In this article we argue for an interdisciplinary approach to designing interactive technology for young children on the Autistic Spectrum. We believe it key for the design process to embrace perspectives from diverse fields to arrive at a methodology, and consequently technology, that delivers satisfactory outcomes for all stakeholders involved. The ECHOES project has provided us with the opportunity to work on a technology-enhanced learning environment that supports acquisition and exploration of social skills by typically developing children and children with high-functioning autism and Asperger Syndrome. ECHOES' research methodology and the learning environment relies crucially on multi-disciplinary expertise including developmental and clinical psychology, visual arts, human-computer interaction, artificial intelligence, education and many other cognate disciplines. In this article, we reflect on the methods needed to develop a technology-enhanced learning environment for young users with Autism Spectrum Disorder. We identify key benefits, challenges and limitations of this approach. Although the context of ECHOES is very specific, we believe that there are a number of guidelines for the desing of technology-enhanced intervention for autism that can benefit a wider community of researchers in this emerging discipline.
Abstract. MuMMER (MultiModal Mall Entertainment Robot) is a four-year, EU-funded project with the overall goal of developing a humanoid robot (SoftBank Robotics' Pepper robot being the primary robot platform) with the social intelligence to interact autonomously and naturally in the dynamic environments of a public shopping mall, providing an engaging and entertaining experience to the general public. Using co-design methods, we will work together with stakeholders including customers, retailers, and business managers to develop truly engaging robot behaviours. Crucially, our robot will exhibit behaviour that is socially appropriate and engaging by combining speech-based interaction with non-verbal communication and human-aware navigation. To support this behaviour, we will develop and integrate new methods from audiovisual scene processing, socialsignal processing, high-level action selection, and human-aware robot navigation. Throughout the project, the robot will be regularly deployed in Ideapark, a large public shopping mall in Finland. This position paper describes the MuMMER project: its needs, the objectives, R&D challenges and our approach. It will serve as reference for the robotics community and stakeholders about this ambitious project, demonstrating how a co-design approach can address some of the barriers and help in building follow-up projects.
Children with ASD have difficulty with social communication, particularly joint attention. Interaction in a virtual environment (VE) may be a means for both understanding these difficulties and addressing them. It is first necessary to discover how this population interacts with virtual characters, and whether they can follow joint attention cues in a VE. This paper describes a study in which 32 children with ASD used the ECHOES VE to assist a virtual character in selecting objects by following the character's gaze and/or pointing. Both accuracy and reaction time data suggest that children were able to successfully complete the task, and qualitative data further suggests that most children perceived the character as an intentional being with relevant, mutually directed behaviour.
This article examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent and where a human practitioner acts in support of the interactions. A multi-site intervention study in schools across the UK was conducted with 29 children with ASC and learning difficulties, aged 4-14 years old. For reasons related to data completeness and amount of exposure to the AI environment, data for 15 children was included in the analysis. The analysis revealed a significant increase in the proportion of social responses made by ASC children to human practitioners. The number of initiations made to human practitioners and to the virtual agent by the ASC children also increased numerically over the course of the sessions. However, due to large individual differences within the ASC group, this did not reach significance. Although no evidence of transfer to the real-world post-test was shown, anecdotal evidence of classroom transfer was reported. The work presented in this article offers an important contribution to the growing body of research in the context of AI technology design and use for autism intervention in real school contexts. Specifically, the work highlights key methodological challenges and opportunities in this area by leveraging interdisciplinary insights in a way that (i) bridges between educational interventions and intelligent technology design practices, (ii) considers the design of technology as well as the design of its use (context and procedures) on par with one another, and (iii) includes design contributions from different stakeholders, including children with and without ASC diagnosis, educational practitioners, and researchers.
We address the question of whether service robots that interact with humans in public spaces must express socially appropriate behaviour. To do so, we implemented a robot bartender which is able to take drink orders from humans and serve drinks to them. By using a highlevel automated planner, we explore two different robot interaction styles: in the task only setting, the robot simply fulfils its goal of asking customers for drink orders and serving them drinks; in the socially intelligent setting, the robot additionally acts in a manner socially appropriate to the bartender scenario, based on the behaviour of humans observed in natural bar interactions. The results of a user study show that the interactions with the socially intelligent robot were somewhat more efficient, but the two implemented behaviour settings had only a small influence on the subjective ratings. However, there were objective factors that influenced participant ratings: the overall duration of the interaction had a positive influence on the ratings, while the number of system order requests had a negative influence. We also found a cultural difference: German participants gave the system higher pre-test ratings than participants who interacted in English, although the post-test scores were similar.
We describe a variety of machine learning techniques that are being applied to social multi-user human-robot interaction, using a robot bartender in our scenario. We first present a data-driven approach to social state recognition based on supervised learning. We then describe an approach to social skills execution-i.e., action selection for generating socially appropriate robot behaviour-which is based on reinforcement learning, using a data-driven simulation of multiple users to train execution policies for social skills. Next, we describe how these components for social state recognition and skills execution have been integrated into an end-to-end robot bartender system, and we discuss the results of a user evaluation. Finally, we present an alternative unsupervised learning framework that combines social state recognition and social skills execution, based on hierarchical Dirichlet processes and an infinite POMDP interaction manager. The models make use of data from both human-human interactions collected in a number of German bars and human-robot interactions recorded in the evaluation of an initial version of the system.
A robot agent designed to engage in real-world human-robot joint action must be able to understand the social states of the human users it interacts with in order to behave appropriately. In particular, in a dynamic public space, a crucial task for the robot is to determine the needs and intentions of all of the people in the scene, so that it only interacts with people who intend to interact with it. We address the task of estimating the engagement state of customers for a robot bartender based on the data from audiovisual sensors. We begin with an offline experiment using hidden Markov models, confirming that the sensor data contains the information necessary to estimate user state. We then present two strategies for online state estimation: a rule-based classifier based on observed human behaviour in real bars, and a set of supervised classifiers trained on a labelled corpus. These strategies are compared in offline cross-validation, in an online user study, and through validation against a separate test corpus. These studies show that while the trained classifiers are best in a cross-validation setting, the rule-based classifier performs best with novel data; however, all classiThis article integrates and extends the work described in the following conference papers: [17,20,23,24 Bristol Robotics Laboratory, University of the West of England, Bristol, UK fiers also change their estimate too frequently for practical use. To address this issue, we present a final classifier based on Conditional Random Fields: this model has comparable performance on the test data, with increased stability. In summary, though, the rule-based classifier shows competitive performance with the trained classifiers, suggesting that for this task, such a simple model could actually be a preferred option, providing useful online performance while avoiding the implementation and data-scarcity issues involved in using machine learning for this task.
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