Journal articles on the topic 'Humanlike robots'

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1

Tu, Yun-Chen, Sung-En Chien, Yueh-Yi Lai, Jen-Chi Liu, and Su-Ling Yeh. "THE UNCANNY VALLEY REVISITED: AGE-RELATED DIFFERENCE AND THE EFFECT OF FUNCTION TYPE." Innovation in Aging 3, Supplement_1 (November 2019): S330. http://dx.doi.org/10.1093/geroni/igz038.1202.

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Abstract Due to declined birthrate and the increased aging population, solving the problem of labor shortage has become important. Introducing robotic labors could effectively help older adults’ daily lives. However, older adults’ acceptance of robots was lower than younger adults. Robot’s appearance might be one of the reasons. The Uncanny Valley (UV) refers to the phenomenon that people rate more positively as robots become more humanlike, but only up to a certain point; as it approaches near-perfect similarity of human appearance, likeability drops and forms an uncanny valley. Nonetheless, previous results supporting the UV were mainly from younger adults. We examined whether the UV is also applicable for older and middle-aged adults. We also examined whether the acceptance of function (companion vs. service) would change based on robot appearance, and whether robot-induced traits have any relation with the acceptance of robot function. We asked younger (N= 80, age 18-39), middle-aged (N= 87, age 40-59), and older (N= 88, age 60-87) adults to view each picture of 84 robots and evaluate their impression of each robot and intention of use regarding robot function. Contrary to the UV found for younger and middle-aged adults, older adults did not show UV–they preferred humanlike over non-humanlike robots, regardless of the robot function. Scores on each trait–except for authoritativeness–showed positive correlations with the acceptance of functions. These findings imply that the design of assistive robots should take UV into consideration by customizing robots’ appearances and functions to different age groups.
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Onnasch, Linda, and Eileen Roesler. "Anthropomorphizing Robots: The Effect of Framing in Human-Robot Collaboration." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1311–15. http://dx.doi.org/10.1177/1071181319631209.

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Anthropomorphic framing of social robots is widely believed to facilitate human-robot interaction. In two subsequent studies, the impact of anthropomorphic framing was examined regarding the subjective perception of a robot and the willingness to donate money for this robot. In both experiments, participants received either an anthropomorphic or a functional description of a humanoid NAO robot prior to a cooperative task. Afterwards the perceived robot’s humanlike perception and the willingness to “save” the robot from malfunctioning were assessed (donation behavior). Surprisingly, the first study revealed a negative effect of anthropomorphic framing on the willingness to donate. This negative effect disappeared if the robot’s functional value for the task fulfillment was additionally made explicit (Study 2). In both studies, no effect of anthropomorphic framing on the humanlike perception of the robot was found. However, the behavioral results support the relevance of a functional awareness in social human-robot interaction.
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Groom, Victoria, and Clifford Nass. "Can robots be teammates?" Interaction Studies 8, no. 3 (October 16, 2007): 483–500. http://dx.doi.org/10.1075/is.8.3.10gro.

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The team has become a popular model to organize joint human–robot behavior. Robot teammates are designed with high-levels of autonomy and well-developed coordination skills to aid humans in unpredictable environments. In this paper, we challenge the assumption that robots will succeed as teammates alongside humans. Drawing from the literature on human teams, we evaluate robots’ potential to meet the requirements of successful teammates. We argue that lacking humanlike mental models and a sense of self, robots may prove untrustworthy and will be rejected from human teams. Benchmarks for evaluating human–robot teams are included, as are guidelines for defining alternative structures for human–robot groups.
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Mutlu, Bilge, Takayuki Kanda, Jodi Forlizzi, Jessica Hodgins, and Hiroshi Ishiguro. "Conversational gaze mechanisms for humanlike robots." ACM Transactions on Interactive Intelligent Systems 1, no. 2 (January 2012): 1–33. http://dx.doi.org/10.1145/2070719.2070725.

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Chu, Li, Hung-Wen Chen, Pei-Yi Cheng, Pokuan Ho, I.-Tan Weng, Pei-Ling Yang, Sung-En Chien, et al. "Identifying Features that Enhance Older Adults’ Acceptance of Robots: A Mixed Methods Study." Gerontology 65, no. 4 (2019): 441–50. http://dx.doi.org/10.1159/000494881.

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Background: With global aging, robots are considered a promising solution for handling the shortage of aged care and companionships. However, these technologies would serve little purpose if their intended users do not accept them. While the socioemotional selectivity theory predicts that older adults would accept robots that offer emotionally meaningful relationships, selective optimization with compensation model predicts that older adults would accept robots that compensate for their functional losses. Objective: The present study aims to understand older adults’ expectations for robots and to compare older adults’ acceptance ratings for 2 existing robots: one of them is a more human-like and more service-oriented robot and the other one is a more animal-like and more companion-oriented robot. Methods: A mixed methods study was conducted with 33 healthy, community-dwelling Taiwanese older adults (age range: 59–82 years). Participants first completed a semi-structured interview regarding their ideal robot. After receiving information about the 2 existing robots, they then completed the Unified Theory of Acceptance and Use of Technology questionnaires to report their pre-implementation acceptance of the 2 robots. Results: Interviews were transcribed for conventional content analysis with satisfactory inter-rater reliability. From the interview data, a collection of older adults’ ideal robot characteristics emerged with highlights of humanlike qualities. From the questionnaire data, respondents showed a higher level of acceptance toward the more service-oriented robot than the more companion-oriented robot in terms of attitude, perceived adaptiveness, and perceived usefulness. From the mixed methods analyses, the finding that older adults had a higher level of positive attitude towards the more service-oriented robot than the more companion-oriented robot was predicted by higher expectation or preference for robots with more service-related functions. Conclusion: This study identified older adults’ preference toward more functional and humanlike robots. Our findings provide practical suggestions for future robot designs that target the older population.
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SAKAMOTO, HAJIME, HARUHIRO KATAYOSE, KOJI MIYAZAKI, and RYOHEI NAKATSU. "EXTENDED-KNEE WALK FOR HUMANOID ROBOT WITH PARALLEL LINK LEGS." International Journal of Humanoid Robotics 06, no. 04 (December 2009): 565–84. http://dx.doi.org/10.1142/s0219843609001917.

