HUMAN-ROBOT INTERACTION · Titolo Presentazione Professori Emotional state detection •(Simple)...
Transcript of HUMAN-ROBOT INTERACTION · Titolo Presentazione Professori Emotional state detection •(Simple)...
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HUMAN-ROBOT
INTERACTION
(NO NATURAL LANGUAGE)
7. TOYS ANDREA BONARINI
A R T I F I C I A L I N T E L L I G E N C E A N D R O B O T I C S L A B
D I P A R T M E N T O D I E L E T T R O N I C A , I N F O R M A Z I O N E E B I O I N G E G N E R I A
P O L I T E C N I C O D I M I L A N O
E - M A I L : A N D R E A . B O N A R I N I @ P O L I M I . I T
U R L : H T T P : / / W W W . D E I B . P O L I M I . I T / P E O P L E / B O N A R I N I
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PHYSICAL
TECHNOLOGICAL TOYS
Physical, technological toys have:
• Embodiment – physical, tangible
• Actuators – to perform actions
• Sensors – to perceive physical entities in their environment
• Decison system – to react or decide what to do
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BODY FEATURES Many features analogous to non-technological toys
• Shape and affordance - what can be done
• Material (hard, soft, cold, warm, ...)
Some features possibly critical due to movable or delicate parts
• Technical solutions (elastic joints, coverage, ...)
• Precautions may be required, if the issue is not addressed in the design phase
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SENSORS
Perceive signals from the environment
• Sound (microphone) – intensity, frequence, words
• Distance/presence (infrared (IR) sensor, magnetic sensor...)
• Color (color sensor, color camera)
• Touch (switch, pressure sensor, capacitive sensor, ...)
• Movement (IR, capacitive sensor, ...)
• Shape (camera, thermocamera, 3-D camera, ...)
• …
Most sophisticated signals require computational power to be interpreted as useful for the interaction.
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THE TECHNOLOGICAL
TOY CAN BE ACTIVE
It can propose activities
It can react to activity
It can play a social role
It has a personality
It exploits specific interaction channels
Professori
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SHIFT OF PARADIGM
Single way interaction Two ways interaction
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PROPOSING ACTIVITY
Activity can be proposed by:
• Affordance – the way the toy is done and (re)acts
The player can explore the toy, and the way the toy
moves and reacts may trigger more or less expected
activity
• Direct, autonomous proposal
The device can ask or induce to perform some
specific activity, engage in turn-taking, ...
• Remotely driven actions
The co-player can drive the device to trigger and
control interaction, without a direct involvement
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AUTOMATIC, IMMEDIATE
REACTION
Reaction can be used to:
• Establish a safe, shared code based on causal relationships
one action -> one reaction
• Stimulate exploration – What will happen if ...?
• ...
Need to:
• Reliably detect the signal to trigger the reaction (appropriate sensing)
• Design the proper reaction
• Select the proper reaction
No failures can be accepted!
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SOCIAL ROLE
A technological device can be used to trigger a social
relationship
• Multi-user games
• Device driven by companions or operators
• Physical character in a story, possibly coming with actions
and emotions
• Mediated interaction: it’s a toy, not a person...
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PERSONALITY
Most toys show a personality, more or less strongly
conveyed just by their body
Technological toys can add channels to convey personality:
• Movement
• Sound
• Light
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EMPATHY ISSUES
Titolo Presentazione
Professori
Emotional state detection
• (Simple) data elaboration (e.g., sound intensity, manipulation, …)
Empathic decision: what to do in order to show/induce empathy
Emotional state expression
• Coherent, expressive, integrated actions (sound, movement, …)
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INTERACTION
CHANNELS
Signals on the principal senses: sight, sound, touch
Possible activities:
• Movement • Sound emission (clap, beep, music, speech,...) • Lights
Expressiveness:
• Intensity • Frequency • Rhythm
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AUTONOMY VS. REMOTE
DRIVING
Autonomy
Immediate reaction
Consistent repetition
Possible wide set of behaviors
Sensor interpretation
Pre-designed interaction
Remote driving
Reaction depending on operator
Behaviors always different
Difficult to activate many different
behaviors
No sensor problem (operator)
Free interaction, possibly
exploiting chances
Need to select/design the proper
setting for the specific needs
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EXAMPLE 1: TEO
Teo can:
Be remotely controlled
Show predefined beaviors
Say pre-recorded and
written sentences
Move freely
Be integrated in games
with screen and Kinect
Receive direct input from
buttons
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EXAMPLE 2: SKUNKY
Skunky can:
Eat
Show to be happy
Stay on table
Move on table
Sense touch
Sense proximity
Sense clapping
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EXAMPLE 3: ROB-E
Rob-E can:
Move autonomously
avoiding obstacles
Be driven remotely
Enlight with colors
corresponding to that of
the eated ball
Release the balls
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EXAMPLE 4: ESPER
ESPer can:
Be driven by a joystick-
like device
Be tuned at different
difficulty levels
Be used by people with
different abilities, also in
competitions, once
adapted at each one’s
ability
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EXAMPLE 5: JEDI TRAINER
Jedi trainer can:
Maintain a distance from
any user wearing the
uniform
Challenge the user with
movement
Shot laser blasts (sound)
Analyze image to
evaluate score
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EXAMPLE 6: ROBOTOWER
Robotower can:
Detect towers
Detect cards and act
in consequence
Provide an external
display of game state
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EXAMPLE 7: ROBOWII
Robotowii can:
Detect targets
Detect gestures to select
weapons
Detect shots
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SOME MARKETED ROBOTS
Some robots available on the market, reported as used also with kids or elderly with different abilities:
Paro https://www.youtube.com/watch?v=bb5Png4cIS4
• Autonomous, moving, but not displacing, making soundds and reacting to sound
Pleo https://www.youtube.com/watch?v=uzLImB-Ckug
• Autonomous, moving, slowly and clumsly displacing on legs, making soundds and reacting to sound and visual input
LEKA https://www.youtube.com/watch?v=ermEmpfWtmY
• Fast moving ball, sporting face, color LEDs, sounds, and reacting to sounds and visual stimuli
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DASH
Emotional
movement