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41
A Survey of Socially Interactive Robots
, 2002
"... This paper reviews "socially interactive robots": robots for which social human-robot interaction is important. We begin by discussing the context for socially interactive robots, emphasizing the relationship to other research fields and the di#erent forms of "social robots". We then present a taxon ..."
Abstract
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Cited by 154 (24 self)
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This paper reviews "socially interactive robots": robots for which social human-robot interaction is important. We begin by discussing the context for socially interactive robots, emphasizing the relationship to other research fields and the di#erent forms of "social robots". We then present a taxonomy of design methods and system components used to build socially interactive robots. Finally, we describe the impact of these these robots on humans and discuss open issues. An expanded version of this paper, which contains a survey and taxonomy of current applications, is available as a technical report[61].
Integrating User-Perceived Quality into Web Server Design
- IN 9TH INTERNATIONAL WORLD WIDE WEB CONFERENCE
, 2000
"... As the number of Web users and the diversity of Web applications continues to explode, Web Quality of Service (QoS) is an increasingly critical issue in the domain of e-Commerce [re]. This paper presents experiments designed to estimate users' tolerance of QoS in the context of e-commerce. In additi ..."
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Cited by 109 (1 self)
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As the number of Web users and the diversity of Web applications continues to explode, Web Quality of Service (QoS) is an increasingly critical issue in the domain of e-Commerce [re]. This paper presents experiments designed to estimate users' tolerance of QoS in the context of e-commerce. In addition to objective measures we discuss contextual factors that influence these thresholds and show how users' conceptual models of Web tasks affect their expectations. We then show how user thresholds of tolerance can be taken into account when designing web servers. This integration of user requirements for QoS into systems design is ultimately of benefit to all stakeholders in the design of Internet services.
Making Sense of Sensing Systems: Five Questions for Designers and Researchers
, 2002
"... This paper borrows ideas from social science to inform the design of novel "sensing" user-interfaces for computing technology. Specifically, we present five design challenges inspired by analysis of human-human communication that are mundanely addressed by traditional graphical user interface design ..."
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Cited by 83 (0 self)
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This paper borrows ideas from social science to inform the design of novel "sensing" user-interfaces for computing technology. Specifically, we present five design challenges inspired by analysis of human-human communication that are mundanely addressed by traditional graphical user interface designs (GUIs). Although classic GUI conventions allow us to finesse these questions, recent research into innovative interaction techniques such as `Ubiquitous Computing' and `Tangible Interfaces' has begun to expose the interaction challenges and problems they pose. By making them explicit we open a discourse on how an approach similar to that used by social scientists in studying human-human interaction might inform the design of novel interaction mechanisms that can be used to handle human-computer communication accomplishments.
Collaborative Control: A Robot-Centric Model for Vehicle Teleoperation
, 1998
"... Telerobotic systems have traditionally been designed and operated from a human point of view. Though this approach suffices for some domains, it is clearly sub-optimal for tasks such as operating multiple vehicles or controlling planetary rovers. Thus, I believe it is worthwhile to examine a new tel ..."
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Cited by 42 (6 self)
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Telerobotic systems have traditionally been designed and operated from a human point of view. Though this approach suffices for some domains, it is clearly sub-optimal for tasks such as operating multiple vehicles or controlling planetary rovers. Thus, I believe it is worthwhile to examine a new teleoperation approach: collaborative control. In this robot-centric model, instead of the human always being "in charge", the robot works as a peer and makes requests of the human. In other words, the human is treated as an imprecise, limited source of planning and information, just like sensors and maps and other noisy modules. To examine the numerous human-machine interaction and system design issues raised by this new approach, I propose to build a vehicle teleoperation system based on collaborative control. In my research, I will show how this approach enables efficient teleoperation and optimizes use of human resources.
Common metrics for human-robot interaction
- In Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction (2006), ACM
"... MD This paper describes an effort to identify common metrics for task-oriented human-robot interaction (HRI). We begin by discussing the need for a toolkit of HRI metrics. We then describe the framework of our work and identify important biasing factors that must be taken into consideration. Finally ..."
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Cited by 38 (3 self)
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MD This paper describes an effort to identify common metrics for task-oriented human-robot interaction (HRI). We begin by discussing the need for a toolkit of HRI metrics. We then describe the framework of our work and identify important biasing factors that must be taken into consideration. Finally, we present suggested common metrics for standardization and a case study. Preparation of a larger, more detailed toolkit is in progress.
