This paper describes a framework for 3D selection and manipulation in virtual environments. The framework provides some basic selection and manipulation techniques to achieve the interaction task. It also provides mor...
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In this paper, we explore how dynamic visual cues can be used to create accessible and meaningful social interfaces without raising expectations beyond what is achievable with current technology. Our approach is inspi...
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ISBN:
(纸本)1595933417
In this paper, we explore how dynamic visual cues can be used to create accessible and meaningful social interfaces without raising expectations beyond what is achievable with current technology. Our approach is inspired by research in perceptual causality, which suggests that simple displays in motion can evoke high-level social and emotional content. For our exploration, we iteratively designed and implemented a public social interface using abstraction and motion as design elements. Our interface communicated simple social and emotional content such as displaying happiness when there is high social interaction in the environment. Our qualitative evaluations showed that people frequently and repeatedly interacted with the interface while they tried to make sense of the underlying social content. They also shared their models with others, which led to more social interaction in the environment. Copyright 2006 ACM.
humans use expressions of emotion in a very social manner, to convey messages such as "I'm happy to see you" or "I want to be comforted," and people's long-term relationships depend heavily...
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Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to dir...
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ISBN:
(纸本)1424401992
Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to direct its gaze in a natural way. In this paper, we explore how human gaze can be modeled and implemented on a humanoid robot to create a natural, human-like behavior for storytelling. Our gaze model integrates data collected from a human storyteller and a discourse structure model developed by Cassell and her colleagues for human-like conversational agents (1994). We used this model to direct the gaze of a humanoid robot, Honda's ASIMO, as he recited a Japanese fairy tale using a pre-recorded human voice. We assessed the efficacy of this gaze algorithm by manipulating the frequency of ASIMO's gaze between two participants and used pre and post questionnaires to assess whether participants evaluated the robot more positively and did better on a recall task when ASIMO looked at them more. We found that participants performed significantly better in recalling ASIMO's story when the robot looked at them more. Our results also showed significant differences in how men and women evaluated ASIMO based on the frequency of gaze they received from the robot. Our study adds to the growing evidence that there are many commonalities between human-human communication and human-robot communication
In this paper we describe AVIVA, a prototype health and fitness monitor for young women. The device helps and encourages the user to balance the many aspects of attaining good health, including nutrition, exercise, an...
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ISBN:
(纸本)1595932984
In this paper we describe AVIVA, a prototype health and fitness monitor for young women. The device helps and encourages the user to balance the many aspects of attaining good health, including nutrition, exercise, and the social aspects of health. We describe the process used in developing the AVIVA monitor as well as our final design.
作者:
Katia SycaraJohn MylopoulisRobotics Institute
School of Computer Science Human-Computer Interaction Institute Language Technologies Institute (LTI) Center for Advanced Learning and Discovery Carnegie Mellon University Newell-Simon Hall 1602D CMU Pittsburgh PA 15213 USA Department of Computer Science
University of Toronto 40 St. George St. Bahen Building Rm. 7266 Toronto Ont. Canada M5S 2E4
Describes preliminary work in the use of a virtual environment to derive just noticeable differences (JNDs) for force. Specifically, we look for thresholds of force sensitivity so that we may ultimately construct ther...
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ISBN:
(纸本)0769514898
Describes preliminary work in the use of a virtual environment to derive just noticeable differences (JNDs) for force. Specifically, we look for thresholds of force sensitivity so that we may ultimately construct therapeutic force feedback distortions that stay below these thresholds. Initially, we have concentrated on JNDs as they are applied to the index finger; preliminary data in healthy individuals shows an average JND of approximately 100%. More significantly, the data indicate that visual feedback distortions in a virtual environment can be created to encourage increased force productions by up to 100%, and that this can be done without a patient's awareness.
We describe two experiments using three testbeds (real, virtual and vision-only) for comparison of user performance during 3-D peg-in-hole tasks. Tasks are performed using a six-degree-of-freedom (6-DOF) magnetic levi...
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ISBN:
(纸本)0769514898
We describe two experiments using three testbeds (real, virtual and vision-only) for comparison of user performance during 3-D peg-in-hole tasks. Tasks are performed using a six-degree-of-freedom (6-DOF) magnetic levitation haptic device. The experimental design allows a user to experience real and virtual forces using the same device. The first experiment compares real and virtual tasks. In the virtual task, a peg and hole are rendered haptically and visually. During the real task, a physical peg is attached to the underside of the haptic device. A hole in a plate attached to a force/torque sensor receives the peg. The second experiment compares a virtual haptic task to one performed using vision alone. Preliminary results indicate increased task time, more variation in force and position, and more failures occur with the virtual task than with the real task. More variation in force and position, and more failures occur with the vision-only task than with the virtual task. Users apply similar strategies for virtual and real tasks. Virtual haptic display, while worse than reality, contributes significantly to task performance when compared to vision alone.
This book constitutes the refereed proceedings of the Third International Conference on Social robotics, ICSR 2011, held in Amsterdam, The Netherlands, in November 2011. The 23 revised full papers were carefully selec...
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ISBN:
(数字)9783642255045
ISBN:
(纸本)9783642255038
This book constitutes the refereed proceedings of the Third International Conference on Social robotics, ICSR 2011, held in Amsterdam, The Netherlands, in November 2011. The 23 revised full papers were carefully selected during two rounds of reviewing and improvement from 51 submissions. The papers are organized in topical sections on social interaction with robots; nonverbal interaction with social robots; robots in society; social robots in education; affective interaction with social robots; robots in the home.
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