methodischer Probleme und der Zusammenfassung einiger Beobachtungen uber das Verhalten von Kindern, Jugendlichen und Erwachsenen wird die These entfaltet, dass unter den hypothetischen Bedingungen einer in allen Lebensbereichen computerisierten Gesellschaft durch die sozialisatorischen Effekte der Mensch-Maschine-Interaktion bei systematischer Beschranktheit der Computer langfristig eine Reduktion menschlicher Interaktions- und Kommuniaktionsfahigkeit, insbesondere in den Sinngehalten der Sprache, im pragmatischen Gebrauch der Sprache und in der Moralitat eintreten wird. zitiert von 9
- <<
- <
- 1
