Playing Games with Robots - A Method for Evaluating Human-Robot Interaction
Notice bibliographique
Résumé
From the description of our game-based HRI testbed above, we would like to provide some lessons learned in terms of the benefits and challenges of our approach and application. First and foremost, this testbed is relatively simple to construct and cost effective. Using readily available products such as the AIBO and the RolaBoardTM, we were able to rapidly construct and prototype our testbed. This again speaks to the flexible nature of games which can be created with whatever is easily assessable or modified to make implementation easier. Second, because the game has simple and well defined rules and is played within a bounded environment, we can rapidly prototype new games and design new user studies. In fact, we are currently in the second iteration of our testbed which will feature a slightly modified game used to investigate a different research question. Third, we found the use of both physical and virtual entities to be useful for experimental design. Humans currently still have the advantage when it comes to interaction in the physical world. Robots, however, have the advantage when it comes to interacting with digital information. By playing with these factors, various social relationships can be generated such as trust. Finally, although our initial goal with the current testbed was to look at collaboration, we found that having a game which involves collaboration is beneficial for increasing the potential of other forms of social interaction. For example, when humans and robots need to collaborate, they are required to communicate with each other in a much more complex manner than simple command and execution. Certainly, there are a couple of stumbling blocks with our testbed exploration as well. The biggest problem with using games for experimentation is that we can not really control how the game is played. Each participant will have a different gameplay experience based on the outcome of the game and the way the game was played. Therefore, it is difficult to compare data. For example, on the issue of trust, the outcome of the game played significantly affects the participant's opinion since winning tends to build trust. Scripting games is one solution to this problem, but this leads to the dilemma of having to disguise the scripting process to the participant, and in some situations, scripting is not possible. The other problem with our game-based testbed is that evaluation of game experiences in general is a difficult problem by itself. Generally it is hard to collect quantitative data for games, and most forms of gameplay evaluations are often vague. With exploratory studies, these issues are not critical, but with more focused studies, they can skew the data. Currently, we can not offer great solutions to these problems, but we are looking at methods to strike a balance between restrictive and more freeform styles of games. We also have not attempted to transfer the primitive results from our user study to other applications since more rigorous experimentation needs to be performed, but we feel the few results that we do have make sense for other applications as well. However, it is promising to see that the game-based testbed approach is able to explore critical social issues of human-robot interaction such as trust which can assist robot designers in developing future domestic and sociable robots.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,001 | 0,010 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,000 |
| Méta-épidémiologie (sens large) | 0,001 | 0,000 |
| Bibliométrie | 0,002 | 0,001 |
| Études des sciences et des technologies | 0,001 | 0,001 |
| Communication savante | 0,002 | 0,001 |
| Science ouverte | 0,001 | 0,001 |
| Intégrité de la recherche | 0,001 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,006 | 0,002 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».