Effect of Self-animated Avatars in Virtual Environmentsmukundraj2
This document outlines two experiments that investigate the effect of self-animated avatars in virtual environments. The first pilot study found that the presence of an avatar improved task performance for some users, depending on individual factors like gaming experience. A follow-up experiment aimed to account for individual differences and examine how immersion and task difficulty impact avatar effects. It used an object orientation matching task with variations in avatar presence, immersion level, and task difficulty. Results showed significance in some conditions, answering questions about how avatars influence user performance and experience in virtual worlds. Future work could explore other environments, tasks, and feedback methods.
When working on multiple projects simultaneously its important to keep track on every detail you can't possibly remember. There are plenty of project management apps on the market that can help you stay on track.
I have used one of the simplest, efficient and quite user friendly app, Asana. Take a glimpse at my kick off presentation file i prepared for my team. Perhaps you can use it or just make your own opinion regarding Assana project management. Ah yes, its in Slovenian language ;)
This document provides information about purchasing a 3Com 07-0270-000 10Base-T Dongle Cable from Launch 3 Telecom. It describes how to purchase the product through their website or by phone, as well as details on payment options, same-day shipping, warranty, and additional services offered by Launch 3 Telecom such as repairs and equipment de-installation.
The document discusses key quotes from an artificial intelligence called AIC. However, the document does not provide any actual quotes from AIC or further details about what AIC is. In just two words and without any other context or information, this document does not have enough substance to generate a meaningful summary.
The document summarizes research conducted with the target audience in October and November. In October, a focus group was held with 6 people to discuss a narrative about domestic abuse and provide feedback. Their responses helped shape the video by showing both positive and negative aspects of the relationship. In November, surveys were handed out to 20 people to understand how they consume music. Most listened on YouTube and Spotify rather than buying CDs. Further research is needed to understand how to promote a CD to this audience. Flickr was also used to gather feedback on draft materials from the target group.
Effect of Self-animated Avatars in Virtual Environmentsmukundraj2
This document outlines two experiments that investigate the effect of self-animated avatars in virtual environments. The first pilot study found that the presence of an avatar improved task performance for some users, depending on individual factors like gaming experience. A follow-up experiment aimed to account for individual differences and examine how immersion and task difficulty impact avatar effects. It used an object orientation matching task with variations in avatar presence, immersion level, and task difficulty. Results showed significance in some conditions, answering questions about how avatars influence user performance and experience in virtual worlds. Future work could explore other environments, tasks, and feedback methods.
When working on multiple projects simultaneously its important to keep track on every detail you can't possibly remember. There are plenty of project management apps on the market that can help you stay on track.
I have used one of the simplest, efficient and quite user friendly app, Asana. Take a glimpse at my kick off presentation file i prepared for my team. Perhaps you can use it or just make your own opinion regarding Assana project management. Ah yes, its in Slovenian language ;)
This document provides information about purchasing a 3Com 07-0270-000 10Base-T Dongle Cable from Launch 3 Telecom. It describes how to purchase the product through their website or by phone, as well as details on payment options, same-day shipping, warranty, and additional services offered by Launch 3 Telecom such as repairs and equipment de-installation.
The document discusses key quotes from an artificial intelligence called AIC. However, the document does not provide any actual quotes from AIC or further details about what AIC is. In just two words and without any other context or information, this document does not have enough substance to generate a meaningful summary.
The document summarizes research conducted with the target audience in October and November. In October, a focus group was held with 6 people to discuss a narrative about domestic abuse and provide feedback. Their responses helped shape the video by showing both positive and negative aspects of the relationship. In November, surveys were handed out to 20 people to understand how they consume music. Most listened on YouTube and Spotify rather than buying CDs. Further research is needed to understand how to promote a CD to this audience. Flickr was also used to gather feedback on draft materials from the target group.
ICT solutions for highly-customized water demand management strategiesSmartH2O
1) Smart metering technologies and big data analytics can help water utilities better understand residential water usage patterns and identify different consumption profiles.
2) Gamification approaches, like the SmartH2O project's "DropTheQuestion" app, show potential for inducing behavioral change and reducing household water consumption. Preliminary results from SmartH2O indicate water savings of 10% on average.
3) Further analysis of smart meter data from over 11,000 households in Valencia, Spain identified common daily, weekly, and hourly water usage patterns and helped classify households into consumption categories from very high to low users.
