In this paper we introduce the core results of the project on software development for social robotics systems. The usability of maintenance and control features is crucial for many kinds of systems, but in the case of social robotics we also have to take into account that (1) the humanoid robot physically interacts with humans, (2) the conversation with children might have different requirements in comparison to the conversation with adults. The results of our work were implement for the humanoid PAL REEM robot, but their core ideas can be applied for other types of humanoid robots. We developed a web-based solution that supports the management of robot-guided tours, provides recommendations for the users as well as allows for a visual analysis of the data on previous tours.
@cite_12 introduced a design framework enabling the development of social robotics applications by cross-disciplinary teams of programmers and interaction designers.
@cite_12
2293662342 1968729317 2295887377 2105546430 2040052159 1489204872 2267107524 2118612946 2570651606 1862013120 2048903680 2282626006 2028208724 2963151127 2570393549 2092252440 1992461594 2000365432 2104583282 2137598940
We present a novel design framework enabling the development of social robotics applications by cross-disciplinary teams of programmers and interaction designers. By combining a modular back-end software architecture with an easy-to-use graphical interface for developing interaction sequences, this system enables programmers and designers to work in parallel to develop robot applications and tune the subtle details of social behaviors. In this paper, we describe the structure of our design framework, and we present an experimental evaluation of our system showing that it increases the effectiveness of programmerdesigner teams developing social robot applications. Keywords-human-robot interaction; software development; social robotics; programming interfaces; This paper presents an overview of our work towards building socially intelligent, cooperative humanoid robots that can work and learn in partnership with people. People understand each other in social terms, allowing them to engage others in a variety of complex social interactions including communication, social learning, and cooperation. We present our theoretical framework that is a novel combination of Joint Intention Theory and Situated Learning Theory and demonstrate how this framework can be applied to develop our sociable humanoid robot, Leonardo. We demonstrate the robot's ability to learn quickly and effectively from natural human instruction using gesture and dialog, and then cooperate to perform a learned task jointly with a person. Such issues must be addressed to enable many new and exciting applications for robots that require them to play a long-term role in people's daily lives. The goal of this work is to develop computational models of social intelligence that enable robots to work side by side with humans, solving problems and achieving task goals through dialogue and collaborative manipulation. A defining problem of collaborative behavior in an embodied setting is the manner in which multiple agents make use of shared resources. In a situated dialogue, these resources include physical bottlenecks such as objects or spatial regions, and cognitive bottlenecks such as the speaking floor. For a robot to function as an effective collaborative partner with a human, it must be able to seize and yield such resources appropriately according to social expectations. We describe a general framework that uses timed Petri nets for the modeling and execution of robot speech, gaze, gesture, and manipulation for collaboration. The system dynamically monitors resource requirements and availability to control real-time turn-taking decisions over resources that are shared with humans, reasoning about different resource types independently. We evaluate our approach with an experiment in which our robot Simon performs a collaborative assembly task with 26 different human partners, showing that the multimodal reciprocal approach results in superior task performance, fluency, and balance of control. In this paper, we present a framework for guiding autonomous learning in robot systems. The paradigm we introduce allows a robot to acquire new skills according to an intrinsic motivation function that finds behavioral affordances. Affordances-in the sense of (Gibson, Toward and Ecological Psychology, Hillsdale, NJ, 1977)-describe the latent possibilities for action in the environment and provide a direct means of organizing functional knowledge in embodied systems. We begin by showing how a robot can assemble closed-loop action primitives from its sensory and motor resources, and then show how these primitives can be sequenced into multi-objective policies. We then show how these policies can be assembled hierarchically to support incremental and cumulative learning. The main contribution of this paper demonstrates how the proposed intrinsic motivator for affordance discovery can cause a robot to both acquire such hierarchical policies using reinforcement learning and then to generalize these policies to new contexts. As the framework is described, its effectiveness and applicability is demonstrated through a longitudinal learning experiment on a bimanual robot. Here, we propose that bidirectionality in implicit motor coordination between humanoid robots and humans could enhance the social competence of human–robot interactions. We first detail some questions pertaining to human–robot interactions, introducing the Uncanny Valley hypothesis. After introducing a framework pertinent for the understanding of natural social interactions, motor resonance, we examine two behaviors derived from this framework: motor coordination, investigated in and informative about human–human interaction, and motor interference, which demonstrate the relevance of the motor resonance framework to describe human perception of humanoid robots. These two lines of investigation are then put together to “close the loop” by proposing to implement a key feature of motor coordination, bidirectionality, in robots’ behavior. Finally, we discuss the feasibility of implementing motor coordination between humanoid robots and humans, and the consequences of this implementation in enhancing the social competence of robots interacting with humans. Keywords: interpersonal interaction, motor resonance, motor coordination, motor interference, social robotics, anthropomorphism This thesis describes a scalable robotic navigation system that builds a map of the robot's environment on the fly. This problem is also known as Simultaneous Localization and Mapping (SLAM). The SLAM problem has as inputs the control of the robot's motion and sensor measurements to features in the environment. The desired output is the path traversed by the robot (localization) and a representation of the sensed environment (mapping). The principal contribution of