Natural Tasking of Robots Based on Human Interaction Cues Brian Scassellati, Bryan Adams, Aaron Edsi - PowerPoint PPT Presentation

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Natural Tasking of Robots Based on Human Interaction Cues Brian Scassellati, Bryan Adams, Aaron Edsi

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Brian Scassellati, Bryan Adams, Aaron Edsinger, Matthew Marjanovic ... hand or the 'animate' chair being pushed with a rod) are judged animate (green) ... – PowerPoint PPT presentation

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Title: Natural Tasking of Robots Based on Human Interaction Cues Brian Scassellati, Bryan Adams, Aaron Edsi


1
Natural Tasking of Robots Based on Human
Interaction Cues Brian Scassellati, Bryan Adams,
Aaron Edsinger, Matthew MarjanovicMIT Artificial
Intelligence Laboratory
Current Research
Joint Reference and Simple
Mimicry
Goals
Our team at the MIT Artificial Intelligence lab
is building robotic systems that use natural
social conventions as an interface. We believe
that these systems will enable anyone to teach
the robot to perform simple tasks. The robot
will be usable without special training or
programming skills, and will be able to act in
unique and dynamic situations. We originally
outlined a sequence of behavioral tasks, listed
on the chart below, that will allow our robots to
learn new tasks from a human instructor. In the
chart below, behaviors in bold text have been
completed, behaviors in italic text have been
partially implemented.
Our current research focuses on building the
perceptual and motor primitives that will allow
the robot to detect and respond to natural social
cues. In the past year, we have developed
systems that respond to human attention states
and that mimic the movement of any animate object
by tracing a similar trajectory with the robots
arm.
  • The system operates in a sequence of stages
  • Visual input is filtered pre-attentively.
  • An attention mechanism selects salient targets
    in each image frame.
  • Targets are linked together into trajectories by
    a motion correspondence procedure.
  • The theory of body module (ToBY) looks for
    objects that are self-propelled (animate).
  • Faces are located in animate stimuli.
  • Features such as the eyes and mouth are
    extracted to provide head orientation.
  • Animate visual trajectories are mapped to arm
    movements.

Animate Objects
Face/Eye Finder
Arm Primitives
ToBY
Trajectory Formation
Reaching / Pointing
Visual Attention
Pre-attentive filters
f
f
f
f
Visual Input
Visual input is processed by a set of parallel
pre-attentive filters including skin tone, color
saturation, motion, and disparity filters. The
attention system combines the filtered images
using weights that are influenced by high-level
task constraints. The attention system also
incorporates a habituation mechanism and biases
the robots attention based on the attention of
the instructor.
Future Research
More Complex Mimicry One future direction for our
work is to look at more complex forms of social
learning. We will both explore a wider range of
tasks and ways to sequence together learned
actions into more complex behaviors, and we will
work on building systems that imitate, that is,
they follow the intent of the action, not the
form of the action.
The attention system produces a set of target
points for each frame in the image sequence.
These points are connected across time by the
multi-hypothesis tracking algorithm developed by
Cox and Hingorani. The system maintains multiple
hypothesis for each possible trajectory, which
allows for ambiguous data to be resolved by
further information.
Management (pruning, merging)
Delay
Generate k-best Hypotheses
Generate Predictions
Matching
Feature Extraction
The theory of body module (ToBY) is a set of
agents, each of which incorporates a rule of
naïve physics. These rules estimate how objects
move under natural conditions. In the images
Moving hand
Rolling chair
Animate chair
Understanding Self We will also exploring ideas
about how to build representations of the robots
own body, and the actions that it is capable of
performing. The robot should recognize its own
arm as it moves through the world, and even be
able to recognize its own movements in a mirror
by the temporal correlation.
shown above, trajectories that obey these rules
are judged to be inanimate (shown in red), while
those that display self-propelled movement (like
the moving hand or the animate chair being
pushed with a rod) are judged animate (green).
The attention of the instructor is monitored by a
system that finds faces (using a color filter and
shape metrics), orients to the instructor, and
extracts salient features at a distance of 20
feet.
New Head and Hands
Trajectories are selected based on the inherent
object saliency, the instructors attentional
state, and the animacy judgment. These
trajectories are mapped from visual coordinates
to a set of primitive arm postures. The
trajectory can then be used to allow the robot to
perform object-centered actions (such as
pointing) or process-centered actions (such as
repeating the trajectory with its own arm).
New Hands
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