Penduduk Indonesia berkumpul di pulau Jawa yang luasnya hanya 7% dari daratan Indonesia, dengan pertumbuhan penduduk tinggi sekitar 1,5-2,3% antara tahun 1930-1980. Keluarga berencana diperkenalkan pada tahun 1970 untuk mengendalikan pertumbuhan penduduk dan meningkatkan kesejahteraan melalui penggunaan alat kontrasepsi dan jarak kelahiran anak. Namun, kontrol populasi juga berdampak pada lingkungan akib
Non native english speakers in open source communities - a true storyMasayuki Igawa
This slide deck is for our session at linux.conf.au 2017 with Samuel and Dong[1]. You might be interested in this article[2] and doc[3], too.
[1] https://linux.conf.au/schedule/presentation/70/
[2] https://opensource.com/article/17/1/non-native-speakers-take-open-source-communities
[3] https://docs.openstack.org/contributor-guide/non-native-english-speakers.html
This document provides information about purchasing a 3Com 1640-610-000-5 00 product from Launch 3 Telecom. It includes details about the product, payment and shipping options, warranty, and additional services offered by Launch 3 Telecom such as repairs, maintenance contracts, and equipment deinstallation. Contact information is provided to purchase the product or learn more about other telecom solutions.
Wielu z Was ma pasje artystyczne i chce się rozwijać w tym kierunku, mimo, że uczy się w klasach o zupełnie innym profilu. Czy w związku z tym, aby spełniać się w profesji artysty potrzebne są studia, a jeśli tak, to jakie studia wybrać? Chociaż wielu artystów posiada stopnie lub kwalifikacje w sztuce, np. z projektowania, nie jest to element niezbędny do zostania artystą. Jednak musisz być bardzo utalentowany i posiadać szereg różnych umiejętności. Jeśli kochasz sztukę, masz pewne umiejętności biznesowe i lubisz działać na własną rękę, to może być dobry wybór kariery dla Ciebie.
Un aneurisma de aorta es una dilatación localizada en la pared de la arteria que produce una debilidad, causada principalmente por la ateroesclerosis, un síndrome caracterizado por el depósito de sustancias lipídicas en las paredes arteriales que provoca inflamación y multiplicación de células musculares, estrechando la luz arterial. La arteriosclerosis es un término que se refiere al endurecimiento de arterias de mediano y gran calibre que generalmente causa estrechamiento e incluso oclusión de los vasos.
Are you looking for Homeopathy Medicine in india ? HOMOEO CLINIC is best services providing Chikungunya, Dengue, Diseases, Kidney Stones, Brain Hematoma and Paralysis. http://www.homoeotreatment.com
Learning Social Affordances and Using Them for PlanningKadir Uyanik
This study extends the learning and use of affordances on robots on two fronts. First, we use the very same affordance
learning framework that was used for learning the affordances of inanimate things to learn social affordances, that is affordances whose existence requires the presence of humans. Second, we use the learned affordances for making multistep
plans.
Specifically, an iCub humanoid platform is equipped with a perceptual system to sense objects placed on a table, as well as the presence and state of humans in the environment, and a behavioral repertoire that consisted of simple object manipulations as well as voice behaviors that are uttered simple verbs. After interacting with objects and humans, the robot learns a set of affordances with which it can make multi-step plans towards achieving a demonstrated goal.
The document describes a study where a robot learns social affordances through interactions with humans and objects, and uses the learned affordances to make multi-step plans. The robot is equipped with sensors to perceive its environment and humans within it. It interacts with objects and humans, and learns affordances represented as relationships between perceptual features, behaviors, and effects. The learned affordances are used by the robot to plan sequences of behaviors to achieve demonstrated goals by getting assistance from humans when needed. The study shows that robots can learn social affordances in the same way as physical affordances, and use this to plan interactions with humans.
This document summarizes an experiment using Particle Filter on Episode (PFoE) to teach and replay behaviors on a mobile robot. PFoE allows a robot to directly make decisions from recorded episodes of sensor values and actions without needing a map. In the experiment, a trainer used a gamepad to control the robot and teach it behaviors over three laps, which were recorded as an episode. During replay, the robot was able to reperform the taught behaviors in different sensory situations and properly alternate its goal, demonstrating PFoE can enable teach-and-replay with a simple algorithm.
HRI 2010 — Young Pioneers Workshop — The Haptic Creature Project: Social Huma...Steve Yohanan
The Haptic Creature Project: Social Human-Robot Interaction through Affective Touch. Presented at the Young Pioneers Workshop at HRI '10: The 5th ACM/IEEE International Conference on Human-Robot Interaction. Osaka, Japan; March 2-5 2010. More info at http://yohanan.org/steve/projects/haptic-creature/.
This presentation is based on about 20 research papers around animation in user interfaces, and goes into more detail for about 10 of them. It explains what we really know about the effects of animation in user interfaces, trying to cut through all the opinions and assumptions that have been established in the field of interaction design and user experience.
