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Maja Matarić

Publications and source records attributed to Maja Matarić.

At least 37 records · Page 2Linked to original sources

Contrastive Learning from Exploratory Actions: Leveraging Natural Interactions for Preference Elicitation

People have a variety of preferences for how robots behave. To understand and reason about these preferences, robots aim to learn a reward function that describes how aligned robot behaviors are with a user's preferences. Good representations of a robot's behavior can significantly reduce the time and effort required for a user to teach the robot their preferences. Specifying these representations -- what "features" of the robot's behavior matter to users -- remains a difficult problem; Features learned from raw data lack semantic meaning and features learned from user data require users to engage in tedious labeling processes. Our key insight is that users tasked with customizing a robot are intrinsically motivated to produce labels through exploratory search; they explore behaviors that they find interesting and ignore behaviors that are irrelevant. To harness this novel data source of exploratory actions, we propose contrastive learning from exploratory actions (CLEA) to learn trajectory features that are aligned with features that users care about. We learned CLEA features from exploratory actions users performed in an open-ended signal design activity (N=25) with a Kuri robot, and evaluated CLEA features through a second user study with a different set of users (N=42). CLEA features outperformed self-supervised features when eliciting user preferences over four metrics: completeness, simplicity, minimality, and explainability.

cs.RO↗

Designing Robot Identity: The Role of Voice, Clothing, and Task on Robot Gender Perception

Perceptions of gender are a significant aspect of human-human interaction, and gender has wide-reaching social implications for robots deployed in contexts where they are expected to interact with humans. This work explored two flexible modalities for communicating gender in robots--voice and appearance--and we studied their individual and combined influences on a robot's perceived gender. We evaluated the perception of a robot's gender through three video-based studies. First, we conducted a study (n=65) on the gender perception of robot voices by varying speaker identity and pitch. Second, we conducted a study (n=93) on the gender perception of robot clothing designed for two different tasks. Finally, building on the results of the first two studies, we completed a large integrative video-based study (n=273) involving two human-robot interaction tasks. We found that voice and clothing can be used to reliably establish a robot's perceived gender, and that combining these two modalities can have different effects on the robot's perceived gender. Taken together, these results inform the design of robot voices and clothing as individual and interacting components in the perceptions of robot gender.

cs.RO↗

Improving User Experience in Preference-Based Optimization of Reward Functions for Assistive Robots

Assistive robots interact with humans and must adapt to different users' preferences to be effective. An easy and effective technique to learn non-expert users' preferences is through rankings of robot behaviors, for example, robot movement trajectories or gestures. Existing techniques focus on generating trajectories for users to rank that maximize the outcome of the preference learning process. However, the generated trajectories do not appear to reflect the user's preference over repeated interactions. In this work, we design an algorithm to generate trajectories for users to rank that we call Covariance Matrix Adaptation Evolution Strategies with Information Gain (CMA-ES-IG). CMA-ES-IG prioritizes the user's experience of the preference learning process. We show that users find our algorithm more intuitive and easier to use than previous approaches across both physical and social robot tasks. This project's code is hosted at github.com/interaction-lab/CMA-ES-IG

cs.RO↗

Agents Thinking Fast and Slow: A Talker-Reasoner Architecture

Large language models have enabled agents of all kinds to interact with users through natural conversation. Consequently, agents now have two jobs: conversing and planning/reasoning. Their conversational responses must be informed by all available information, and their actions must help to achieve goals. This dichotomy between conversing with the user and doing multi-step reasoning and planning can be seen as analogous to the human systems of "thinking fast and slow" as introduced by Kahneman. Our approach is comprised of a "Talker" agent (System 1) that is fast and intuitive, and tasked with synthesizing the conversational response; and a "Reasoner" agent (System 2) that is slower, more deliberative, and more logical, and is tasked with multi-step reasoning and planning, calling tools, performing actions in the world, and thereby producing the new agent state. We describe the new Talker-Reasoner architecture and discuss its advantages, including modularity and decreased latency. We ground the discussion in the context of a sleep coaching agent, in order to demonstrate real-world relevance.

cs.AI↗

Can I Pet Your Robot? Incorporating Capacitive Touch Sensing into a Soft Socially Assistive Robot Platform

This work presents a method of incorporating low-cost capacitive tactile sensors on a soft socially assistive robot platform. By embedding conductive thread into the robot's crocheted exterior, we formed a set of low-cost, flexible capacitive tactile sensors that do not disrupt the robot's soft, zoomorphic embodiment. We evaluated the sensors' performance through a user study (N=20) and found that the sensors reliably detected user touch events and localized touch inputs to one of three regions on the robot's exterior.