this thesis is the introduction of a framework, termed Atlas, that alleviates the computational restrictions of previous approaches to SLAM when mapping extended environments. The Atlas framework partitions the SLAM problem into a graph of submaps, each with its own coordinate system. Furthermore, the framework facilitates the modularity of sensors, map representations, and local navigation algorithms by encapsulating the implementation specific algorithms module that matches submaps and a verification procedure that trades latency in loop closing with a lower chance of incorrect loop detections inherent with symmetric environments. The framework is demonstrated with several datasets that map large indoor and urban outdoor environments using a variety of sensors: a laser scanner, sonar rangers, and omni-directional video. (Copies available exclusively from MIT Libraries, Rm. 14-0551, Cambridge, MA 02139-4307. Ph. 617-253-5668; Fax 617-253-1690.) We present an ample description of a socially compliant mobile robotic platform, which is developed in the EU-funded project SPENCER. The purpose of this robot is to assist, inform and guide passengers in large and busy airports. One particular aim is to bring travellers of connecting flights conveniently and efficiently from their arrival gate to the passport control. The uniqueness of the project stems from the strong demand of service robots for this application with a large potential impact for the aviation industry on one side, and on the other side from the scientific advancements in social robotics, brought forward and achieved in SPENCER. The main contributions of SPENCER are novel methods to perceive, learn, and model human social behavior and to use this knowledge to plan appropriate actions in real-time for mobile platforms. In this paper, we describe how the project advances the fields of detection and tracking of individuals and groups, recognition of human social relations and activities, normative human behavior learning, socially-aware task and motion planning, learning socially annotated maps, and conducting empirical experiments to assess socio-psychological effects of normative robot behaviors. This thesis puts forward a computational framework that can be used by embodied artificial agents (and in particular autonomous robots) for ontogenetic development. The research investigates methods, endowed with which, an embodied agent can develop control structures for increasingly complex and better adapted behaviour, explicitly and incrementally from its history of interaction with its environment. The temporal horizon of an agent is extended so that past experience can be self-organized into a developing structure that can be used to anticipate the future and act appropriately in environments where state information is incomplete, such as a social environment. A formal definition of sensorimotor experience is given, and Crutchfield’s information metric is used as the basis for comparison of experiences. Information metrics are demonstrated to be able to characterize and identify time-extended behaviour. A definition of a metric space of experiences is followed by the introduction of an architecture that combines this with environmental reinforcement as the basis for a system for robot ontogeny. The architecture is demonstrated and tested in various robotic and simulation experiments. This thesis also introduces the early communication game “Peekaboo” as a tool for the study of human-robot interaction and development. The interaction history architecture is then used by two different robots to develop the capability to engage in the peekaboo game. For robots to coexist with humans in a social world like ours, it is crucial that they possess human-like social interaction skills. Programming a robot to possess such skills is a challenging task. In this paper, we propose a Multimodal Deep Q-Network (MDQN) to enable a robot to learn human-like interaction skills through a trial and error method. This paper aims to develop a robot that gathers data during its interaction with a human, and learns human interaction behavior from the high dimensional sensory information using end-to-end reinforcement learning. This paper demonstrates that the robot was able to learn basic interaction skills successfully, after 14 days of interacting with people. We present a control framework for achieving encirclement of a target moving in 3D using a multi-robot system. Three variations of a basic control strategy are proposed for different versions of the encirclement problem, and their effectiveness is formally established. An extension ensuring maintenance of a safe inter-robot distance is also discussed. The proposed framework is fully decentralized and only requires local communication among robots; in particular, each robot locally estimates all the relevant global quantities. We validate the proposed strategy through simulations on kinematic point robots and quadrotor UAVs, as well as experiments on differential-drive wheeled mobile robots. An autonomous robot case study illustrates the use of the behavior, interaction, priority (BIP) component framework as a unifying semantic model to ensure correctness of essential system design properties. Ubiquitous Robotics is a novel paradigm aimed at addressing the coordinated behaviour of robots in environments that are intelligent per se. To this aim, suitable methods to enforce cooperative activities must be assessed. In this article, a formalism to encode spatio-temporal situations whose occurrences must be detected by a context-aware system is introduced. The Situation Definition Language is a tool used to specify relationships among classes of sensory data in distributed systems (such as those adhering to the Ubiquitous Robotics paradigm), without posing any assumption on how data themselves are acquired. The capabilities offered by the language are discussed with respect to a real-world scenario, where a team of mobile robots cooperates with an intelligent environment to perform service tasks. Specifically, the article focuses on the system ability to combine in a centralized representation information originating from distributed sources, either mobile (i.e., the robots) or fixed (i.e., the intelligent devices in the network). We present an interactive design system that allows casual users to quickly create 3D-printable robotic creatures. Our approach automates the tedious parts of the design process while providing ample room for customization of morphology, proportions, gait and motion style. The technical core of our framework is an efficient optimization-based solution that generates stable motions for legged robots of arbitrary designs. An intuitive set of editing tools allows the user to interactively explore the space of feasible designs and to study the relationship between morphological features and the resulting motions. Fabrication blueprints are generated automatically such that the robot designs can be