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This paper proposes a method of giving humanoid robots a natural humanlike walk, which we call the extended-knee walk. Unlike the bent-knee walk of most humanoid robots to date, this walk includes a period in which the knee is fully extended. A parallel mechanism is used in the legs and a method of calculating the walk trajectory copes with the difficulty of the singularity in achieving a humanlike walk. The advantages of this walk were verified from two aspects: good visual appearance and good energy efficiency. An experiment comparing the trajectories of the knee angle during walking showed that the walking style produced by the proposed method is more humanlike than the usual walking style of other humanoid robots. The energy efficiency was verified through power consumption and motor temperature measurements and the possibilities for practical use of this method are discussed with reference to the results of the worldwide soccer competition RoboCup 2008.
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7

Alsegier, Riyadh A. "Roboethics: Sharing Our World with Humanlike Robots." IEEE Potentials 35, no. 1 (January 2016): 24–28. http://dx.doi.org/10.1109/mpot.2014.2364491.

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Endo, Nobutsuna, and Atsuo Takanishi. "Development of Whole-Body Emotional Expression Humanoid Robot for ADL-Assistive RT Services." Journal of Robotics and Mechatronics 23, no. 6 (December 20, 2011): 969–77. http://dx.doi.org/10.20965/jrm.2011.p0969.

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Personal robots and Robot Technology (RT)-based assistive devices are expected to play a substantial role in our society largely populated by the elderly; they will play an active role in joint works and community life with humans. In particular, these robots are expected to play an important role in the assistance of the elderly and disabled people during normal Activities of Daily Living (ADLs). To achieve this result, personal robots should better be capable of making emotional expressions like human. In this perspective we developed a whole body bipedal humanoid robot named KOBIAN that is capable of expressing humanlike emotions. In this paper we present the development and evaluations of KOBIAN.
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Scheutz, Matthias, Rehj Cantrell, and Paul Schermerhorn. "Toward Humanlike Task-Based Dialogue Processing for Human Robot Interaction." AI Magazine 32, no. 4 (December 16, 2011): 77–84. http://dx.doi.org/10.1609/aimag.v32i4.2381.

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Many human social exchanges and coordinated activities critically involve dialogue interactions. Hence, we need to develop natural humanlike dialogue processing mechanisms for future robots if they are to interact with humans in natural ways. In this article we discuss the challenges of designing such flexible dialogue-based robotic systems. We report results from data we collected in human interaction experiments in the context of a search task and show how we can use these results to build more flexible robotic architectures that are starting to address the challenges of task-based humanlike natural language dialogues on robots.
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MacDorman, Karl F., and Hiroshi Ishiguro. "The uncanny advantage of using androids in cognitive and social science research." Interaction Studies 7, no. 3 (November 13, 2006): 297–337. http://dx.doi.org/10.1075/is.7.3.03mac.

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The development of robots that closely resemble human beings can contribute to cognitive research. An android provides an experimental apparatus that has the potential to be controlled more precisely than any human actor. However, preliminary results indicate that only very humanlike devices can elicit the broad range of responses that people typically direct toward each other. Conversely, to build androids capable of emulating human behavior, it is necessary to investigate social activity in detail and to develop models of the cognitive mechanisms that support this activity. Because of the reciprocal relationship between android development and the exploration of social mechanisms, it is necessary to establish the field of android science. Androids could be a key testing ground for social, cognitive, and neuroscientific theories as well as platform for their eventual unification. Nevertheless, subtle flaws in appearance and movement can be more apparent and eerie in very humanlike robots. This uncanny phenomenon may be symptomatic of entities that elicit our model of human other but do not measure up to it. If so, very humanlike robots may provide the best means of pinpointing what kinds of behavior are perceived as human, since deviations from human norms are more obvious in them than in more mechanical-looking robots. In pursuing this line of inquiry, it is essential to identify the mechanisms involved in evaluations of human likeness. One hypothesis is that, by playing on an innate fear of death, an uncanny robot elicits culturally-supported defense responses for coping with death’s inevitability. An experiment, which borrows from methods used in terror management research, was performed to test this hypothesis. [Thomson Reuters Essential Science Indicators: Fast Breaking Paper in Social Sciences, May 2008]
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Bar-Cohen, Yoseph. "EAP Actuators for Biomimetic Technologies with Humanlike Robots as one of the Ultimate Challenges." Advances in Science and Technology 61 (September 2008): 1–7. http://dx.doi.org/10.4028/www.scientific.net/ast.61.1.

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Since the Stone Age, people have tried to reproduce the human appearance, functions, and intelligence using art and technology. Any aspect that represents our physical and intellectual being has been a subject of copying, mimicking and inspiration. Recent surges in technology advances led to the emergence of increasingly more realistic humanlike robots and simulations. Making such robots is part of the field of biologically inspired technologies - also known as biomimetics - and it involves developing engineered systems that exhibit the appearance and behavior of biological systems. Robots with selectable characteristics and personality that are customized to our needs and with self-learning capability may become our household appliance or even companion and they may be used to perform hard to do and complex tasks. In enabling this technology such elements as artificial intelligence, muscles, vision, skin and others are increasingly improved. In this paper, making humanlike robots will be described with focus on the use of artificial muscles as the enabling technology and the related challenges.
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Sasaki, Daisuke, Toshiro Noritsugu, and Masahiro Takaiwa. "Development of Pneumatic Soft Robot Hand for Human Friendly Robot." Journal of Robotics and Mechatronics 15, no. 2 (April 20, 2003): 164–71. http://dx.doi.org/10.20965/jrm.2003.p0164.

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When robots interact directly with humans, safety becomes a major consideration. The purpose of this study is to realize a safe humanlike robot hand for a human-friendly robot. The structure of the soft hand is described, its basic operation shown, and wipe motion for a human arm using this hand examined. Finally, a method of force communication task is proposed, which controls mutual communication based on the operating force between a robot and a human. This method is applied to their shaking hands.
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Chen, Yuhao, Trevor Smith, Nathan Hewitt, Yu Gu, and Boyi Hu. "Effects of Human Personal Space on the Robot Obstacle Avoidance Be havior: A Human-in-the-loop Assessment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1195–99. http://dx.doi.org/10.1177/1071181321651098.

