2017
DOI: 10.1007/s12369-017-0411-1
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Avoiding Playfulness Gone Wrong: Exploring Multi-objective Reaching Motion Generation in a Social Robot

Abstract: Companion robots will be able to perform useful tasks in homes and public places, while also providing entertainment through playful interactions. "Playful" here means fun, happy, and humorous. A challenge is that generating playful motions requires a non-trivial understanding of how people attribute meaning and intentions. The literature suggests that playfulness can lead to some undesired impressions such as that a robot is obnoxious, untrustworthy, unsafe, moving in a meaningless fashion, or boring. To gene… Show more

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Cited by 4 publications
(5 citation statements)
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“…In music, improvisations can involve reactive exogenous skills, e.g., to stay aligned with a change of rhythm, and endogenous compositional skills, e.g., to flesh out a musical fragment (Alperson, 2010). In playing games with a human, positive effects have also been observed for robots that combine exogenously reacting in a large, meaningful manner, with exhibiting its own consistent endogenous intentions (Cooney and Sant'Anna, 2017). Future work will involve identifying other contexts where such a design could be useful.…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…In music, improvisations can involve reactive exogenous skills, e.g., to stay aligned with a change of rhythm, and endogenous compositional skills, e.g., to flesh out a musical fragment (Alperson, 2010). In playing games with a human, positive effects have also been observed for robots that combine exogenously reacting in a large, meaningful manner, with exhibiting its own consistent endogenous intentions (Cooney and Sant'Anna, 2017). Future work will involve identifying other contexts where such a design could be useful.…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…To better control the influence of these two factors on the spatial coordinates of the avatar model, this paper creates a new game object with the avatar model as a child game object and mounts the script to control the movement of the avatar model along the spline curve on the parent game object of the avatar model [24]. The script that controls the motion of the avatar model along the spline curve is mounted on the parent game object of the avatar model, and the animation state machine and the animation event callback script that is triggered when the dancesport animation develops to the end are mounted on the avatar model.…”
Section: Experimental Design Of Human Movement Recognitionmentioning
confidence: 99%
“…In our previous work, we have proposed some designs for facilitating hedonic well-being in an interaction with a robot, based on guidelines that a robot's behavior should be rewarding, helpful, or inspiring (possibly combining function and playfulness, reactivity and proactivity), clear in regard to its intentions, and carefully executed [105,106]. In addition, some general criteria have been proposed to be important for a person's eudaimonic well-being [107]-comprising self-acceptance, positive relations with others, autonomy, environmental mastery, purpose in life, and personal growth-but how to apply them for a robot to support a person's well-being in a creative application is unclear.…”
Section: General Interactionsmentioning
confidence: 99%