Biblio
In this paper, we present results from a human-subject study designed to explore two facets of human mental models of robots - inferred capability and intention - and their relationship to overall trust and eventual decisions. In particular, we examine delegation situations characterized by uncertainty, and explore how inferred capability and intention are applied across different tasks. We develop an online survey where human participants decide whether to delegate control to a simulated UAV agent. Our study shows that human estimations of robot capability and intent correlate strongly with overall self-reported trust. However, overall trust is not independently sufficient to determine whether a human will decide to trust (delegate) a given task to a robot. Instead, our study reveals that estimations of robot intention, capability, and overall trust are integrated when deciding to delegate. From a broader perspective, these results suggest that calibrating overall trust alone is insufficient; to make correct decisions, humans need (and use) multi-faceted mental models when collaborating with robots across multiple contexts.
Trust is an important topic in medical human-robot interaction, since patients may be more fragile than other groups of people. This paper investigates the issue of users' trust when interacting with a rehabilitation robot. In the study, we investigate participants' heart rate and perception of safety in a scenario when their arm is led by the rehabilitation robot in two types of exercises at three different velocities. The participants' heart rate are measured during each exercise and the participants are asked how safe they feel after each exercise. The results showed that velocity and type of exercise has no significant influence on the participants' heart rate, but they do have significant influence on how safe they feel. We found that increasing velocity and longer exercises negatively influence participants' perception of safety.
In socially assistive robotics, an important research area is the development of adaptation techniques and their effect on human-robot interaction. We present a meta-learning based policy gradient method for addressing the problem of adaptation in human-robot interaction and also investigate its role as a mechanism for trust modelling. By building an escape room scenario in mixed reality with a robot, we test our hypothesis that bi-directional trust can be influenced by different adaptation algorithms. We found that our proposed model increased the perceived trustworthiness of the robot and influenced the dynamics of gaining human's trust. Additionally, participants evaluated that the robot perceived them as more trustworthy during the interactions with the meta-learning based adaptation compared to the previously studied statistical adaptation model.
Humans often assume that robots are rational. We believe robots take optimal actions given their objective; hence, when we are uncertain about what the robot's objective is, we interpret the robot's actions as optimal with respect to our estimate of its objective. This approach makes sense when robots straightforwardly optimize their objective, and enables humans to learn what the robot is trying to achieve. However, our insight is that-when robots are aware that humans learn by trusting that the robot actions are rational-intelligent robots do not act as the human expects; instead, they take advantage of the human's trust, and exploit this trust to more efficiently optimize their own objective. In this paper, we formally model instances of human-robot interaction (HRI) where the human does not know the robot's objective using a two-player game. We formulate different ways in which the robot can model the uncertain human, and compare solutions of this game when the robot has conservative, optimistic, rational, and trusting human models. In an offline linear-quadratic case study and a real-time user study, we show that trusting human models can naturally lead to communicative robot behavior, which influences end-users and increases their involvement.
The growing diffusion of robotics in our daily life demands a deeper understanding of the mechanisms of trust in human-robot interaction. The performance of a robot is one of the most important factors influencing the trust of a human user. However, it is still unclear whether the circumstances in which a robot fails to affect the user's trust. We investigate how the perception of robot failures may influence the willingness of people to cooperate with the robot by following its instructions in a time-critical task. We conducted an experiment in which participants interacted with a robot that had previously failed in a related or an unrelated task. We hypothesized that users' observed and self-reported trust ratings would be higher in the condition where the robot has previously failed in an unrelated task. A proof-of-concept study with nine participants timidly confirms our hypothesis. At the same time, our results reveal some flaws in the design experimental, and encourage a future large scale study.
When a robot breaks a person's trust by making a mistake or failing, continued interaction will depend heavily on how the robot repairs the trust that was broken. Prior work in psychology has demonstrated that both the trust violation framing and the trust repair strategy influence how effectively trust can be restored. We investigate trust repair between a human and a robot in the context of a competitive game, where a robot tries to restore a human's trust after a broken promise, using either a competence or integrity trust violation framing and either an apology or denial trust repair strategy. Results from a 2×2 between-subjects study ( n=82) show that participants interacting with a robot employing the integrity trust violation framing and the denial trust repair strategy are significantly more likely to exhibit behavioral retaliation toward the robot. In the Dyadic Trust Scale survey, an interaction between trust violation framing and trust repair strategy was observed. Our results demonstrate the importance of considering both trust violation framing and trust repair strategy choice when designing robots to repair trust. We also discuss the influence of human-to-robot promises and ethical considerations when framing and repairing trust between a human and robot.