Investigating Perceptible Affordances of Natural User Interfaces - Jacques Ch...City University London
This document discusses the challenges of designing perceptible affordances for novel touch-based natural user interfaces (NUIs). It notes the shift from mouse and keyboard interfaces to touch-based devices has resulted in strange hybrid interfaces that lack familiar visual metaphors and cues. The document presents two design concepts ("SMUDGY" and "DOTS") that aim to convey interactions through visual changes to improve perceptibility. It also describes an eye tracking study to evaluate how people make sense of and mentally model new technologies. The document raises open questions about when and how visual cues should be presented to guide users without being obtrusive as technologies aim to fade into the background of everyday use.
1) The document proposes a model for robots to learn interactions from humans through rhythm detection without explicit reinforcement.
2) By monitoring its own motor actions, a robot can learn the rhythm of interactions with a human and use deviations from this rhythm to internally reinforce correct behaviors.
3) In experiments, the robot was able to learn associations between human gestures and its own responses through this rhythm detection during a simple imitation game with a human.
Expressing and understanding dialogue act: Is it an explicit or an implicit process?
It must be implicit because:
- The age of acquisition
- Reaction time
Additional evidence
- People tend to give postdictive explanations that are not always correct for what they did.
hcid2011 - Empathic Modelling, A Practical Workshop - Dr Simone Stumpf (HCID)City University London
This document outlines an empathic modeling workshop on inclusive design. It discusses why inclusive design is important both legally and economically. It describes how to design inclusively by involving users early, understanding special needs, and evaluating designs. The workshop teaches empathy and awareness through simulations, using props to simulate impairments while participants complete tasks. Participants provide feedback on challenges, feelings, and potential design solutions. The goal is to educate designers through experiential learning.
1. The document describes the human nervous system and how it detects stimuli and produces responses. It discusses the main parts of the nervous system including the central nervous system and peripheral nervous system.
2. Voluntary actions are conscious actions controlled by the brain, like walking. Involuntary actions are unconscious reflex responses controlled by the spinal cord or brainstem, like withdrawing your hand from a hot object.
3. The document includes diagrams of the pathways that nerve impulses travel in both voluntary and involuntary actions. It also includes examples of daily activities and asks students to identify the stimulus and response in each.
ICT solutions for highly-customized water demand management strategiesSmartH2O
1) Smart metering technologies and big data analytics can help water utilities better understand residential water usage patterns and identify different consumption profiles.
2) Gamification approaches, like the SmartH2O project's "DropTheQuestion" app, show potential for inducing behavioral change and reducing household water consumption. Preliminary results from SmartH2O indicate water savings of 10% on average.
3) Further analysis of smart meter data from over 11,000 households in Valencia, Spain identified common daily, weekly, and hourly water usage patterns and helped classify households into consumption categories from very high to low users.
Penduduk Indonesia berkumpul di pulau Jawa yang luasnya hanya 7% dari daratan Indonesia, dengan pertumbuhan penduduk tinggi sekitar 1,5-2,3% antara tahun 1930-1980. Keluarga berencana diperkenalkan pada tahun 1970 untuk mengendalikan pertumbuhan penduduk dan meningkatkan kesejahteraan melalui penggunaan alat kontrasepsi dan jarak kelahiran anak. Namun, kontrol populasi juga berdampak pada lingkungan akib
Non native english speakers in open source communities - a true storyMasayuki Igawa
This slide deck is for our session at linux.conf.au 2017 with Samuel and Dong[1]. You might be interested in this article[2] and doc[3], too.
[1] https://linux.conf.au/schedule/presentation/70/
[2] https://opensource.com/article/17/1/non-native-speakers-take-open-source-communities
[3] https://docs.openstack.org/contributor-guide/non-native-english-speakers.html
This document provides information about purchasing a 3Com 1640-610-000-5 00 product from Launch 3 Telecom. It includes details about the product, payment and shipping options, warranty, and additional services offered by Launch 3 Telecom such as repairs, maintenance contracts, and equipment deinstallation. Contact information is provided to purchase the product or learn more about other telecom solutions.
Wielu z Was ma pasje artystyczne i chce się rozwijać w tym kierunku, mimo, że uczy się w klasach o zupełnie innym profilu. Czy w związku z tym, aby spełniać się w profesji artysty potrzebne są studia, a jeśli tak, to jakie studia wybrać? Chociaż wielu artystów posiada stopnie lub kwalifikacje w sztuce, np. z projektowania, nie jest to element niezbędny do zostania artystą. Jednak musisz być bardzo utalentowany i posiadać szereg różnych umiejętności. Jeśli kochasz sztukę, masz pewne umiejętności biznesowe i lubisz działać na własną rękę, to może być dobry wybór kariery dla Ciebie.
