Context Social robots are foreseen to be encountered in our everyday life, playing roles as assistant or companion (to mention a few). Recent studies have shown the potential harmful impacts of overtrust in social robotics [1], as robots may collect sensitive information without the user’s knowledge.
Behavioural styles allow robots to express themselves differently within the same context. Given a specific gesture, keyframe manipulation can be used in order to generate style-based variation to the gesture. Behavioural styles have been studied in the past to improve robot’s behaviour during human-robot interaction [2].
In this project, we will explore how behavioural styles can influence engagement, trust and persuasion during human-robot interaction.
Goals & Milestones Implement behavioural styles for the Nao robot (voice and behaviour) and for a voice assistant (voice only) Design at least two behaviour styles based on human behaviour and personality styles Evaluate and compare these styles via experimentation Design a scenario similar to the one described in paper [3] Setup a data collection environment (posture, video and audio) in the HRI Lab facility of UNSW Select appropriate tasks and/or questionnaires to measure engagement, trust and/or persuasion Evaluate the system via an experiment with users Complete the data analysis Topics Robotics, HRI, Psychology
Prerequisites Skills: Python, ROS and Git. References [1]https://media.kasperskycontenthub.com/wp-content/uploads/sites/43/2019/10/14081257/Robots_social_impact_eng.pdf [2] Johal, W., Pesty, S., & Calvary, G. (2014, August). Towards companion robots behaving with style. In The 23rd IEEE International Symposium on Robot and Human Interactive Communication (pp. 1063-1068). IEEE. [3] Bainbridge, W. A., Hart, J. W., Kim, E. S., & Scassellati, B. (2011). The benefits of interactions with physically present robots over video-displayed agents. International Journal of Social Robotics, 3(1), 41-52. [4] Peters, R., Broekens, J., Li, K., & Neerincx, M. A. (2019, July). Robot Dominance Expression Through Parameter-based Behaviour Modulation. In Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents (pp. 224-226). ACM. [5] Shane Saunderson et al. It Would Make Me Happy if You Used My Guess: Comparing Robot Persuasive Strategies in Social Human–Robot Interaction, IEEE Robotics and Automation Letters (2019). DOI: 10.1109/LRA.2019.2897143
Context: Online learning presents several advantages: decreasing cost, allowing more flexibility and access to far away training resources. However, studies have found that it also limits communications between peers and teachers, limits physical interactions and that it requires a big commitment on the student’s part to plan and stay assiduous in their learning.
Goals & Milestones In this project, we aim to design and test a novel way to engage students in collaborative online learning by using haptic enabled tangible robots. The project will consist in:
developing a tool allowing the design of online activities for two or more robots to be connected implementing a demonstrator for this new library that will embed a series of small exercises hilightling the new capability of remote haptic-assisted collaboration evaluating the demonstrator with a user experiment Topics HCI, Haptics, Robot, Collaborative Work (Training/Gaminig)
Prerequisites Skills: C++, Js, References See Zotero Collection https://www.zotero.org/groups/2419050/hri-unsw/collections/JXBHFMBC
Schneider, B., Jermann, P., Zufferey, G., & Dillenbourg, P. (2011). Benefits of a Tangible Interface for Collaborative Learning and Interaction. IEEE Transactions on Learning Technologies, 4(3), 222–232. https://doi.org/10.1109/TLT.2010.36 Asselborn, T., Guneysu, A., Mrini, K., Yadollahi, E., Ozgur, A., Johal, W., & Dillenbourg, P. (2018). Bringing letters to life: Handwriting with haptic-enabled tangible robots. Proceedings of the 17th ACM Conference on Interaction Design and Children, 219–230. East, B., DeLong, S., Manshaei, R., Arif, A., & Mazalek, A. (2016). Actibles: Open Source Active Tangibles. Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces, 469–472. https://doi.org/10.1145/2992154.2996874 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2019a). RoboGraphics: Dynamic Tactile Graphics Powered by Mobile Robots. The 21st International ACM SIGACCESS Conference on Computers and Accessibility, 318–328. https://doi.org/10.1145/3308561.3353804 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2019b). RoboGraphics: Using Mobile Robots to Create Dynamic Tactile Graphics. The 21st International ACM SIGACCESS Conference on Computers and Accessibility, 673–675. https://doi.org/10.1145/3308561.3354597 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2018). The Haptic Video Player: Using Mobile Robots to Create Tangible Video Annotations. Proceedings of the 2018 ACM International Conference on Interactive Surfaces and Spaces, 203–211. https://doi.org/10.1145/3279778.3279805 Guneysu, A., Johal, W., Ozgur, A., & Dillenbourg, P. (2018). Tangible Robots Mediated Collaborative Rehabilitation Design: Can we Find Inspiration from Scripting Collaborative Learning? Workshop on Robots for Learning R4L HRI2018. Guneysu Ozgur, A., Wessel, M. J., Johal, W., Sharma, K., Ozgur, A., Vuadens, P., Mondada, F., Hummel, F. C., & Dillenbourg, P. (2018). Iterative design of an upper limb rehabilitation game with tangible robots. Proceedings of the 2018 ACM/IEEE International Conference on Human-Robot Interaction, 241–250. Guneysu Ozgur, A., Wessel, M. J., Olsen, J. K., Johal, W., Özgür, A., Hummel, F. C., & Dillenbourg, P. (2020). Gamified Motor Training with Tangible Robots in Older Adults: A Feasibility Study and Comparison with Young. Frontiers in Aging Neuroscience, 12. https://doi.org/10.3389/fnagi.2020.00059 Ishii, H., & Ullmer, B. (1997). Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms. Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, 234–241. https://doi.org/10.1145/258549.258715 Johal, W., Tran, A., Khodr, H., Özgür, A., & Dillenbourg, P. (2019). TIP: Tangible e-Ink Paper Manipulatives for Classroom Orchestration. Proceedings of the 31st Australian Conference on Human-Computer-Interaction, 595–598. https://doi.org/10.1145/3369457.3369539 Loparev, A., Westendorf, L., Flemings, M., Cho, J., Littrell, R., Scholze, A., & Shaer, O. (2017). BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design. Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, 111–120. https://doi.org/10.1145/3024969.3025000 Okerlund, J., Shaer, O., & Latulipe, C. (2016). Teaching Computational Thinking Through Bio-Design (Abstract Only). Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 698. https://doi.org/10.1145/2839509.2850569 O’Malley, C., & Fraser, D. S. (2004). Literature review in learning with tangible technologies. Ozgur, A. G., Wessel, M. J., Asselborn, T., Olsen, J. K., Johal, W., Özgür, A., Hummel, F. C., & Dillenbourg, P. (2019). Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories? 2019 41st Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 5326–5330. https://doi.org/10.1109/EMBC.2019.8857508 Ozgur, A., Johal, W., Mondada, F., & Dillenbourg, P. (2017). Haptic-enabled handheld mobile robots: Design and analysis. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2449–2461. Ozgur, A., Lemaignan, S., Johal, W., Beltran, M., Briod, M., Pereyre, L., Mondada, F., & Dillenbourg, P. (2017). Cellulo: Versatile handheld robots for education. 2017 12th ACM/IEEE International Conference on Human-Robot Interaction (HRI, 119–127.
Context Natural language is an important part of communication since it offers an intuitive and efficient way of conveying ideas to another individual. Enabling robots to efficiently use language is essential for human-robot collaboration. In this project, we aim to develop an interface between a dialog manager (i.e. DialogFlow) and ROS (Robotics Operating System). By doing this, we will be able to use the powerful dialogue systems in human-robot interaction scenario.
A scenario, using tangible robots (Cellulo) combined with voice assistant for upper-arm rehabilitation will be implemented to show the potential of this new ros-package.
Goals & Milestones During this project, the student will:
Learn about Google DialogFlow and ROS Develop a ROS package that enables to access and manipulates DialogFlow features Develop a Cellulo Rehabilitation Game Test the game with a pilot experiment Topics Voice-Assistant, Human-Robot Interaction, ROS
Prerequisites Skills: Python, C++, ROS, Git. References https://dialogflow.com/ https://www.ros.org/ http://wafa.johal.org/project/cellulo/ Hudson, C., Bethel, C. L., Carruth, D. W., Pleva, M., Juhar, J., & Ondas, S. (2017, October). A training tool for speech driven human-robot interaction applications. In 2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA) (pp. 1-6). IEEE. Moore, R. K. (2017). Is spoken language all-or-nothing? Implications for future speech-based human-machine interaction. In Dialogues with Social Robots (pp. 281-291). Springer, Singapore. Beirl, D., Yuill, N., & Rogers, Y. (2019). Using Voice Assistant Skills in Family Life. In Lund, K., Niccolai, G. P., Lavoué, E., Gweon, C. H., & Baker, M. (Eds.), A Wide Lens: Combining Embodied, Enactive, Extended, and Embedded Learning in Collaborative Settings, 13th International Conference on Computer Supported Collaborative Learning (CSCL) 2019, Volume 1 (pp. 96-103). Lyon, France: International Society of the Learning Sciences.