manufactured using 3D-printing and off-the-shelf servo motors. We demonstrate the effectiveness of our solution by designing six robotic creatures with a variety of morphological features: two, four or five legs, point or area feet, actuated spines and different proportions. We validate the feasibility of the designs generated with our system through physics simulations and physically-fabricated prototypes. The authors present an overview of a hierarchical framework for coordinating task- and motion-level operations in multirobot systems. Their framework is based on the idea of using simple temporal networks to simultaneously reason about precedence causal constraints required for task-level coordination and simple temporal constraints required to take some kinematic constraints of robots into account. In the plan-generation phase, the framework provides a computationally scalable method for generating plans that achieve high-level tasks for groups of robots and take some of their kinematic constraints into account. In the plan-execution phase, the framework provides a method for absorbing an imperfect plan execution to avoid time-consuming re-planning in many cases. The authors use the multirobot path-planning problem as a case study to present the key ideas behind their framework for the long-term autonomy of multirobot systems. We propose a humanoid robot navigation planning framework that reuses previous experience to decrease planning time. The framework is intended for navigating complex unstructured environments using both palm and foot contacts. In a complex environment, discrete-search-based contact space planners trade-off between high branching factor and action flexibility. Although approaches such as weighted A∗, ARA∗ and ANA∗ could speed up the search by compromising on optimality, they can be very slow when the heuristic is inaccurate. In the proposed framework, an experience-retrieval module is added in parallel to ANA∗. This module collects previously-generated motion plans and clusters them based on contact pose similarity to form a motion plan library. To retrieve an appropriate plan from the library for a given environment, the framework uses a distance between the contact poses in the plan and environment surfaces. Candidate plans are then modified with local trajectory optimization until a plan fitting the query environment is found. Our experiments show that the proposed framework outperforms planning-from-scratch in success rate in unstructured environments by at least 28 and can navigate difficult environments such as rubble and narrow corridors. For robots to interact effectively with human users they must be capable of coordinated, timely behavior in response to social context. The Adaptive Strategies for Sustainable Long-Term Social Interaction (ALIZ-E) project focuses on the design of long-term, adaptive social interaction between robots and child users in real-world settings. In this paper, we report on the iterative approach taken to scientific and technical developments toward this goal: advancing individual technical competencies and integrating them to form an autonomous robotic system for evaluation "in the wild." The first evaluation iterations have shown the potential of this methodology in terms of adaptation of the robot to the interactant and the resulting influences on engagement. This sets the foundation for an ongoing research program that seeks to develop technologies for social robot companions. In this paper we present a framework that allows a human and a robot to perform simultaneous manipulation tasks safely in close proximity. The proposed framework is based on early prediction of the human's motion. The prediction system, which builds on previous work in the area of gesture recognition, generates a prediction of human workspace occupancy by computing the swept volume of learned human motion trajectories. The motion planner then plans robot trajectories that minimize a penetration cost in the human workspace occupancy while interleaving planning and execution. Multiple plans are computed in parallel, one for each robot task available at the current time, and the trajectory with the least cost is selected for execution. We test our framework in simulation using recorded human motions and a simulated PR2 robot. Our results show that our framework enables the robot to avoid the human while still accomplishing the robot's task, even in cases where the initial prediction of the human's motion is incorrect. We also show that taking into account the predicted human workspace occupancy in the robot's motion planner leads to safer and more efficient interactions between the user and the robot than only considering the human's current configuration. Robots accompanying humans is one of the core capacities every service robot deployed in urban settings should have. We present a novel robot companion approach based on the so-called Social Force Model (SFM). A new model of robot-person interaction is obtained using the SFM which is suited for our robots Tibi and Dabo. Additionally, we propose an interactive scheme for robot's human-awareness navigation using the SFM and prediction information. Moreover, we present a new metric to evaluate the robot companion performance based on vital spaces and comfortableness criteria. Also, a multimodal human feedback is proposed to enhance the behavior of the system. The validation of the model is accomplished throughout an extensive set of simulations and real-life experiments. We present a formal framework where a nonmonotonic formalism (the action description language @math ) is used to provide robots with high-level reasoning, such as planning, in the style of cognitive robotics. In particular, we introduce a novel method that bridges the high-level discrete action planning and the low-level continuous behavior by trajectory planning. We show the applicability of this framework on two LEGO MINDSTORMS NXT robots, in an action domain that involves concurrent execution of actions that cannot be serialized. We introduce a socially motivated interaction technique with collocated flying robots (a quadrotor in our current prototype). Instead of the traditional remote interaction controllers often used when interacting with flying robots and UAVs, we explore the collocated interaction space and suggest a direct interaction technique motivated by social human-robot interaction themes. Our approach is inspired by the types of interaction humans have with birds, specifically falconeering, and is facilitated by gestures-based interaction, while the user is within the field of view of the flying robot. This paper outlines our research goals, task examples, and our overall design approach. The paper also discusses our current prototyping efforts, as well as a preliminary evaluation of our approach, performed through two design critiques, studying our collocated interaction technique concept, and its potential, drawbacks and benefits for users.