Un aneurisma de aorta es una dilatación localizada en la pared de la arteria que produce una debilidad, causada principalmente por la ateroesclerosis, un síndrome caracterizado por el depósito de sustancias lipídicas en las paredes arteriales que provoca inflamación y multiplicación de células musculares, estrechando la luz arterial. La arteriosclerosis es un término que se refiere al endurecimiento de arterias de mediano y gran calibre que generalmente causa estrechamiento e incluso oclusión de los vasos.
Are you looking for Homeopathy Medicine in india ? HOMOEO CLINIC is best services providing Chikungunya, Dengue, Diseases, Kidney Stones, Brain Hematoma and Paralysis. http://www.homoeotreatment.com
Learning Social Affordances and Using Them for PlanningKadir Uyanik
This study extends the learning and use of affordances on robots on two fronts. First, we use the very same affordance
learning framework that was used for learning the affordances of inanimate things to learn social affordances, that is affordances whose existence requires the presence of humans. Second, we use the learned affordances for making multistep
plans.
Specifically, an iCub humanoid platform is equipped with a perceptual system to sense objects placed on a table, as well as the presence and state of humans in the environment, and a behavioral repertoire that consisted of simple object manipulations as well as voice behaviors that are uttered simple verbs. After interacting with objects and humans, the robot learns a set of affordances with which it can make multi-step plans towards achieving a demonstrated goal.
The document describes a study where a robot learns social affordances through interactions with humans and objects, and uses the learned affordances to make multi-step plans. The robot is equipped with sensors to perceive its environment and humans within it. It interacts with objects and humans, and learns affordances represented as relationships between perceptual features, behaviors, and effects. The learned affordances are used by the robot to plan sequences of behaviors to achieve demonstrated goals by getting assistance from humans when needed. The study shows that robots can learn social affordances in the same way as physical affordances, and use this to plan interactions with humans.
This document summarizes an experiment using Particle Filter on Episode (PFoE) to teach and replay behaviors on a mobile robot. PFoE allows a robot to directly make decisions from recorded episodes of sensor values and actions without needing a map. In the experiment, a trainer used a gamepad to control the robot and teach it behaviors over three laps, which were recorded as an episode. During replay, the robot was able to reperform the taught behaviors in different sensory situations and properly alternate its goal, demonstrating PFoE can enable teach-and-replay with a simple algorithm.
HRI 2010 — Young Pioneers Workshop — The Haptic Creature Project: Social Huma...Steve Yohanan
The Haptic Creature Project: Social Human-Robot Interaction through Affective Touch. Presented at the Young Pioneers Workshop at HRI '10: The 5th ACM/IEEE International Conference on Human-Robot Interaction. Osaka, Japan; March 2-5 2010. More info at http://yohanan.org/steve/projects/haptic-creature/.
This presentation is based on about 20 research papers around animation in user interfaces, and goes into more detail for about 10 of them. It explains what we really know about the effects of animation in user interfaces, trying to cut through all the opinions and assumptions that have been established in the field of interaction design and user experience.
Investigating Perceptible Affordances of Natural User Interfaces - Jacques Ch...City University London
This document discusses the challenges of designing perceptible affordances for novel touch-based natural user interfaces (NUIs). It notes the shift from mouse and keyboard interfaces to touch-based devices has resulted in strange hybrid interfaces that lack familiar visual metaphors and cues. The document presents two design concepts ("SMUDGY" and "DOTS") that aim to convey interactions through visual changes to improve perceptibility. It also describes an eye tracking study to evaluate how people make sense of and mentally model new technologies. The document raises open questions about when and how visual cues should be presented to guide users without being obtrusive as technologies aim to fade into the background of everyday use.
1) The document proposes a model for robots to learn interactions from humans through rhythm detection without explicit reinforcement.
2) By monitoring its own motor actions, a robot can learn the rhythm of interactions with a human and use deviations from this rhythm to internally reinforce correct behaviors.
3) In experiments, the robot was able to learn associations between human gestures and its own responses through this rhythm detection during a simple imitation game with a human.
Expressing and understanding dialogue act: Is it an explicit or an implicit process?
It must be implicit because:
- The age of acquisition
- Reaction time
Additional evidence
- People tend to give postdictive explanations that are not always correct for what they did.
hcid2011 - Empathic Modelling, A Practical Workshop - Dr Simone Stumpf (HCID)City University London
This document outlines an empathic modeling workshop on inclusive design. It discusses why inclusive design is important both legally and economically. It describes how to design inclusively by involving users early, understanding special needs, and evaluating designs. The workshop teaches empathy and awareness through simulations, using props to simulate impairments while participants complete tasks. Participants provide feedback on challenges, feelings, and potential design solutions. The goal is to educate designers through experiential learning.