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To ensure both the physical and mental safety of humans during human-robot interaction (HRI), a rich body of literature has been accumulated, and the notion of socially acceptable robot behaviors has arisen. To be specific, it requires the motion of robots not only to be physically collision-free but also to consider and respect the social conventions developed and enforced in the human social contexts. Among these social conventions, personal space, or proxemics, is one of the most commonly considered in the robot behavioral design. Nevertheless, most previous research efforts assumed that robots could generate human-like motions by merely mimicking a human. Rarely are the robot’s behavioral algorithms assessed and verified by human participants. Therefore, to fill the research gap, a Turing-like simulation test, which contains the interaction of two agents (each agent could be a human or a robot) in a shared space was conducted. Participants (33 in total) were asked to identify and label the category of those agents followed by questionnaires. Results revealed that people who had different attitudes and prior expectations of appropriate robot behaviors responded to the algorithm differently, and their identification accuracy varied significantly. In general, by considering personal space in the robot obstacle avoidance algorithm, robots could demonstrate more humanlike motion behaviors which are confirmed by human experiments.
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Xu, Kun. "First encounter with robot Alpha: How individual differences interact with vocal and kinetic cues in users’ social responses." New Media & Society 21, no. 11-12 (May 31, 2019): 2522–47. http://dx.doi.org/10.1177/1461444819851479.

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The Computers are Social Actors (CASA) paradigm was proposed more than two decades ago to understand humans’ interaction with computer technologies. Today, as emerging technologies like social robots become more personal and persuasive, questions of how users respond to them socially, what individual factors leverage the relationship, and what constitutes the social influence of these technologies need to be addressed. A lab experiment was conducted to examine the interactions between individual differences and social robots’ vocal and kinetic cues. Results suggested that users developed more trust in a social robot with a human voice than with a synthetic voice. Users also developed more intimacy and interest in the social robot when it was paired with humanlike gestures. Moreover, individual differences including users’ gender, attitudes toward robots, and robot exposure affected their psychological responses. The theoretical, practical, and ethical value of the findings was further discussed in the study.
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Konijn, Elly A., and Johan F. Hoorn. "Differential Facial Articulacy in Robots and Humans Elicit Different Levels of Responsiveness, Empathy, and Projected Feelings." Robotics 9, no. 4 (November 13, 2020): 92. http://dx.doi.org/10.3390/robotics9040092.

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Life-like humanoid robots are on the rise, aiming at communicative purposes that resemble humanlike conversation. In human social interaction, the facial expression serves important communicative functions. We examined whether a robot’s face is similarly important in human-robot communication. Based on emotion research and neuropsychological insights on the parallel processing of emotions, we argue that greater plasticity in the robot’s face elicits higher affective responsivity, more closely resembling human-to-human responsiveness than a more static face. We conducted a between-subjects experiment of 3 (facial plasticity: human vs. facially flexible robot vs. facially static robot) × 2 (treatment: affectionate vs. maltreated). Participants (N = 265; Mage = 31.5) were measured for their emotional responsiveness, empathy, and attribution of feelings to the robot. Results showed empathically and emotionally less intensive responsivity toward the robots than toward the human but followed similar patterns. Significantly different intensities of feelings and attributions (e.g., pain upon maltreatment) followed facial articulacy. Theoretical implications for underlying processes in human-robot communication are discussed. We theorize that precedence of emotion and affect over cognitive reflection, which are processed in parallel, triggers the experience of ‘because I feel, I believe it’s real,’ despite being aware of communicating with a robot. By evoking emotional responsiveness, the cognitive awareness of ‘it is just a robot’ fades into the background and appears not relevant anymore.
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Bar-Cohen, Yoseph. "Humanoids and the Potential Role of Electroactive Materials/Mechanisms in Advancing their Capability." Advances in Science and Technology 97 (October 2016): 81–89. http://dx.doi.org/10.4028/www.scientific.net/ast.97.81.

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Humanoids are increasingly becoming capable biologically inspired robots that are appearing and behaving lifelike. Making humanlike robots is the ultimate challenge to biomimetics and, while for many years they were considered a science fiction, such robots are increasingly becoming engineering reality. Progress in producing such robots are allowing them to perform impressive functions and tasks. In 2012, in an effort to promote significant advances in developing humanoids, DARPA posed a Robotic Challenge to produce such robots that operate in disaster scenarios towards making society more resilient. The challenge was focused on the requirements that have been needed after the Fukushima accident in Japan, hoping to advance the field of disaster robotics. This disaster posed significant challenges to emergency responders since radiation prevented people from going into the station and venting the explosive gas. Another significant development in this field is the fact that major US corporations have entered into the race to produce commercial humanoids. As a result, one can expect significant and rapid progress in this field. Developing humanoids is critically dependent of the use of highly efficient, compact, lightweight actuators and electroactive materials are offering great potential. This paper reviews the state-of-the-art of humanlike robots, potential applications and challenges, as well as the actuation materials that are used or could be used.
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Cascone, Lucia, Aniello Castiglione, Michele Nappi, Fabio Narducci, and Ignazio Passero. "Waiting for Tactile: Robotic and Virtual Experiences in the Fog." ACM Transactions on Internet Technology 21, no. 3 (June 15, 2021): 1–19. http://dx.doi.org/10.1145/3421507.

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Social robots adopt an emotional touch to interact with users inducing and transmitting humanlike emotions. Natural interaction with humans needs to be in real time and well grounded on the full availability of information on the environment. These robots base their way of communicating on direct interaction (touch, listening, view), supported by a range of sensors on the surrounding environment that provide a radially central and partial knowledge on it. Over the past few years, social robots have been demonstrated to implement different features, going from biometric applications to the fusion of machine learning environmental information collected on the edge. This article aims at describing the experiences performed and still ongoing and characterizes a simulation environment developed for the social robot Pepper that aims to foresee the new scenarios and benefits that tactile connectivity will enable.
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Mackenzie, Robin. "Sexbots: Customizing Them to Suit Us versus an Ethical Duty to Created Sentient Beings to Minimize Suffering." Robotics 7, no. 4 (November 11, 2018): 70. http://dx.doi.org/10.3390/robotics7040070.

