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Learning from human-robot interactions in modeled scenes

Published:28 July 2019Publication History

ABSTRACT

There is increasing interest in using robots in simulation to understand and improve human-robot interaction (HRI). At the same time, the use of simulated settings to gather training data promises to help address a major data bottleneck in allowing robots to take advantage of powerful machine learning approaches. In this paper, we describe a prototype system that combines the robot operating system (ROS), the simulator Gazebo, and the Unity game engine to create human-robot interaction scenarios. A person can engage with the scenario using a monitor wall, allowing simultaneous collection of realistic sensor data and traces of human actions.

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References

  1. Robert Codd-Downey, P Mojiri Forooshani, Andrew Speers, Hui Wang, and Michael Jenkin. 2014. From ROS to Unity: Leveraging robot and virtual environment middleware for immersive teleoperation. In IEEE ICIA.Google ScholarGoogle Scholar
  2. DeepMotion. 2018. How To Make 3 Point Tracked Full-Body Avatars in VR. http://tiny.cc/3pt-deepmotionGoogle ScholarGoogle Scholar
  3. Mark Murnane, Max Breitmeyer, Cynthia Matuszek, and Don Engel. 2019. Virtual Reality and Photogrammetry for Improved Reproducibility of Human-Robot Interaction Studies. In IEEEVR. IEEE Press, Osaka, Japan.Google ScholarGoogle Scholar
  4. Adam Philpot, Maxine Glancy, Peter J Passmore, Andrew Wood, and Bob Fields. 2017. User Experience of Panoramic Video in CAVE-like and Head Mounted dDisplay Viewing Conditions. In ACM TVX. ACM, Hilversum, The Netherlands, 65--75. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. David Whitney, Eric Rosen, Daniel Ullman, Elizabeth Phillips, and Stefanie Tellex. 2018. ROS Reality: A Virtual Reality Framework Using Consumer-Grade Hardware for ROS-Enabled Robots. In IROS. IEEE, 1--9.Google ScholarGoogle Scholar

Index Terms

  1. Learning from human-robot interactions in modeled scenes

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      Reviews

      Giuseppina Carla Gini

      Usually robots are checked and tested in virtual environments before delivering them to the real world. In this poster, however, the robot is only virtual, and users interacting with it are also rendered in virtual reality. The authors hope to improve human-robot interaction through learning, and so the virtual game is a way to generate and collect large quantities of sensor data and sequences of human actions. This data could be given to learning algorithms, which cannot work in the absence of data, as for most human-robot interactions. Moreover, adding a microphone and speech recognition would aid in collecting training data for grounded natural language systems. The interesting point is that the described system can allow learning in new domains. However, no dataset is yet available, and learning is not yet there. Robotics researchers can work on similar ideas to create datasets, and cognitive scientists could evaluate how the simulated environment can generate the same behaviors in real life.

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '19: ACM SIGGRAPH 2019 Posters
        July 2019
        148 pages
        ISBN:9781450363143
        DOI:10.1145/3306214

        Copyright © 2019 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 28 July 2019

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        Overall Acceptance Rate1,822of8,601submissions,21%

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