1. The document describes the human nervous system and how it detects stimuli and produces responses. It discusses the main parts of the nervous system including the central nervous system and peripheral nervous system.
2. Voluntary actions are conscious actions controlled by the brain, like walking. Involuntary actions are unconscious reflex responses controlled by the spinal cord or brainstem, like withdrawing your hand from a hot object.
3. The document includes diagrams of the pathways that nerve impulses travel in both voluntary and involuntary actions. It also includes examples of daily activities and asks students to identify the stimulus and response in each.
QoMEX2014 - Analysing the Quality of Experience of Multisensory Media from Me...Jacob Donley
This presentation was given at QoMEX 2014, the 6th International Workshop on Quality of Multimedia Experience.
Abstract:
This paper investigates the Quality of Experience (QoE) of multisensory media by analysing biosignals collected by electroencephalography (EEG) and eye gaze sensors and comparing with subjective ratings. Also investigated is the impact on QoE of various levels of synchronicity between the sensory effect and target video scene. Results confirm findings from previous research that show sensory effects added to videos increases the QoE rating. While there was no statistical difference observed for the QoE ratings for different levels of sensory effect synchronicity, an analysis of raw EEG data showed 25% more activity in the temporal lobe during asynchronous effects and 20-25% more activity in the occipital lobe during synchronous effects. The eye gaze data showed more deviation for a video with synchronous effects and the EEG showed correlating occipital lobe activity for this instance. These differences in physiological responses indicate sensory effect synchronicity may affect QoE despite subjective ratings appearing similar.
1) The document describes a social psychology project conducted by a group of students at the School of Architecture, Building and Design.
2) It involved producing a video on the bystander effect concept and related concepts of pluralistic ignorance, stereotyping, empathy-altruism, and evaluation apprehension.
3) The group filmed scenes depicting a theft and witnesses who did or did not help the victim, then interviewed witnesses to analyze the concepts applied.
This document summarizes a research paper about a MEMS sensor-controlled haptic forefinger robotic aid. The proposed system uses a MEMS sensor placed on the forefinger to detect the direction of finger movement. This direction information is transmitted via RF to a receiving microcontroller unit that commands a robot to move in the corresponding direction. The design aims to provide a low-cost robotic aid for physically challenged individuals by allowing simple control of a robot through natural forefinger movements. Experimental results validating the forefinger-based directional control of the robot are presented.
Predictive learning of sensorimotor information is hypothesized to be the underlying mechanism that drives cognitive development. As infants learn to minimize the prediction error between their sensory feedback and predictions, they develop various cognitive abilities sequentially through two processes:
1) Learning the relationship between their actions and sensory consequences to develop self-other cognition and goal-directed action.
2) Producing imitative actions in response to others' actions, which allows for the development of imitation, altruistic behavior, and social cognition.
This hypothesis is supported by computational models that show how predictive learning can account for the emergence of skills like self-other discrimination, mirror neuron systems, imitation, and hierarchical representations of goal-directed action in infants
Measuring user engagement: the do, the do not do, and the we do not knowMounia Lalmas-Roelleke
In the online world, user engagement refers to the quality of the user experience that emphasises the phenomena associated with wanting to use an application longer and frequently. User engagement is a multifaceted, complex phenomenon; this gives rise to a number of measurement approaches. Common ways to evaluate user engagement include self-report measures, e.g., questionnaires; physiological methods, e.g. cursor and eye tracking; and web analytics, e.g., number of site visits, click depth. These methods represent various trade-off in terms of the setting (laboratory versus in the wild), object of measurement (user behaviour, affect or cognition) and scale of data collected. This talk will present various efforts aiming at combining approaches to measure engagement. A particular focus will be what these measures individually and combined can tell us and not tell about user engagement. The talk will use examples of studies on news sites, social media, and native advertising.
Tactile Presentation of Orchestral Conductor's Motion Trajectorysugiuralab
This document proposes presenting a conductor's motion trajectory tactilely for visually impaired musicians using vibrators. It describes capturing conducting movements, mapping them to vibrators, and using tactile apparent movement. An experiment found trajectory presentation helped predict beat timing better than single vibrations, especially for tempo changes and start cues. Future work includes developing a universal device.
Conducting a Gesture Elicitation Study: How to Get the Best Gestures From Peo...Jean Vanderdonckt
Lecture 3: Conducting a Gesture Elicitation Study: How to Get the Best Gestures From People?
Francqui Chair in Computer Science 2020 VUB, Jean Vanderdonckt, 27 April 2021
Similar to Awareness motion and it's timing to induce user's action (20)
Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
Harnessing WebAssembly for Real-time Stateless Streaming PipelinesChristina Lin
Traditionally, dealing with real-time data pipelines has involved significant overhead, even for straightforward tasks like data transformation or masking. However, in this talk, we’ll venture into the dynamic realm of WebAssembly (WASM) and discover how it can revolutionize the creation of stateless streaming pipelines within a Kafka (Redpanda) broker. These pipelines are adept at managing low-latency, high-data-volume scenarios.
