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Impact of Trajectory Generation Methods on Viewer Perception of Robot Approaching Group Behaviors
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).ORCID iD: 0000-0002-3089-0345
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).ORCID iD: 0000-0002-7189-1336
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).ORCID iD: 0000-0003-0579-3372
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science, Computational Science and Technology (CST).ORCID iD: 0000-0002-7257-0761
2020 (English)In: 29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020, Institute of Electrical and Electronics Engineers (IEEE) , 2020, p. 509-516, article id 9223584Conference paper, Published paper (Refereed)
Abstract [en]

Mobile robots that approach free-standing conversational groups to join them should behave in a safe and socially-acceptable way. Existing trajectory generation methods focus on collision avoidance with pedestrians, and the models that generate approach behaviors into groups are evaluated in simulation. However. it is challenging to generate approach and join trajectories that avoid collisions with group members while also ensuring that they do not invoke feelings of discomfort. In this paper, we conducted an experiment to examine the impact of three trajectory generation methods for a mobile robot to approach groups from multiple directions: a Wizard of-Oz (WoZ) method, a procedural social-aware navigation model (PM) and a novel generative adversarial model imitating human approach behaviors (IL). Measures also compared two camera viewpoints and static versus quasi-dynamic groups. The latter refers to a group whose members change orientation and position throughout the approach task, even though the group entity remains static in the environment. This represents a more realistic but challenging scenario for the robot. We evaluate three methods with objective measurements and subjective measurements from viewer perception, and results show that NAToZ. and IL have comparable performance, and both perform better than PM under most conditions.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE) , 2020. p. 509-516, article id 9223584
National Category
Robotics and automation
Identifiers
URN: urn:nbn:se:kth:diva-287333DOI: 10.1109/RO-MAN47096.2020.9223584ISI: 000598571700074Scopus ID: 2-s2.0-85095762675OAI: oai:DiVA.org:kth-287333DiVA, id: diva2:1507481
Conference
29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020; Virtual, Naples; Italy; 31 August 2020 through 4 September 2020
Note

QC 20201208

Available from: 2020-12-07 Created: 2020-12-07 Last updated: 2025-02-09Bibliographically approved
In thesis
1. Simulating Group Interactions through Machine Learning and Human Perception
Open this publication in new window or tab >>Simulating Group Interactions through Machine Learning and Human Perception
2020 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Human-Robot/Agent Interaction is well researched in many areas, but approaches commonly either focus on dyadic interactions or crowd simulations. However, the intermediate structure between individuals and crowds, i.e., small groups, has been studied less. In small group situations, it is challenging for mobile robots or agents to approach free-standing conversational groups in a socially acceptable manner. It requires the robot or agent to plan trajectories that avoid collisions with people and consider the perception of group members to make them feel comfortable. Previous methods are mostly procedural with handcrafted features that limit the realism and adaptation of the simulation. In this thesis, Human-Robot/Agent Interaction is investigated at multiple levels, including individuals, crowds, and small groups. Firstly, this thesis is an exploration of proxemics in dyadic interactions in virtual environments. It investigates the impact of various embodiments on human perception and sensitivities. A related toolkit is developed as a foundation for simulating virtual characters in the subsequent research. Secondly, this thesis extends proxemics to crowd simulation and trajectory prediction by proposing neighbor perception models. It then focuses on group interactions in which robots/agents approach small groups in order to join them. To address the challenges above, novel procedural models based on social space and machine learning models, including generative adversarial neural networks, state refinement LSTM, reinforcement learning, and imitation learning, are proposed to generate approach behaviors. A novel dataset of full-body motion-captured markers was also collected in order to support machine learning approaches. Finally, these methods are evaluated in scenarios involving humans, virtual agents, and physical robots.

Place, publisher, year, edition, pages
KTH Royal Institute of Technology, 2020
National Category
Robotics and automation Computer graphics and computer vision Social Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:kth:diva-287337 (URN)
Public defence
2021-01-25, VIC Studio, Lindstedtsvägen 5, plan 4, KTH, 114 28 Stockholm, Stockholm, 10:00 (English)
Opponent
Supervisors
Note

QC 20201208

Available from: 2020-12-08 Created: 2020-12-07 Last updated: 2025-02-05Bibliographically approved

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Publisher's full textScopushttp://ro-man2020.unina.it/

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Yang, FangkaiYin, WenjieBjörkman, MårtenPeters, Christopher

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