cs.RO↗

An Interactive Augmented Reality Interface for Personalized Proxemics Modeling

Understanding and respecting personal space preferences is essential for socially assistive robots designed for older adult users. This work introduces and evaluates a novel personalized context-aware method for modeling users' proxemics preferences during human-robot interactions. Using an interactive augmented reality interface, we collected a set of user-preferred distances from the robot and employed an active transfer learning approach to fine-tune a specialized deep learning model. We evaluated this approach through two user studies: 1) a convenience population study (N = 24) to validate the efficacy of the active transfer learning approach; and 2) a user study involving older adults (N = 15) to assess the system's usability. We compared the data collected with the augmented reality interface and with the physical robot to examine the relationship between proxemics preferences for a virtual robot versus a physically embodied robot. We found that fine-tuning significantly improved model performance: on average, the error in testing decreased by 26.97% after fine-tuning. The system was well-received by older adult participants, who provided valuable feedback and suggestions for future work.

cs.RO↗

Using Causal Trees to Estimate Personalized Task Difficulty in Post-Stroke Individuals

Adaptive training programs are crucial for recovery post stroke. However, developing programs that automatically adapt depends on quantifying how difficult a task is for a specific individual at a particular stage of their recovery. In this work, we propose a method that automatically generates regions of different task difficulty levels based on an individual's performance. We show that this technique explains the variance in user performance for a reaching task better than previous approaches to estimating task difficulty.

cs.RO↗

Singing the Body Electric: The Impact of Robot Embodiment on User Expectations

Users develop mental models of robots to conceptualize what kind of interactions they can have with those robots. The conceptualizations are often formed before interactions with the robot and are based only on observing the robot's physical design. As a result, understanding conceptualizations formed from physical design is necessary to understand how users intend to interact with the robot. We propose to use multimodal features of robot embodiments to predict what kinds of expectations users will have about a given robot's social and physical capabilities. We show that using such features provides information about general mental models of the robots that generalize across socially interactive robots. We describe how these models can be incorporated into interaction design and physical design for researchers working with socially interactive robots.

cs.RO↗

Design and Evaluation of a Socially Assistive Robot Schoolwork Companion for College Students with ADHD

College students with ADHD respond positively to simple socially assistive robots (SARs) that monitor attention and provide non-verbal feedback, but studies have been done only in brief in-lab sessions. We present an initial design and evaluation of an in-dorm SAR study companion for college students with ADHD. This work represents the introductory stages of an ongoing user-centered, participatory design process. In a three-week within-subjects user study, university students (N=11) with self-reported symptoms of adult ADHD had a SAR study companion in their dorm room for two weeks and a computer-based system for one week. Toward developing SARs for long-term, in-dorm use, we focus on 1) evaluating the usability and desire for SAR study companions by college students with ADHD and 2) collecting participant feedback about the SAR design and functionality. Participants responded positively to the robot; after one week of regular use, 91% (10 of 11) chose to continue using the robot voluntarily in the second week.

cs.RO↗

Evaluating and Personalizing User-Perceived Quality of Text-to-Speech Voices for Delivering Mindfulness Meditation with Different Physical Embodiments

Mindfulness-based therapies have been shown to be effective in improving mental health, and technology-based methods have the potential to expand the accessibility of these therapies. To enable real-time personalized content generation for mindfulness practice in these methods, high-quality computer-synthesized text-to-speech (TTS) voices are needed to provide verbal guidance and respond to user performance and preferences. However, the user-perceived quality of state-of-the-art TTS voices has not yet been evaluated for administering mindfulness meditation, which requires emotional expressiveness. In addition, work has not yet been done to study the effect of physical embodiment and personalization on the user-perceived quality of TTS voices for mindfulness. To that end, we designed a two-phase human subject study. In Phase 1, an online Mechanical Turk between-subject study (N=471) evaluated 3 (feminine, masculine, child-like) state-of-the-art TTS voices with 2 (feminine, masculine) human therapists' voices in 3 different physical embodiment settings (no agent, conversational agent, socially assistive robot) with remote participants. Building on findings from Phase 1, in Phase 2, an in-person within-subject study (N=94), we used a novel framework we developed for personalizing TTS voices based on user preferences, and evaluated user-perceived quality compared to best-rated non-personalized voices from Phase 1. We found that the best-rated human voice was perceived better than all TTS voices; the emotional expressiveness and naturalness of TTS voices were poorly rated, while users were satisfied with the clarity of TTS voices. Surprisingly, by allowing users to fine-tune TTS voice features, the user-personalized TTS voices could perform almost as well as human voices, suggesting user personalization could be a simple and very effective tool to improve user-perceived quality of TTS voice.