Robots that interact with children are becoming more common in places such as child care and hospital environments. While such robots may mistakenly provide nonsensical information, or have mechanical malfunctions, we know little of how these robot errors are perceived by children, and how they impact trust. This is particularly important when robots provide children with information or instructions, such as in education or health care. Drawing inspiration from established psychology literature investigating how children trust entities who teach or provide them with information (informants), we designed and conducted an experiment to examine how robot errors affect how young children (3-5 years old) trust robots. Our results suggest that children utilize their understanding of people to develop their perceptions of robots, and use this to determine how to interact with robots. Specifically, we found that children developed their trust model of a robot based on the robot's previous errors, similar to how they would for a person. We however failed to replicate other prior findings with robots. Our results provide insight into how children as young as 3 years old might perceive robot errors and develop trust.
Project Aquaticus is a human-robot teaming competition on the water involving autonomous surface vehicles and human operated motorized kayaks. Teams composed of both humans and robots share the same physical environment to play capture the flag. In this paper, we present results from seven competitions of our half-court (one participant versus one robot) game. We found that participants indicated more trust in more aggressive behaviors from robots.
Human-robot trust is crucial to successful human-robot interaction. We conducted a study with 798 participants distributed across 32 conditions using four dimensions of human-robot trust (reliable, capable, ethical, sincere) identified by the Multi-Dimensional-Measure of Trust (MDMT). We tested whether these dimensions can differentially capture gains and losses in human-robot trust across robot roles and contexts. Using a 4 scenario × 4 trust dimension × 2 change direction between-subjects design, we found the behavior change manipulation effective for each of the four subscales. However, the pattern of results best supported a two-dimensional conception of trust, with reliable-capable and ethical-sincere as the major constituents.
The purpose of this study was to propose a model of development of trust in social robots. Insights in interpersonal trust were adopted from social psychology and a novel model was proposed. In addition, this study aimed to investigate the relationship among trust development and self-esteem. To validate the proposed model, an experiment using a communication robot NAO was conducted and changes in categories of trust as well as self-esteem were measured. Results showed that general and category trust have been developed in the early phase. Self-esteem is also increased along the interactions with the robot.
Various perceptual domains have underlying compositional semantics that are rarely captured in current models. We suspect this is because directly learning the compositional structure has evaded these models. Yet, the compositional structure of a given domain can be grounded in a separate domain thereby simplifying its learning. To that end, we propose a new approach to modeling bimodal perceptual domains that explicitly relates distinct projections across each modality and then jointly learns a bimodal sparse representation. The resulting model enables compositionality across these distinct projections and hence can generalize to unobserved percepts spanned by this compositional basis. For example, our model can be trained on red triangles and blue squares; yet, implicitly will also have learned red squares and blue triangles. The structure of the projections and hence the compositional basis is learned automatically; no assumption is made on the ordering of the compositional elements in either modality. Although our modeling paradigm is general, we explicitly focus on a tabletop building-blocks setting. To test our model, we have acquired a new bimodal dataset comprising images and spoken utterances of colored shapes (blocks) in the tabletop setting. Our experiments demonstrate the benefits of explicitly leveraging compositionality in both quantitative and human evaluation studies.
For the task with complicated manipulation in unstructured environments, traditional hand-coded methods are ineffective, while reinforcement learning can provide more general and useful policy. Although the reinforcement learning is able to obtain impressive results, its stability and reliability is hard to guarantee, which would cause the potential safety threats. Besides, the transfer from simulation to real-world also will lead in unpredictable situations. To enhance the safety and reliability of robots, we introduce the force and haptic perception into reinforcement learning. Force and tactual sensation play key roles in robotic dynamic control and human-robot interaction. We demonstrate that the force-based reinforcement learning method can be more adaptive to environment, especially in sim-to-real transfer. Experimental results show in object pushing task, our strategy is safer and more efficient in both simulation and real world, thus it holds prospects for a wide variety of robotic applications.
There are many challenges when it comes to deploying robots remotely including lack of operator situation awareness and decreased trust. Here, we present a conversational agent embodied in a Furhat robot that can help with the deployment of such remote robots by facilitating teaming with varying levels of operator control.
Social robots may make use of social abilities such as persuasion, commanding obedience, and lying. Meanwhile, the field of computer security and privacy has shown that these interpersonal skills can be applied by humans to perform social engineering attacks. Social engineering attacks are the deliberate application of manipulative social skills by an individual in an attempt to achieve a goal by convincing others to do or say things that may or may not be in their best interests. In our work we argue that robot social engineering attacks are already possible and that defenses should be developed to protect against these attacks. We do this by defining what a robot social engineer is, outlining how previous research has demonstrated robot social engineering, and discussing the risks that can accompany robot social engineering attacks.