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Sex robot scholarship typically focuses on customizable simulacra, lacking sentience and self-awareness but able to simulate and stimulate human affection. This paper argues that future humans will want more: sex robots customized to possess sentience and self-awareness [henceforth, sexbots], capable of mutuality in sexual and intimate relationships. Adopting a transdisciplinary critical methodology focused on the legal, ethical and design implications of sexbots, it assesses implications of sexbots’ non-mammalian subjectivity, balancing designed-in autonomy and control, decision-making capacity and consent, sexual preferences and desire, legal and moral status, vulnerability and contrasts between mammalian and non-mammalian moral decision-making. It explores theoretical, ethical, and pragmatic aspects of the tensions involved in creating sentient beings for utilitarian purposes, concluding that sexbots, customized manufactured humanlike entities with the capacity for thought and suffering, have a consequent claim to be considered moral and legal persons, and may become the first conscious robots. Customizing sexbots thus exemplifies many profound ethical, legal and design issues. The contradictions inherent in their inconsistent ethical and legal status as both manufactured things and sentient, self-aware entities who are customized to be our intimate partners augments existing human/animal scholars’ call for a new theoretical framework which supersedes current person/thing dichotomies governing human responsibilities to other sentient beings. The paper concludes that the ethical limits and legal implications of customizable humanlike robots must be addressed urgently, proposing a duty on humans as creators to safeguard the interests and minimize the suffering of created sentient beings before technological advances pre-empt this possibility.
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Sinnet, Ryan W., and Aaron D. Ames. "Bio-Inspired Feedback Control of Three-Dimensional Humanlike Bipedal Robots." Journal of Robotics and Mechatronics 24, no. 4 (August 20, 2012): 595–601. http://dx.doi.org/10.20965/jrm.2012.p0595.

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Bridging contemporary techniques in bio-inspired control affords a unique perspective into human locomotion where the interplay between sagittal and coronal dynamics is understood and exploited to simplify control design. Functional Routhian reduction is particularly useful on bipeds as it decouples these dynamics, allowing for control design on a sagittallyrestricted model while providing coronal stabilization. 2D sagittal walking is designed using Human-Inspired Control which produces humanlike walking with good stability properties. This walking is then easily translated to 3D via reduction. The proposed control scheme, which is based on a fundamental understanding of human walking, is validated in both simulation and experiment.
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Sobel, Briana M., and Valerie K. Sims. "Investigation of the Joint Simon Effect with Human, Robot, and Computer Interface Task Partners: A Pilot Study." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 793–97. http://dx.doi.org/10.1177/1071181322661386.

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This pilot study assessed whether there are fundamental differences in how people perceive human and nonhuman task partners using a joint Simon task. Fourteen participants completed the task with human, robot, and computer task partners. Results showed no joint Simon effect for any task partner, and the robot and computer were both perceived as not very humanlike. However, while the robot was seen as less accurate and slower than the human task partner, the computer was consistently viewed as more accurate and faster. This indicates that there may be differences in user’s perceptions of different types of technological task partners, and that for certain tasks, robots may be seen as inferior while computers are viewed as superior.
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Kahn, Peter H., Hiroshi Ishiguro, Batya Friedman, Takayuki Kanda, Nathan G. Freier, Rachel L. Severson, and Jessica Miller. "What is a Human?" Interaction Studies 8, no. 3 (October 16, 2007): 363–90. http://dx.doi.org/10.1075/is.8.3.04kah.

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In this paper, we move toward offering psychological benchmarks to measure success in building increasingly humanlike robots. By psychological benchmarks we mean categories of interaction that capture conceptually fundamental aspects of human life, specified abstractly enough to resist their identity as a mere psychological instrument, but capable of being translated into testable empirical propositions. Nine possible benchmarks are considered: autonomy, imitation, intrinsic moral value, moral accountability, privacy, reciprocity, conventionality, creativity, and authenticity of relation. Finally, we discuss how getting the right group of benchmarks in human–robot interaction will, in future years, help inform on the foundational question of what constitutes essential features of being human.
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Zhao, Xuan, and Bertram F. Malle. "Spontaneous perspective taking toward robots: The unique impact of humanlike appearance." Cognition 224 (July 2022): 105076. http://dx.doi.org/10.1016/j.cognition.2022.105076.

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Zhang, Xuebo, Jiarui Wang, Yongchun Fang, and Jing Yuan. "Multilevel Humanlike Motion Planning for Mobile Robots in Complex Indoor Environments." IEEE Transactions on Automation Science and Engineering 16, no. 3 (July 2019): 1244–58. http://dx.doi.org/10.1109/tase.2018.2880245.

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Bower, Bruce. "Meet the growbots: Social robots take baby steps toward humanlike smarts." Science News 179, no. 3 (January 20, 2011): 18–21. http://dx.doi.org/10.1002/scin.5591790321.

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Tuna, Ayse, and Gurkan Tuna. "The Use of Humanoid Robots with Multilingual Interaction Skills in Teaching a Foreign Language: Opportunities, Research Challenges and Future Research Directions." Center for Educational Policy Studies Journal 9, no. 3 (September 24, 2019): 95. http://dx.doi.org/10.26529/cepsj.679.

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Since a humanoid robot does not get tired regardless of how many mistakes a student makes, and because it can be equipped with novel teaching techniques and updated with the most current knowledge, it can be useful for achieving many educational goals. The rationale behind this is that it has been shown in the literature that robots are more useful as teaching aids than computers or other instructional tools, as they can mimic human responses. Furthermore, humans, especially children, prefer robot interaction to other interaction types. Adults generally struggle to learn a foreign language, but this is true of some students, too. With their multilingual interaction capabilities, their ability to provide real-time feedback, and their humanlike physical shape, some types of humanoid robots can be of great assistance to students in learning a foreign language. The use of humanoid robots leads to a personal connection with the students, and this can help overcome issues related to shyness, reluctance, frustration and lack of confidence that may emerge in dealing with a human teacher. Moreover, as humanoid robots can be programmed to know specifically what each individual student needs to learn, they can be quite useful for one-on-one speaking activities. Considering the many possibilities that can be offered by information and communication technology tools, particularly by humanoid robots, this paper reviews the roles and functions of humanoid robots in teaching a foreign language, presents novel approaches in this domain, provides research challenges, and finally outlines future research directions.
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Hu, Xue, Lun Xie, Xin Liu, and Zhiliang Wang. "Emotion Expression of Robot with Personality." Mathematical Problems in Engineering 2013 (2013): 1–10. http://dx.doi.org/10.1155/2013/132735.

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A robot emotional expression model based on Hidden Markov Model (HMM) is built to enable robots which have different personalities to response in a more satisfactory emotional level. Gross emotion regulation theory and Five Factors Model (FFM) which are the theoretical basis are firstly described. And then the importance of the personality effect on the emotion expression process is proposed, and how to make the effect quantization is discussed. After that, the algorithm of HMM is used to describe the process of emotional state transition and expression, and the performance transferring probability affected by personality is calculated. At last, the algorithm model is simulated and applied in a robot platform. The results prove that the emotional expression model can acquire humanlike expressions and improve the human-computer interaction.
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Stellmach, Hanna, and Felix Lindner. "Perception of an Uncertain Ethical Reasoning Robot." i-com 18, no. 1 (April 26, 2019): 79–91. http://dx.doi.org/10.1515/icom-2019-0002.

