Lim, Angelica
Past, Present, and Future: A Survey of The Evolution of Affective Robotics For Well-being
Spitale, Micol, Axelsson, Minja, Jeong, Sooyeon, Tuttosı, Paige, Stamatis, Caitlin A., Laban, Guy, Lim, Angelica, Gune, Hatice
Recent research in affective robots has recognized their potential in supporting human well-being. Due to rapidly developing affective and artificial intelligence technologies, this field of research has undergone explosive expansion and advancement in recent years. In order to develop a deeper understanding of recent advancements, we present a systematic review of the past 10 years of research in affective robotics for wellbeing. In this review, we identify the domains of well-being that have been studied, the methods used to investigate affective robots for well-being, and how these have evolved over time. We also examine the evolution of the multifaceted research topic from three lenses: technical, design, and ethical. Finally, we discuss future opportunities for research based on the gaps we have identified in our review -- proposing pathways to take affective robotics from the past and present to the future. The results of our review are of interest to human-robot interaction and affective computing researchers, as well as clinicians and well-being professionals who may wish to examine and incorporate affective robotics in their practices.
Mmm whatcha say? Uncovering distal and proximal context effects in first and second-language word perception using psychophysical reverse correlation
Tuttösí, Paige, Yeung, H. Henny, Wang, Yue, Wang, Fenqi, Denis, Guillaume, Aucouturier, Jean-Julien, Lim, Angelica
Acoustic context effects, where surrounding changes in pitch, rate or timbre influence the perception of a sound, are well documented in speech perception, but how they interact with language background remains unclear. Using a reverse-correlation approach, we systematically varied the pitch and speech rate in phrases around different pairs of vowels for second language (L2) speakers of English (/i/-/I/) and French (/u/-/y/), thus reconstructing, in a data-driven manner, the prosodic profiles that bias their perception. Testing English and French speakers (n=25), we showed that vowel perception is in fact influenced by conflicting effects from the surrounding pitch and speech rate: a congruent proximal effect 0.2s pre-target and a distal contrastive effect up to 1s before; and found that L1 and L2 speakers exhibited strikingly similar prosodic profiles in perception. We provide a novel method to investigate acoustic context effects across stimuli, timescales, and acoustic domain.
Predicting Long-Term Human Behaviors in Discrete Representations via Physics-Guided Diffusion
Zhang, Zhitian, Li, Anjian, Lim, Angelica, Chen, Mo
Long-term human trajectory prediction is a challenging yet critical task in robotics and autonomous systems. Prior work that studied how to predict accurate short-term human trajectories with only unimodal features often failed in long-term prediction. Reinforcement learning provides a good solution for learning human long-term behaviors but can suffer from challenges in data efficiency and optimization. In this work, we propose a long-term human trajectory forecasting framework that leverages a guided diffusion model to generate diverse long-term human behaviors in a high-level latent action space, obtained via a hierarchical action quantization scheme using a VQ-VAE to discretize continuous trajectories and the available context. The latent actions are predicted by our guided diffusion model, which uses physics-inspired guidance at test time to constrain generated multimodal action distributions. Specifically, we use reachability analysis during the reverse denoising process to guide the diffusion steps toward physically feasible latent actions. We evaluate our framework on two publicly available human trajectory forecasting datasets: SFU-Store-Nav and JRDB, and extensive experimental results show that our framework achieves superior performance in long-term human trajectory forecasting.
Good Things Come in Trees: Emotion and Context Aware Behaviour Trees for Ethical Robotic Decision-Making
Tuttösí, Paige, Zhang, Zhitian, Hughson, Emma, Lim, Angelica
Emotions guide our decision making process and yet have been little explored in practical ethical decision making scenarios. In this challenge, we explore emotions and how they can influence ethical decision making in a home robot context: which fetch requests should a robot execute, and why or why not? We discuss, in particular, two aspects of emotion: (1) somatic markers: objects to be retrieved are tagged as negative (dangerous, e.g. knives or mind-altering, e.g. medicine with overdose potential), providing a quick heuristic for where to focus attention to avoid the classic Frame Problem of artificial intelligence, (2) emotion inference: users' valence and arousal levels are taken into account in defining how and when a robot should respond to a human's requests, e.g. to carefully consider giving dangerous items to users experiencing intense emotions. Our emotion-based approach builds a foundation for the primary consideration of Safety, and is complemented by policies that support overriding based on Context (e.g. age of user, allergies) and Privacy (e.g. administrator settings). Transparency is another key aspect of our solution. Our solution is defined using behaviour trees, towards an implementable design that can provide reasoning information in real-time.