As robotic capabilities improve and robots become more capable as team members, a better understanding of effective human-robot teaming is needed. In this paper, we investigate failures by robots in various team configurations in space EVA operations. This paper describes the methodology of extending and the application of Work Models that Compute (WMC), a computational simulation framework, to model robot failures, interruptions, and the resolutions they require. Using these models, we investigate how different team configurations respond to a robot's failure to correctly complete the task and overall mission. We also identify key factors that impact the teamwork metrics for team designers to keep in mind while assembling teams and assigning taskwork to the agents. We highlight different metrics that these failures impact on team performance through varying components of teaming and interaction that occur. Finally, we discuss the future implications of this work and the future work to be done to investigate function allocation in human-robot teams.
Affective facial expression is a key feature of non-verbal behavior and is considered as a symptom of an internal emotional state. Emotion recognition plays an important role in social communication: human-human and also for human-robot interaction. This work aims at the development of a framework able to recognise human emotions through facial expression for human-robot interaction. Simple features based on facial landmarks distances and angles are extracted to feed a dynamic probabilistic classification framework. The public online dataset Karolinska Directed Emotional Faces (KDEF) [12] is used to learn seven different emotions (e.g. angry, fearful, disgusted, happy, sad, surprised, and neutral) performed by seventy subjects. Offline and on-the-fly tests were carried out: leave-one-out cross validation tests using the dataset and on-the-fly tests during human-robot interactions. Preliminary results show that the proposed framework can correctly recognise human facial expressions with potential to be used in human-robot interaction scenarios.
This paper outlines a demonstration of the work carried out in the SoCoRo project investigating how far a neuro-typical population recognises facial expressions on a non-naturalistic robot face that are designed to show approval and disapproval. RFID-tagged objects are presented to an Emys robot head (called Alyx) and Alyx reacts to each with a facial expression. Participants are asked to put the object in a box marked 'Like' or 'Dislike'. This study is being extended to include assessment of participants' Autism Quotient using a validated questionnaire as a step towards using a robot to help train high-functioning adults with an Autism Spectrum Disorder in social signal recognition.
Robots operating alongside humans in field environments have the potential to greatly increase the situational awareness of their human teammates. A significant challenge, however, is the efficient conveyance of what the robot perceives to the human in order to achieve improved situational awareness. We believe augmented reality (AR), which allows a human to simultaneously perceive the real world and digital information situated virtually in the real world, has the potential to address this issue. We propose to demonstrate that augmented reality can be used to enable human-robot cooperative search, where the robot can both share search results and assist the human teammate in navigating to a search target.
Unmanned systems are increasing in number, while their manning requirements remain the same. To decrease manpower demands, machine learning techniques and autonomy are gaining traction and visibility. One barrier is human perception and understanding of autonomy. Machine learning techniques can result in “black box” algorithms that may yield high fitness, but poor comprehension by operators. However, Interactive Machine Learning (IML), a method to incorporate human input over the course of algorithm development by using neuro-evolutionary machine-learning techniques, may offer a solution. IML is evaluated here for its impact on developing autonomous team behaviors in an area search task. Initial findings show that IML-generated search plans were chosen over plans generated using a non-interactive ML technique, even though the participants trusted them slightly less. Further, participants discriminated each of the two types of plans from each other with a high degree of accuracy, suggesting the IML approach imparts behavioral characteristics into algorithms, making them more recognizable. Together the results lay the foundation for exploring how to team humans successfully with ML behavior.
In the last few years, a shift from mass production to mass customisation is observed in the industry. Easily reprogrammable robots that can perform a wide variety of tasks are desired to keep up with the trend of mass customisation while saving costs and development time. Learning by Demonstration (LfD) is an easy way to program the robots in an intuitive manner and provides a solution to this problem. In this work, we discuss and evaluate LAP, a three-stage LfD method that conforms to the criteria for the high-mix-low-volume (HMLV) industrial settings. The algorithm learns a trajectory in the task space after which small segments can be adapted on-the-fly by using a human-in-the-loop approach. The human operator acts as a high-level adaptation, correction and evaluation mechanism to guide the robot. This way, no sensors or complex feedback algorithms are needed to improve robot behaviour, so errors and inaccuracies induced by these subsystems are avoided. After the system performs at a satisfactory level after the adaptation, the operator will be removed from the loop. The robot will then proceed in a feed-forward fashion to optimise for speed. We demonstrate this method by simulating an industrial painting application. A KUKA LBR iiwa is taught how to draw an eight figure which is reshaped by the operator during adaptation.