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Abstract This study investigates the effect of uncertainty expressed by a robot facing a moral dilemma on humans’ moral judgment and impression formation. In two experiments, participants were shown a video of a robot explaining a moral dilemma and suggesting a decision to make. The robot either expressed certainty or uncertainty about the decision it suggests. Participants rated how much blame the robot deserves for its decision, the moral wrongness of the chosen action, and their impression of the robot in terms of four scale dimensions measuring social perception. The results suggest that the subpopulation of participants unfamiliar with the moral dilemma assigns significantly more blame to the uncertain robot as compared to the certain one, while expressed uncertainty has less effect on moral wrongness judgments. The second experiment suggests that higher blame ratings are mediated by the fact that the uncertain robot was perceived as more humanlike. We discuss implications of this result for the design of social robots.
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Iimura, Taiki, Keita Inoue, Hang T. T. Pham, Hiroaki Hirai, and Fumio Miyazaki. "Decomposition of Limb Movement Based on Muscular Coordination During Human Running." Journal of Advanced Computational Intelligence and Intelligent Informatics 15, no. 8 (October 20, 2011): 980–87. http://dx.doi.org/10.20965/jaciii.2011.p0980.

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The study of decomposing movement into units of motor function is evolving in neuroscience. Meanwhile, in robotics, there is a problem with redundant Degrees Of Freedom (DOF) in the motor control of humanlike robots. We attempt to achieve fewer-DOF control of a human-like musculoskeletal robot by using our knowledge of the units of motor function. In this paper, we introduce “the agonist-antagonistmuscle pairs (A-A) ratio” and “A-A activity,” which are defined by using ElectroMyoGraphic (EMG) data and which describe the coordination between the agonist and antagonist muscles. Human running is decomposed into two units of motor function from the point of view of muscle coordination using Principal Component Analysis (PCA) of these biological signals. The kinematic meanings of the extracted patterns of muscle coordination are visualized by human-like musculoskeletal leg robot.
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Skantze, Gabriel. "Real-Time Coordination in Human-Robot Interaction Using Face and Voice." AI Magazine 37, no. 4 (January 17, 2017): 19–31. http://dx.doi.org/10.1609/aimag.v37i4.2686.

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When humans interact and collaborate with each other, they coordinate their turn-taking behaviors using verbal and nonverbal signals, expressed in the face and voice. If robots of the future are supposed to engage in social interaction with humans, it is essential that they can generate and understand these behaviors. In this article, I give an overview of several studies that show how humans in interaction with a humanlike robot make use of the same coordination signals typically found in studies on human-human interaction, and that it is possible to automatically detect and combine these cues to facilitate real-time coordination. The studies also show that humans react naturally to such signals when used by a robot, without being given any special instructions. They follow the gaze of the robot to disambiguate referring expressions, they conform when the robot selects the next speaker using gaze, and they respond naturally to subtle cues, such as gaze aversion, breathing, facial gestures and hesitation sounds.
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Oyedele, Adesegun, Soonkwan Hong, and Michael S. Minor. "Contextual Factors in the Appearance of Consumer Robots: Exploratory Assessment of Perceived Anxiety Toward Humanlike Consumer Robots." CyberPsychology & Behavior 10, no. 5 (October 2007): 624–32. http://dx.doi.org/10.1089/cpb.2007.9977.

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Das, Kaustav, Yixiao Wang, and Keith E. Green. "Are robots perceived as good decision makers? A study investigating trust and preference of robotic and human linesman-referees in football." Paladyn, Journal of Behavioral Robotics 12, no. 1 (January 1, 2021): 287–96. http://dx.doi.org/10.1515/pjbr-2021-0020.

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Abstract Increasingly, robots are decision makers in manufacturing, finance, medicine, and other areas, but the technology may not be trusted enough for reasons such as gaps between expectation and competency, challenges in explainable AI, users’ exposure level to the technology, etc. To investigate the trust issues between users and robots, the authors employed in this study, the case of robots making decisions in football (or “soccer” as it is known in the US) games as referees. More specifically, we presented a study on how the appearance of a human and three robotic linesmen (as presented in a study by Malle et al.) impacts fans’ trust and preference for them. Our online study with 104 participants finds a positive correlation between “Trust” and “Preference” for humanoid and human linesmen, but not for “AI” and “mechanical” linesmen. Although no significant trust differences were observed for different types of linesmen, participants do prefer human linesman to mechanical and humanoid linesmen. Our qualitative study further validated these quantitative findings by probing possible reasons for people’s preference: when the appearance of a linesman is not humanlike, people focus less on the trust issues but more on other reasons for their linesman preference such as efficiency, stability, and minimal robot design. These findings provide important insights for the design of trustworthy decision-making robots which are increasingly integrated to more and more aspects of our everyday lives.
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Becker, Barbara. "Social robots – emotional agents: Some remarks on naturalizing man-machine interaction." International Review of Information Ethics 6 (December 1, 2006): 37–45. http://dx.doi.org/10.29173/irie138.

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The construction of embodied conversational agents – robots as well as avatars – seem to be a new challenge in the field of both cognitive AI and human-computer-interface development. On the one hand, one aims at gaining new insights in the development of cognition and communication by constructing intelligent, physical instantiated artefacts. On the other hand people are driven by the idea, that humanlike mechanical dialog-partners will have a positive effect on human-machine-communication. In this contribution I put for discussion whether the visions of scientist in this field are plausible and which problems might arise by the realization of such projects.
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Murase, Haruhiko. "IFAC Commitment on Research and Development in Biorobotics." Journal of Robotics and Mechatronics 11, no. 3 (June 20, 1999): 231–33. http://dx.doi.org/10.20965/jrm.1999.p0231.

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Although many bioproduction operations and processes have been mechanized, numerous tasks remain that are unsuited to human beings but require certain humanlike intelligence. In the last decade, researchers and industry have developed prototypes of automated machinery and robots used in bioproduction, many of which have been commercialized. The IFAC is working to coordinate information, ideas, and expertise in biorobotics R&D by providing members worldwide with opportunities to attend workshops, symposiums, and conferences and providing excellent publications in this field. This article outlines the IFAC's activities in biorobotics R&D.
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KIM, JUNG-YUP, and YOUNG-SEOG KIM. "WALKING PATTERN MAPPING FROM IMPERFECT MOTION CAPTURE DATA ONTO BIPED HUMANOID ROBOTS." International Journal of Humanoid Robotics 07, no. 01 (March 2010): 127–56. http://dx.doi.org/10.1142/s021984361000199x.