Adaptive synchronous sliding control for a robot manipulator based on neural ...IJECEIAES
Robot manipulators have become important equipment in production lines, medical fields, and transportation. Improving the quality of trajectory tracking for
robot hands is always an attractive topic in the research community. This is a
challenging problem because robot manipulators are complex nonlinear systems
and are often subject to fluctuations in loads and external disturbances. This
article proposes an adaptive synchronous sliding control scheme to improve trajectory tracking performance for a robot manipulator. The proposed controller
ensures that the positions of the joints track the desired trajectory, synchronize
the errors, and significantly reduces chattering. First, the synchronous tracking
errors and synchronous sliding surfaces are presented. Second, the synchronous
tracking error dynamics are determined. Third, a robust adaptive control law is
designed,the unknown components of the model are estimated online by the neural network, and the parameters of the switching elements are selected by fuzzy
logic. The built algorithm ensures that the tracking and approximation errors
are ultimately uniformly bounded (UUB). Finally, the effectiveness of the constructed algorithm is demonstrated through simulation and experimental results.
Simulation and experimental results show that the proposed controller is effective with small synchronous tracking errors, and the chattering phenomenon is
significantly reduced.
Generative AI leverages algorithms to create various forms of content
Awareness motion and it's timing to induce user's action
1. Awareness Motion and It's Timing
to Induce User's Action
Airi Yokochi, Shohei Kato
Dept. of Computer Science and Engineering
Nagoya Institute of Techinology
4. Introduction
• There are many researches on communication robots have been
undertaken, where they mainly focused on robot's performing reaction
for the action received from the user.
• It is necessary for the person to perform an action towards the robot to
have an appropriate reaction
The motion is performed when the robot is aware on someone’s action and
respond to him according to the action performed.
A usual approach for starting the communicating between two people is
considered as awareness motion.[1]
Awareness Motion
induce the user’s action
[1]Takafumi Sakamoto and Yugo Takeuchi: Model of Agency Cognition through Embodied Interaction
The 29th Annual Conference of the Japanese Society for Artificial Intelligence, pp.201--297, 2015.
5. Awareness Motion
• The robot’s motion is induced when the person’s (who views the robot)
visual line is detected.
Awareness
Motion
2
• It is important for user and robot in order to communicate smoothly.
7. • Approach (using awareness motion)[1]
Robot turns around to the user (Awareness Motion).
Giving an impression to robot to make the conversation easy and familiarity.
Considering the angle of turn around motion.
• Problem: The timing of motion was not considered in this approach
It is known that, concerning the appropriate timing[2] can improve the
impression to the robot
[1] Kentaro KOBUKI, Hirotada UEDA, “A conversation robot which
makes eye contact when a user's gaze is felt,” CVIM, vol. 2012, No.8,
pp. 1-6, 2012.
we conducted an experiment
on sensitivity evaluation to investigate the appropriate timing
until the robot react after user watched it.
Our proposal
Preceding Study [2] Toshiyuki SHIWA, Takayuki KANDA, Michita IMAI, Hiroshi
ISHIGURO, Norihiro HAGITA and Yuichiro ANZAI, “How Quickly
Should Communication Robots Respond?,” Journal of the Robotics
Society of Japan, vol. 27, No.1, pp. 87-95, 2009.
9. Experimental Sensitivity Evaluation
(1/5)Outline
Experimental method
Control the awareness motion timing after a subject stares a
robot
Subject evaluates the impression of robot
Subjects
15 persons (11 men, 4 woman)
22 to 26 years old
Robot
Humanoid robot Nao
Perform awareness motion as "to put up the right hand side,
and to take down“ 4
10. Experimental Sensitivity Evaluation
(2/5) ~experimental conditions ~
Induce awareness motion(7 conditions )
TS:changed from 0.0[sec] up to 3.0[sec] at interval of 0.5[sec].
Not induce awareness motion(1 condition )
The moment people and robot’s eye meet
5
Total 8 conditions
1セット×8回
0.0 0.5 1.0 1.5 2.0 2.5 3.0
11. Experimental Sensitivity Evaluation
(3/5) Details
Workspace
Space is assumed as user`s room
To judge the timing that subject see the eyes of robot
To measure actual awareness motion timing(Ts)
by the video camera located behind a robot
Description, Experiment and questionnaire
We made the subject enter the room and read a book
After finishing the reading, we made the subject turn
right, and see robot
The contents of talking is subject’s wish
図2:The space for the
experiment
6
12. Experimental Sensitivity Evaluation
(3/5) Details
Workspace
自室を想定したスペース
被験者がロボットと目を合わせる瞬間の判定
手上げ動作タイミングの実測値Tsを測定
1台のビデオカメラを設置
被験者への説明、実験、および質問紙への回答
自宅で本を読むシチュエーション
読み終わったら右を振り向きロボットをみる
話しかけ内容は自由 図2:実験配置図
6
1. This experiment is performed in the situation
where the subject is present in a room
2. We made the subject enter the room, sit on a
chair and read a book.
