Sophia, a humanoid robot with Saudi Arabian citizenship, speaks during the United Nation's innovation conference in Kathmandu, Nepal, on March 21, 2018. Sophia, who is now a citizen of Saudi Arabia, is the most advanced robot with artificial intelligence developed by a Hong Kong based company Hanson Robotics. Sophia, a social humanoid robot developed by Hong Kong-based company Hanson Robotics, addressed a conference on the theme'Public Services and Development' organised by the United Nations Development Programme, at Hotel Yak & Yeti, in Durbarmarg, Kathmandu, on Wednesday. Sophia started the speech with a joke on how the moderator was not like Nepali actor Anmol KC and when asked about her view on how artificial intelligence can help better public services in Nepal, she said, "the opportunities are endless," adding that AI can help improve the education sector, develop medicine, connect remote areas of Nepal to the centre, and help develop Nepal fulfill the Sustainable Development Goals. Similarly, in an answer to what she, as an AI can do, she claims that maybe she will be the first non-human to climb the Mount Everest.
This paper introduces "outside-in design" as a collaborative approach to social robot design and human-robot interaction research. As an interdisciplinary group of social and computer scientists, we follow an iterative practice of collecting and analyzing data from realworld interaction, designing appropriate robotic perception and control mechanisms, developing models of interaction through automatic coding of behaviors and evaluation by human subjects, and validating the models in embodied human-robot interaction. We apply this approach in the context of shadow puppeteering, a constrained interaction space which allows us to study the foundational elements of synchronous interaction and apply them to a robot. We contribute to both social and computer sciences by combining the study of human social interaction with the design of socially responsive robot control algorithms. Interaction with robotic technologies in the real world poses both social and technical challenges.
Lundy Lewis, an academic and researcher in artificial intelligence and human-robot interaction, is watching a pair of six year-old boys playing with social robots in the gym at CHEO's site for autism in Kanata. Griffin and James Beck are twins. The robot they're interacting with is called Jibo, developed at the Massachusetts Institute of Technology. Jibo has no arms or legs and only two joints, one which approximates a neck and another a waist. Despite this, Jibo can pack a lot of emotion into his rotund body.
"Robot's Delight – A Lyrical Exposition on Learning by Imitation from Human-Human Interaction" is a video submission that won Best Video at the 2017 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2017). The team also provides an in-depth explanation of the techniques and robotics in the video. Although social robots are growing in popularity and technical feasibility, it is still unclear how we can effectively program social behaviors. There are many difficulties in programming social robots -- we need to design hundreds or thousands of dialogue rules, anticipate situations the robot will face, handle common recognition errors, and program the robot to respond to many variations of human speech and behavior. Perhaps most challenging is that we often do not understand the reasoning behind our own behavior and so it is hard to program such implicit knowledge into robots.
Petisca, Sofia (Instituto de Engenharia de Sistemas e Computadores (INESC-ID) and Universidade de Lisboa) | Dias, João (Instituto de Engenharia de Sistemas e Computadores (INESC-ID) and Universidade de Lisboa) | Paiva, Ana (Instituto de Engenharia de Sistemas e Computadores (INESC-ID) and Universidade de Lisboa)
We report a study performed with a social robot that autonomously plays a competitive game. By relying on an emotional agent architecture (using an appraisal mechanism) the robot was built with the capabilities of emotional appraisal and thus was able to express and share its emotions verbally throughout the game. Contrary to what was expected, emotional sharing in this context seemed to damage the social interaction with the users.