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This paper proposes an efficient walking pattern mapping algorithm from motion capture data onto biped humanoid robots. Currently, the technology known as human motion capture is widely utilized to generate various humanlike motions in many applications, including robotics. An important thing is that several difficulties are associated with motion capture data. These include a data offset issue, noise, and drift problems due to measurement errors caused by imperfect camera calibration, and marker position. If a biped robot uses motion capture data without suitable post-processes, the walking motion of the robot will differ from an actual walking motion, and the Zero Moment Point (ZMP) will be asymmetrical and noisy, leading to unstable walking. A further difficulty exists in the walking pattern mapping process due to the different joint numbers, link sizes, and weights between a human and a robot. Although walking pattern mapping is suitable after addressing the above difficulties, a slip problem between the feet and the ground can continue to cause problems. To solve these difficulties efficiently, a Fourier fitting method is proposed in this research. Improvements of walking pattern and the ZMP trajectory are confirmed using the proposed method. Furthermore, a geometric mapping method is introduced to generate walking patterns for various biped robots while maintaining a degree of similarity to humans. By applying a no-slip constraint to the feet and modifying the joint angles through inverse kinematics, the slip problem is also solved. The effectiveness of the proposed algorithm is verified through computer simulations of two different biped robots that have different sizes, weights, walking cycles, and step lengths.
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Schein, Chelsea, and Kurt Gray. "The eyes are the window to the uncanny valley." Interaction Studies 16, no. 2 (November 20, 2015): 173–79. http://dx.doi.org/10.1075/is.16.2.02sch.

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Horror movies have discovered an easy recipe for making people creepy: alter their eyes. Instead of normal eyes, zombies’ eyes are vacantly white, vampires’ eyes glow with the color of blood, and those possessed by demons are cavernously black. In the Academy Award winning Pan’s Labyrinth, director Guillermo del Toro created the creepiest of all creatures by entirely removing its eyes from its face, placing them instead in the palms of its hands. The unease induced by altering eyes may help to explain the uncanny valley, which is the eeriness of robots that are almost—but not quite—human (Mori, 1970). Much research has explored the uncanny valley, including the research reported by MacDorman & Entezari (in press), which focuses on individual differences that might predict the eeriness of humanlike robots. In their paper, they suggest that a full understanding of this phenomenon needs to synthesize individual differences with features of the robot. One theory that links these two concepts is mind perception, which past research highlights as essential to the uncanny valley (Gray & Wegner, 2012). Mind perception is linked to both individual differences—autism—and to features of the robot—the eyes—and can provide a deeper understanding of this arresting phenomenon. In this paper, we present original data that links uncanniness to the eyes through aberrant perceptions of mind.
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Lumbreras, Sara. "Getting Ready for the Next Step: Merging Information Ethics and Roboethics—A Project in the Context of Marketing Ethics." Information 9, no. 8 (August 1, 2018): 195. http://dx.doi.org/10.3390/info9080195.

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This article presents some pressing issues on roboethics, which lie at the frontier between roboethics and information ethics. It relates them to the well-established field of marketing ethics, stressing two main points. First, that human attention and willpower is limited and susceptible to be exploited. Second, that the possibility of using consumer profiles considerably increases the possibility of manipulation. It presents the interactions with robots as a particularly intense setting, in which the humanlike presence and the possibility of tailoring communications to the profile of the human target can be especially problematic. The paper concludes with some guidelines that could be useful in limiting the potentially harmful effects of human–robot interactions in the context of information ethics. These guidelines focus on the need for transparency and the establishment of limits, especially for products and services and vulnerable collectives, as well as supporting a healthy attention and willpower.
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Oyedele, Adesegun, Soonkwan Hong, and Michael S. Minor. "Individual assessment of humanlike consumer robots: an extended TAM with aesthetic response and tolerance." International Journal of Technology Marketing 2, no. 3 (2007): 243. http://dx.doi.org/10.1504/ijtmkt.2007.015203.

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Yu, Chung-En. "Humanlike robots as employees in the hotel industry: Thematic content analysis of online reviews." Journal of Hospitality Marketing & Management 29, no. 1 (March 23, 2019): 22–38. http://dx.doi.org/10.1080/19368623.2019.1592733.

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Manaf, Ahmad Azaini bin Abdul, Fatihah Ismail, Mohd Rosli Arshad, and SungPil Lee. "Familiarity and Overcoming of Uncanny Valley towards Computer-Generated Imagery Characters in Malaysian Film." Journal of Visual Art and Design 14, no. 2 (January 16, 2023): 181–90. http://dx.doi.org/10.5614/j.vad.2022.14.2.12.

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Recently, the idea of the uncanny valley has drawn interest in robotics and other scientific circles and popular culture. Several scholars have discussed its implications and reactions towards human-like robots. However, only several previous studies examined overcoming the uncanny valley for realistic looking computer-generated actors in films and animation. This seeks to examine the familiarity of participants with the use of digital characters as actors. This paper explains how computer-generated imagery (CGI) was used to create actors in Malaysian films, the uncanny valley characteristics that may affect the audience’s attention. The researcher has chosen visual stimuli consisting of 1 genuine human character and 1 less humanlike subject. A self-administered survey (n = 127) with sample film footage and photos were delivered online via email and social networks to responders. Surprisingly, based on the data, the human resemblance of the humanlike characters was substantially higher than expected. This research concluded that the artificial CGI characters had higher perceived eeriness if the character was highly familiar to the audience. As a result, the digital actor’s replacement an impression of eeriness and disbelief, which confirms the uncanny valley theory.
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Sirithunge, Chapa, H. M. Ravindu T. Bandara, A. G. Buddhika P. Jayasekara, and D. P. Chandima. "A probabilistic evaluation of human activity space for proactive approach behavior of a social robot." Paladyn, Journal of Behavioral Robotics 12, no. 1 (November 26, 2020): 102–14. http://dx.doi.org/10.1515/pjbr-2021-0006.