3. After finishing the reading, we made the subject
turn right, and see robot
4. We made subject talk to the robot until a signal is
given; in order to confirm the speech
establishment.
5. The experiments are performed eight times
13. 1. Seven-steps of evaluation from 1 to 7
Make subject to evaluate each set by using questionnaire
Evaluation of easiness to talk
Difficult to talk(1点) - Flexible to talk (7点)
Evaluation of robot’s intentions
Robot doesn’t have any (1点) - Robot has some intensions(7点)
Doesn’t seems to listen(1点) - Robot seems to listen(7点)
Adjective pairs
Dislike(1点) - Like (7点)
Not Thoughtful (1点) - Thoughtful (7点)
Cold (1点) - Warm (7点)
Awkward (1点) - Smart (7点)
Insecure (1点) - Secure (7点)
Overbearing (1点) - Kind (7点)
Experimental Sensitivity Evaluation
(4/5) ~Impression Evaluation~
7
14. 1. Record reaction of subjects against to awareness motion by video.
2. Free description about the impression to robot
1. Made subjects to descript about impression to robot after the experiment
has done.
2. Made subjects to evaluate the intension observed from the robot.
Average and dispersion of each impression among subjects
Analysis
• Compare the impressions performed to ensure the robot’s awareness motion.
• Differentiation of the awareness motion timings recorded by the impressions
towards the robot.
Experimental Sensitivity Evaluation
(5/5) ~ Impression Evaluation ~
8
15. Results
(IMPRESSION EVALUATION EXPERIMENT)
The general impression
values were high near to
1.0[sec]
Focus on user’s
easiness to talk
We analyzed the result
based on actual Ts by
video.
9
16. The difference of “easiness to talk”
by doing or not doing awareness motion
Dunnett's test • Compare means between not doing and doing
awareness motion by each timing
• Distinct mean of doing motion each timing is higher
than that of NOT doing motion
Perform awareness motion until 0[sec] to 3[sec]
Significantly easy to talk.
Motion
Timing
0[sec] 0.5[sec] 1[sec] 1.5[sec] 2[sec] 2.5[sec] 3[sec] 3.5[sec]
5%
significa
nt
1%
significan
t
1%
significa
nt
1%
significant
1%
significa
nt
1%
significan
t
1%
significa
nt
no
significant
difference
Table: The difference of “easiness to talk” by doing or not doing awareness motion
10
17. The difference of “easiness to talk”
by each timing
Turkey-Kramer method
We were not able to confirm significant differences
Compare the means of every timing and
every other timing.
(sec\sec)
Awareness Motion Timing
0 0.5 1 1.5 2 2.5 3 3.5
AwarenessMotionTiming
0.5 0.9849
1 0.4054 0.9560
1.5 1.0000 0.9697 0.2645
2 0.9994 0.9998 0.6226 0.9979
2.5 0.9909 1.0000 0.9020 0.9798 1.0000
3 1.0000 0.9936 0.4172 1.0000 0.9999 0.9968
3.5 0.9991 0.8567 0.1937 0.9992 0.9526 0.8794 0.9934
Table: P-value of Easiness to talk by each motion timing
If p<0.05,
the significance level is 5%
If p<0.01,
the significance level is 1%
P<0.25
P<0.50
18. The difference of ”Easiness to talk”
by subject groups
Graph: ”Easiness to talk” value by each subject groups
”Easiness to talk” is
changed by timing and
also changed by subjects
12
The easiness timing is
differ from subjects
19. Free describe~the impression to robot~
Not induce “the robot looks like ornament”(Type M)
“it is difficult to talking to the robot” (Type lower)
Induce
Awareness
Motion
1.0[sec] “The robot induce to talk if I hesitate to talking to” (Type lower)
“robot rises a hand before I started to talk”. (Type M)
1.5[sec] “it doesn’t make sense the relation between user’s action and robot’s
motion” (Type M)
2.5[sec] “the robot responses when I talk with it”, (Type higher)
“the robot induced to talk even I didn’t start talking”. (Type higher)
3.5[sec] “the timing is too slow”, “it is hard to talk”, (Type higher)
“robot interpret user’s talk” (Type higher)
13
20. Conclusion~Sensitivity Evaluation~
Dennett‘s test
Become easy to users to talk to the robot by using awareness motion
1.0[sec] : user feel that a robot was induced to talk
It supports the study of previous research which “the impression about robot’s response time in
an interaction between human and robot become the highest when robot response 1 second
later, and the result doesn’t decrease monotonic”[2]
3.5[sec] :the motion timing is so delayed that user doesn’t feel the motion as an
awareness motion
[2] Toshiyuki SHIWA, Takayuki KANDA, Michita IMAI, Hiroshi
ISHIGURO, Norihiro HAGITA and Yuichiro ANZAI, “How Quickly
Should Communication Robots Respond?,” Journal of the Robotics
Society of Japan, vol. 27, No.1, pp. 87-95, 2009.