Better or Just Different? On the Benefits of Designing Interactive Systems in Terms of Critical Parameters
- In Designing Interactive Systems (DIS97
, 1997
"... Critical parameters are quantitative measures of performance that may be used to determine the overall ability of a design to serve its purpose. Although critical parameters figure in almost every field of design where there is a demand for progressive improvement, they do not appear to figure signi ..."
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Cited by 34 (2 self)
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Critical parameters are quantitative measures of performance that may be used to determine the overall ability of a design to serve its purpose. Although critical parameters figure in almost every field of design where there is a demand for progressive improvement, they do not appear to figure significantly in the design of interactive systems. As a result, systems are designed that are recognizably different from other systems but not necessarily better at doing the job intended. This paper discusses the role of critical parameters in design, and illustrates their lack of use in interactive system design by presenting a number of of examples drawn from the HCI literature. It identifies a consequent need for research to establish critical parameters for applications and to build models of the performance of designs against these parameters. Some ideas are presented on how critical parameters might be established for specific applications, and the paper concludes by summarising some of the benefits that might be gained from moving in this direction.
An Account of Writing as Creative Design
- The Science of writing. Hillsdale, NJ : Lawrence Erlbaum
, 1996
"... s guide the writing process, and a writer re-represents some of these as explicit conceptual spaces. Creativity in writing occurs through a mutually promotive cycle of engagement and reflection, both guided by constraint. A session of engaged `knowledge telling' generates written material for consi ..."
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Cited by 21 (2 self)
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s guide the writing process, and a writer re-represents some of these as explicit conceptual spaces. Creativity in writing occurs through a mutually promotive cycle of engagement and reflection, both guided by constraint. A session of engaged `knowledge telling' generates written material for consideration. Reflection involves reviewing and interpreting the material as a source for contemplation. Contemplation generates new ideas which are explored and transformed, producing plans and constraints that drive a further period of engaged writing. --- 2 --- This basic creative mechanism supports a variety of writing strategies, depending on the timing and relative emphasis given to reviewing, contemplation, planning and engagement. Writing as design emphasises the writer as a user of tools and a creator of cognitive artefacts. A writer is a thinker in a self-constructed environment which affords, constrains and mediates the writing process. Writing as design emphasises the use of a prim
Electronic Guidebooks and Visitor Attention
- Proceedings of the International Conference on Cultural Heritage and Technologies in the Third Millennium
, 2001
"... We describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. I ..."
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Cited by 17 (1 self)
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We describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. In this paper, we report a qualitative analysis of how different properties of the guidebook helped or hindered visitors ’ attempts to balance the competing demands of these attentional entities. Based on the visitors ’ comments and behavior, we distill a set of design principles.
The Conversational Role of Electronic Guidebooks
- Proc. Int. Conf. Ubi. Comp
, 2001
"... Abstract. We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a convers ..."
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Cited by 16 (4 self)
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Abstract. We describe an electronic guidebook prototype and report on a study of its use in a historic house. Visitors were given a choice of information delivery modes, and generally preferred audio played through speakers. In this delivery mode, visitors assigned the electronic guidebook a conversational role, e.g., it was granted turns in conversation, it introduced topics of conversation, and visitors responded to it verbally. We illustrate the integration of the guidebook into natural conversation by showing that discourse with the electronic guidebook followed the conversational structure of storytelling. We also demonstrate that visitors coordinated object choice and physical positioning to ensure that the electronic guidebooks played a role in their conversations. Because the visitors integrated the electronic guidebooks in their existing conversations with their companions, they achieved social interactions with each other that were more fulfilling than those that occur with other presentation methods such as traditional headphone audio tours. 1
A Personal User Interface for Collaborative Human-Robot . . .
, 2001
"... Human-robot collaboration has significant potential to improve planetary missions. Specifically, by enabling humans and planetary rovers to work together in the field we can greatly increase mission productivity while reducing cost, particularly for surface operations such as material transport, sur ..."
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Cited by 12 (3 self)
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Human-robot collaboration has significant potential to improve planetary missions. Specifically, by enabling humans and planetary rovers to work together in the field we can greatly increase mission productivity while reducing cost, particularly for surface operations such as material transport, survey, sampling, and in-situ site characterization. Thus, we are developing a personal user interface to enable EVA crew members and mobile robots to collaborate and jointly perform tasks in the field. In this paper we describe the motivation for our work, present the design and implementation of our user interface, and discuss our planned field testing methodology.