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AbstractIntelligent robot companions contribute significantly to improve the living standards of people in the modern society. Therefore, humanlike decision-making skills are sought after during the design of such robots. On the one hand, such features enable the robot to be easily handled by its human user. On the other hand, the robot will have the capability of dealing with humans without disturbing them by its behavior. Perception of Behavioral Ontology prior to an interaction is an important aspect in this regard. Furthermore, humans make an instant evaluation of task-related movements of others before approaching them. In this article, we present a mechanism to monitor how the activity space is utilized by a particular user on a temporal basis as an ontological assessment of the situation and then determine an appropriate approach behavior for a proactive robot to initiate an interaction with its user. This evaluation was then used to determine appropriate proxemic behavior to approach that person. The usage of activity space varies depending on the task of an individual. We used a probabilistic approach to find the areas that are the most and least likely to be occupied within the activity space of a particular individual during various tasks. As the robot approaches its subject after analyzing the spatial behavior of the subject within his/her activity space, spatial constraints occurred as a result of which robot’s movement could be demolished. Hence, a more socially acceptable spatial behavior could be observed from the robot. In other words, an etiquette based on approach behavior is derived considering the user’s activity space. Experiment results used to validate the system are presented, and critical observations during the study and implications are discussed.
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Shauri, Ruhizan Liza Ahmad, and Kenzo Nonami. "Calculation of 6-DOF Pose of Arbitrary Inclined Nuts for a Grasping Task by Dual-Arm Robot." Journal of Robotics and Mechatronics 24, no. 1 (February 20, 2012): 191–204. http://dx.doi.org/10.20965/jrm.2012.p0191.

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The capability to manipulate small objects is one of the important requirements for producing assembly work robots. Moreover, a robot that exhibits humanlike skills could be used to reduce the high labor cost for complex tasks. Therefore, we propose a seven-link dual-arm robot with three-fingered hands for cooperative tasks to manipulate small parts such as nuts and bolts in an unstructured environment. As an initial experiment, we need to obtain the six degrees of freedom (DOF) posture of a hexagonal M10 nut (diameter, 19.6 mm), which is small and possesses an indistinguishable color. These constraints have made it difficult to recognize such a target by current available methods where a higher order of posture data is necessary for robot operation. Hence, we propose a technique that we have labeled as Confirm-Estimate-Rotate (CER), which employs integration between the image and robot algorithms in consecutive iteration loops via a visual servoing structure. Real-time experimental results indicate the capability of our method to change the seven-link arm robot posture safely to match the posture of a target in an inclined position. Furthermore, a statistical grasping result by this method has shown a moderate performance for nuts in arbitrary poses. Thus, this shows that the method could be applied to solve the problem of aligning nuts and bolts from the previous screwing task performed by the dual-arm robot in the next future work.
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Ratajczyk, Dawid. "Uncanny Valley in Video Games: An Overview." Homo Ludens, no. 1 (12) (December 15, 2019): 135–48. http://dx.doi.org/10.14746/hl.2019.12.7.

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The uncanny valley is an idea proposed by Masahiro Mori (1970) regarding negative emotions present in contacts with almost humanlike characters. In the beginning, it was considered only in the context of humanoid robots, but this context was broadened by the development of highly realistic animations and video games. Particularly evident are players’ interests in the uncanny valley. Recently there have been a growing number of reports from empirical studies regarding participants’ perception of highly realistic characters. In the paper, a review of publications concerning the uncanny valley hypothesis in video games is presented, as are deliberations about the impact of the uncanny valley on the game industry. According to the results, there is a need to recognise which attributes of virtual characters cause the uncanny valley effect.
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Li, Chao, Zhi Zhang, Guihua Xia, Xinru Xie, and Qidan Zhu. "Efficient Force Control Learning System for Industrial Robots Based on Variable Impedance Control." Sensors 18, no. 8 (August 3, 2018): 2539. http://dx.doi.org/10.3390/s18082539.

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Learning variable impedance control is a powerful method to improve the performance of force control. However, current methods typically require too many interactions to achieve good performance. Data-inefficiency has limited these methods to learn force-sensitive tasks in real systems. In order to improve the sampling efficiency and decrease the required interactions during the learning process, this paper develops a data-efficient learning variable impedance control method that enables the industrial robots automatically learn to control the contact force in the unstructured environment. To this end, a Gaussian process model is learned as a faithful proxy of the system, which is then used to predict long-term state evolution for internal simulation, allowing for efficient strategy updates. The effects of model bias are reduced effectively by incorporating model uncertainty into long-term planning. Then the impedance profiles are regulated online according to the learned humanlike impedance strategy. In this way, the flexibility and adaptivity of the system could be enhanced. Both simulated and experimental tests have been performed on an industrial manipulator to verify the performance of the proposed method.
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Broadbent, Elizabeth, Vinayak Kumar, Xingyan Li, John Sollers, Rebecca Q. Stafford, Bruce A. MacDonald, and Daniel M. Wegner. "Robots with Display Screens: A Robot with a More Humanlike Face Display Is Perceived To Have More Mind and a Better Personality." PLoS ONE 8, no. 8 (August 28, 2013): e72589. http://dx.doi.org/10.1371/journal.pone.0072589.

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Yamaguchi, Hiroshi. "“Intimate relationship” with “virtual humans” and the “socialification” of familyship." Paladyn, Journal of Behavioral Robotics 11, no. 1 (August 3, 2020): 357–69. http://dx.doi.org/10.1515/pjbr-2020-0023.

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AbstractIn this article, the author provides a new view on intimate relationships with “virtual humans” such as robots and AIs. Recent technological developments have enabled firms to create humanlike robots and AIs. It is likely that, in the near future, a growing number of people will want intimate relationships with these virtual humans. This may receive harsh criticism, for example, that such a move would indicate objectification of women or ethical wrongdoing. Instead, however, it should be viewed in light of quality of life (QOL) for sexual minorities and people with various difficulties. Aided by the discussion of the introduction of the Long Term Public Care Insurance (LTCI) system in Japan in the late 1990s, the author positions this trend as the “socialification” of familyship – that is, a phenomenon in which the virtual humans, as products or services offered by businesses, become partners/family members, and a change by which some parts of the intimate relationships within families are shared in society. Just as the LTCI system, which was introduced as a socialification of nursing care, reduced the burden of care on Japanese women and improved their QOL, adoption of virtual humans as a socialification of familyship is also likely to improve the QOL of people with difficulties worldwide.
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Thomas, Paul, Mary Czerwinksi, Daniel Mcduff, and Nick Craswell. "Theories of Conversation for Conversational IR." ACM Transactions on Information Systems 39, no. 4 (October 31, 2021): 1–23. http://dx.doi.org/10.1145/3439869.