Free description :When subjects evaluate the impression, they set a
standard timing as the timing that they start to talk.
We investigate the relationship between the time subject start to talk
and their easiness to talk to robot
22. Ex Survey
Proposal :Calculate the timing that subject start to talking to robot
It is difficult to measure this timing objectively (e.g. interjection)
Method :Show a video to subjects during the
experiment
Subjects :The subjects of experimental sensitivity evaluation were
15 persons (11 men, 4 woman)
• The relationship between awareness motion timing and the
timing subject start to talk
• The relationship between the time subject start to talk and
easiness to talk
Survey Contents
15
23. Ex Survey
(2/2)~term for “time subject start to talk”~
We made Subjects talk to the robot (with the intension of talking)
The subject’s feeling is decided from the first word spoken. It is
decided as, whether the subject is willing to “talk to robot or not’’
which is depends on subject’s first word spoken.
e.g. interjection 「aa」
Talk to
greet the
robot
aa
konnichiwa
16
24. aa…
konnichiwa
Thinking…
what to talk
Ex Survey
(2/2)~term for “time subject start to talk”~
We made Subjects talk to the robot (with the intension of talking)
The subject’s feeling is decided from the first word spoken. It is
decided as, whether the subject is willing to “talk to robot or not’’
which is depends on subject’s first word spoken.
e.g. interjection 「aa」
25. Ex Survey
Proposal :calculate the timing that subject start to talking to robot
It is difficult to measure the timing objectively (e.g. interjection)
Method :Show video to subjects during the
experiment
Subjects :The subjects of experimental sensitivity evaluation were
15 persons (11 men, 4 woman)
• The relationship between awareness motion timing and the
timing subject start to talk
• The relationship between the time subject start to talk and
easiness to talk
Survey Contents
15
26. Result ~the timing of talk and awareness
motion~
The period between
awareness motion to start
to talk time is short when
robot’s motion start late
回帰直線
17
27. Result~the timing of talk and easiness to talk~
The period between
awareness motion to start
to talk time is short when
value of easiness to talk is
high
Easiness to talk, become
higher when subject’s start to
talk and awareness motion is
closer回帰直線
18
29. Conclusion
We have investigated an appropriate timing of robot’s
awareness motion, as the first step, to the development of a
robot which induce user’s action.
Experimental Sensitivity Evaluation
We have identified that user feel easy to talk to robot if the robot
performed 1.0 second after user see the robot by an experimental
sensitivity evaluation
Appropriate timing may differ by each user.
Future work
We intend to analyze by user’s attribute such as social roles and
personality
19
30.
31. How Quickly
Should Communication Robots Respond?
Method :Make subject talk with robot
Robot :Robovie
Conditions :Control robot’s reaction time(0sec,1sec,2sec,3sec)
Evaluation :Subject’s Like(1. very bad~7.very good)
: questionnaire
Result
The impression about robot’s response time in
an interaction between human and robot become
the highest when robot response 1 second later
The impression decrease monotonic
more than 2 second later
Subject’sLike
[2] Toshiyuki SHIWA, Takayuki KANDA, Michita IMAI, Hiroshi ISHIGURO, Norihiro HAGITA and Yuichiro ANZAI,
“How Quickly Should Communication Robots Respond?,” Journal of the Robotics Society of Japan, vol. 27, No.1, pp. 87-95, 2009.
Robovie[2]
32. The importance that robot induce action of
people
Problem:It is necessary for people to have an action for robot’s
appropriate reaction.
The factors interfere action of people
Appearance of robot (e.g. It doesn’t seem to working)
Characteristic of people (e.g. people who is passive, who never have
communicated with any robot.)
Avoid the interfere action of people by physical interaction without
changing of robot’s appearance[1]
[1]Takafumi Sakamoto and Yugo Takeuchi: Model of Agency Cognition through Embodied Interaction The 29th Annual Conference of the Japanese Society for
Artificial Intelligence, pp.201--297, 2015.