MotionScript: Natural Language Descriptions for Expressive 3D Human Motions
Yazdian, Payam Jome, Liu, Eric, Cheng, Li, Lim, Angelica
This paper proposes MotionScript, a motion-to-text conversion algorithm and natural language representation for human body motions. MotionScript aims to describe movements in greater detail and with more accuracy than previous natural language approaches. Many motion datasets describe relatively objective and simple actions with little variation on the way they are expressed (e.g. sitting, walking, dribbling a ball). But for expressive actions that contain a diversity of movements in the class (e.g. being sad, dancing), or for actions outside the domain of standard motion capture datasets (e.g. stylistic walking, sign-language), more specific and granular natural language descriptions are needed. Our proposed MotionScript descriptions differ from existing natural language representations in that it provides direct descriptions in natural language instead of simple action labels or high-level human captions. To the best of our knowledge, this is the first attempt at translating 3D motions to natural language descriptions without requiring training data. Our experiments show that when MotionScript representations are used in a text-to-motion neural task, body movements are more accurately reconstructed, and large language models can be used to generate unseen complex motions.
An MCTS-DRL Based Obstacle and Occlusion Avoidance Methodology in Robotic Follow-Ahead Applications
Leisiazar, Sahar, Park, Edward J., Lim, Angelica, Chen, Mo
We propose a novel methodology for robotic follow-ahead applications that address the critical challenge of obstacle and occlusion avoidance. Our approach effectively navigates the robot while ensuring avoidance of collisions and occlusions caused by surrounding objects. To achieve this, we developed a high-level decision-making algorithm that generates short-term navigational goals for the mobile robot. Monte Carlo Tree Search is integrated with a Deep Reinforcement Learning method to enhance the performance of the decision-making process and generate more reliable navigational goals. Through extensive experimentation and analysis, we demonstrate the effectiveness and superiority of our proposed approach in comparison to the existing follow-ahead human-following robotic methods. Our code is available at https://github.com/saharLeisiazar/follow-ahead-ros.
Contextual Emotion Estimation from Image Captions
Yang, Vera, Srivastava, Archita, Etesam, Yasaman, Zhang, Chuxuan, Lim, Angelica
Emotion estimation in images is a challenging task, typically using computer vision methods to directly estimate people's emotions using face, body pose and contextual cues. In this paper, we explore whether Large Language Models (LLMs) can support the contextual emotion estimation task, by first captioning images, then using an LLM for inference. First, we must understand: how well do LLMs perceive human emotions? And which parts of the information enable them to determine emotions? One initial challenge is to construct a caption that describes a person within a scene with information relevant for emotion perception. Towards this goal, we propose a set of natural language descriptors for faces, bodies, interactions, and environments. We use them to manually generate captions and emotion annotations for a subset of 331 images from the EMOTIC dataset. These captions offer an interpretable representation for emotion estimation, towards understanding how elements of a scene affect emotion perception in LLMs and beyond. Secondly, we test the capability of a large language model to infer an emotion from the resulting image captions. We find that GPT-3.5, specifically the text-davinci-003 model, provides surprisingly reasonable emotion predictions consistent with human annotations, but accuracy can depend on the emotion concept. Overall, the results suggest promise in the image captioning and LLM approach.
Read the Room: Adapting a Robot's Voice to Ambient and Social Contexts
Tuttosi, Paige, Hughson, Emma, Matsufuji, Akihiro, Lim, Angelica
How should a robot speak in a formal, quiet and dark, or a bright, lively and noisy environment? By designing robots to speak in a more social and ambient-appropriate manner we can improve perceived awareness and intelligence for these agents. We describe a process and results toward selecting robot voice styles for perceived social appropriateness and ambiance awareness. Understanding how humans adapt their voices in different acoustic settings can be challenging due to difficulties in voice capture in the wild. Our approach includes 3 steps: (a) Collecting and validating voice data interactions in virtual Zoom ambiances, (b) Exploration and clustering human vocal utterances to identify primary voice styles, and (c) Testing robot voice styles in recreated ambiances using projections, lighting and sound. We focus on food service scenarios as a proof-of-concept setting. We provide results using the Pepper robot's voice with different styles, towards robots that speak in a contextually appropriate and adaptive manner. Our results with N=120 participants provide evidence that the choice of voice style in different ambiances impacted a robot's perceived intelligence in several factors including: social appropriateness, comfort, awareness, human-likeness and competency.
The OMG-Empathy Dataset: Evaluating the Impact of Affective Behavior in Storytelling
Barros, Pablo, Churamani, Nikhil, Lim, Angelica, Wermter, Stefan
Processing human affective behavior is important for developing intelligent agents that interact with humans in complex interaction scenarios. A large number of current approaches that address this problem focus on classifying emotion expressions by grouping them into known categories. Such strategies neglect, among other aspects, the impact of the affective responses from an individual on their interaction partner thus ignoring how people empathize towards each other. This is also reflected in the datasets used to train models for affective processing tasks. Most of the recent datasets, in particular, the ones which capture natural interactions ("in-the-wild" datasets), are designed, collected, and annotated based on the recognition of displayed affective reactions, ignoring how these displayed or expressed emotions are perceived. In this paper, we propose a novel dataset composed of dyadic interactions designed, collected and annotated with a focus on measuring the affective impact that eight different stories have on the listener. Each video of the dataset contains around 5 minutes of interaction where a speaker tells a story to a listener. After each interaction, the listener annotated, using a valence scale, how the story impacted their affective state, reflecting how they empathized with the speaker as well as the story. We also propose different evaluation protocols and a baseline that encourages participation in the advancement of the field of artificial empathy and emotion contagion.