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Conversational information retrieval is a relatively new and fast-developing research area, but conversation itself has been well studied for decades. Researchers have analysed linguistic phenomena such as structure and semantics but also paralinguistic features such as tone, body language, and even the physiological states of interlocutors. We tend to treat computers as social agents—especially if they have some humanlike features in their design—and so work from human-to-human conversation is highly relevant to how we think about the design of human-to-computer applications. In this article, we summarise some salient past work, focusing on social norms; structures; and affect, prosody, and style. We examine social communication theories briefly as a review to see what we have learned about how humans interact with each other and how that might pertain to agents and robots. We also discuss some implications for research and design of conversational IR systems.
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Nguiadem, Clautilde, Maxime Raison, and Sofiane Achiche. "Motion Planning of Upper-Limb Exoskeleton Robots: A Review." Applied Sciences 10, no. 21 (October 29, 2020): 7626. http://dx.doi.org/10.3390/app10217626.

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(1) Background: Motion planning is an important part of exoskeleton control that improves the wearer’s safety and comfort. However, its usage introduces the problem of trajectory planning. The objective of trajectory planning is to generate the reference input for the motion-control system. This review explores the methods of trajectory planning for exoskeleton control. In order to reduce the number of surveyed papers, this review focuses on the upper limbs, which require refined three-dimensional motion planning. (2) Methods: A systematic search covering the last 20 years was conducted in Ei Compendex, Inspect-IET, Web of Science, PubMed, ProQuest, and Science-Direct. The search strategy was to use and combine terms “trajectory planning”, “upper limb”, and ”exoskeleton” as high-level keywords. “Trajectory planning” and “motion planning” were also combined with the following keywords: “rehabilitation”, “humanlike motion“, “upper extremity“, “inverse kinematic“, and “learning machine “. (3) Results: A total of 67 relevant papers were discovered. Results were then classified into two main categories of methods to plan trajectory: (i) Approaches based on Cartesian motion planning, and inverse kinematics using polynomial-interpolation or optimization-based methods such as minimum-jerk, minimum-torque-change, and inertia-like models; and (ii) approaches based on “learning by demonstration” using machine-learning techniques such as supervised learning based on neural networks, and learning methods based on hidden Markov models, Gaussian mixture models, and dynamic motion primitives. (4) Conclusions: Various methods have been proposed to plan the trajectories for upper-limb exoskeleton robots, but most of them plan the trajectory offline. The review approach is general and could be extended to lower limbs. Trajectory planning has the advantage of extending the applicability of therapy robots to home usage (assistive exoskeletons); it also makes it possible to mitigate the shortages of medical caregivers and therapists, and therapy costs. In this paper, we also discuss challenges associated with trajectory planning: kinematic redundancy and incompatibility, and the trajectory-optimization problem. Commonly, methods based on the computation of swivel angles and other methods rely on the relationship (e.g., coordinated or synergistic) between the degrees of freedom used to resolve kinematic redundancy for exoskeletons. Moreover, two general solutions, namely, the self-tracing configuration of the joint axis and the alignment-free configuration of the joint axis, which add the appropriate number of extra degrees of freedom to the mechanism, were employed to improve the kinematic incompatibility between human and exoskeleton. Future work will focus on online trajectory planning and optimal control. This will be done because very few online methods were found in the scope of this study.
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Kishore, Sameer, Mar González-Franco, Christoph Hintemüller, Christoph Kapeller, Christoph Guger, Mel Slater, and Kristopher J. Blom. "Comparison of SSVEP BCI and Eye Tracking for Controlling a Humanoid Robot in a Social Environment." Presence: Teleoperators and Virtual Environments 23, no. 3 (October 1, 2014): 242–52. http://dx.doi.org/10.1162/pres_a_00192.

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Recent advances in humanoid robot technologies have made it possible to inhabit a humanlike form located at a remote place. This allows the participant to interact with others in that space and experience the illusion that the participant is actually present in the remote space. Moreover, with these humanlike forms, it may be possible to induce a full-body ownership illusion, where the robot body is perceived to be one's own. We show that it is possible to induce the full-body ownership illusion over a remote robotic body with a highly robotic appearance. Additionally, our results indicate that even with nonmanual control of a remote robotic body, it is possible to induce feelings of agency and illusions of body ownership. Two established control methods, an SSVEP-based BCI and eye tracking, were tested as a means of controlling the robot's gesturing. Our experience and the results indicate that both methods are tractable for immersive control of a humanoid robot in a social telepresence setting.
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Morita, Takeshi, Takefumi Kanda, and Kenjiro Takemura. "Special Issue on Innovative Actuators." International Journal of Automation Technology 10, no. 4 (July 5, 2016): 469. http://dx.doi.org/10.20965/ijat.2016.p0469.

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Actuators are defined as transducers that convert electrical energy to mechanical movement. Similar to sensors and control systems, actuators are essential devices in various industrial applications, such as robotics, precise positioning systems, and automobiles. The performance required of each actuator depends on its practical application, and the actuators may determine the total performance of the systems. Various types of actuators have been proposed, not only for high efficiency, torque, and power output but also for flexibility, miniaturization, and drivability under extreme conditions. In the case of fluid-based actuators, the control of the working gas or liquid becomes an indispensable technology. The creation of a device with a simple structure yet multiple degrees of freedom would be quite worthy of research. Such an actuator would lead to future applications, which would in turn enable humanlike movements in robots, ultra-precise positioning systems under extreme high (or low) temperature conditions, or MEMS devices that operate in the human body. This special issue, entitled Innovative Actuators, is a collection of seventeen papers related to these considerations. In addition to electromagnetic motors, various types of actuators, such as piezoelectric, electrostatic, and pneumatic motors. Although the primary focus is on new driving principles, the fabrication process for micro devices and the control system are also involved. These proposals are attractive and sure to stimulate further innovative research. I hope you enjoy this special issue, but beyond that I hope that the papers in it contribute to your future research and innovative breakthroughs. On a final note, I wish to express my appreciation to the authors, reviewers, publisher (Mr. S. Wakai), and two editors (Assoc. Prof. T. Kanda and Assoc. Prof. K. Takemura) for their devoted work on this special issue, Innovative Actuators. Takeshi Morita June 23, 2016
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Ikemoto, Shuhei, Yuya Kimoto, and Koh Hosoda. "Shoulder complex linkage mechanism for humanlike musculoskeletal robot arms." Bioinspiration & Biomimetics 10, no. 6 (November 5, 2015): 066009. http://dx.doi.org/10.1088/1748-3190/10/6/066009.

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