cs.HC↗

The RoSiD Tool: Empowering Users to Design Multimodal Signals for Human-Robot Collaboration

Robots that cooperate with humans must be effective at communicating with them. However, people have varied preferences for communication based on many contextual factors, such as culture, environment, and past experience. To communicate effectively, robots must take those factors into consideration. In this work, we present the Robot Signal Design (RoSiD) tool to empower people to easily self-specify communicative preferences for collaborative robots. We show through a participatory design study that the RoSiD tool enables users to create signals that align with their communicative preferences, and we illuminate how this tool can be further improved.

cs.RO↗

Robot Vulnerability and the Elicitation of User Empathy

This paper describes a between-subjects Amazon Mechanical Turk study (n = 220) that investigated how a robot's affective narrative influences its ability to elicit empathy in human observers. We first conducted a pilot study to develop and validate the robot's affective narratives. Then, in the full study, the robot used one of three different affective narrative strategies (funny, sad, neutral) while becoming less functional at its shopping task over the course of the interaction. As the functionality of the robot degraded, participants were repeatedly asked if they were willing to help the robot. The results showed that conveying a sad narrative significantly influenced the participants' willingness to help the robot throughout the interaction and determined whether participants felt empathetic toward the robot throughout the interaction. Furthermore, a higher amount of past experience with robots also increased the participants' willingness to help the robot. This work suggests that affective narratives can be useful in short-term interactions that benefit from emotional connections between humans and robots.

cs.RO↗

Quori: A Community-Informed Design of a Socially Interactive Humanoid Robot

Hardware platforms for socially interactive robotics can be limited by cost or lack of functionality. This paper presents the overall system -- design, hardware, and software -- for Quori, a novel, affordable, socially interactive humanoid robot platform for facilitating non-contact human-robot interaction (HRI) research. The design of the system is motivated by feedback sampled from the HRI research community. The overall design maintains a balance of affordability and functionality. Initial Quori testing and a six-month deployment are presented. Ten Quori platforms have been awarded to a diverse group of researchers from across the United States to facilitate HRI research to build a community database from a common platform.

cs.RO↗

Design and Evaluation of a Hair Combing System Using a General-Purpose Robotic Arm

This work introduces an approach for automatic hair combing by a lightweight robot. For people living with limited mobility, dexterity, or chronic fatigue, combing hair is often a difficult task that negatively impacts personal routines. We propose a modular system for enabling general robot manipulators to assist with a hair-combing task. The system consists of three main components. The first component is the segmentation module, which segments the location of hair in space. The second component is the path planning module that proposes automatically-generated paths through hair based on user input. The final component creates a trajectory for the robot to execute. We quantitatively evaluate the effectiveness of the paths planned by the system with 48 users and qualitatively evaluate the system with 30 users watching videos of the robot performing a hair-combing task in the physical world. The system is shown to effectively comb different hairstyles.

cs.RO↗

Personalizing User Engagement Dynamics in a Non-Verbal Communication Game for Cerebral Palsy

Children and adults with cerebral palsy (CP) can have involuntary upper limb movements as a consequence of the symptoms that characterize their motor disability, leading to difficulties in communicating with caretakers and peers. We describe how a socially assistive robot may help individuals with CP to practice non-verbal communicative gestures using an active orthosis in a one-on-one number-guessing game. We performed a user study and data collection with participants with CP; we found that participants preferred an embodied robot over a screen-based agent, and we used the participant data to train personalized models of participant engagement dynamics that can be used to select personalized robot actions. Our work highlights the benefit of personalized models in the engagement of users with CP with a socially assistive robot and offers design insights for future work in this area.

cs.RO↗

Simulation-Based Analysis of COVID-19 Spread Through Classroom Transmission on a University Campus

Airborne transmission is now believed to be the primary way that COVID-19 spreads. We study the airborne transmission risk associated with holding in-person classes on university campuses. We utilize a model for airborne transmission risk in an enclosed room that considers the air change rate for the room, mask efficiency, initial infection probability of the occupants, and also the activity level of the occupants. We introduce, and use for our evaluations, a metric $R_0^{eff}$ that represents the ratio of new infections that occur over a week due to classroom interactions to the number of infected individuals at the beginning of the week. This can be seen as a surrogate for the well-known $R_0$ reproductive number metric, but limited in scope to classroom interactions and calculated on a weekly basis. The simulations take into account the possibility of repeated in-classroom interactions between students throughout the week. We presented model predictions were generated using Fall 2019 and Fall 2020 course registration data at a large US university, allowing us to evaluate the difference in transmission risk between in-person and hybrid programs. We quantify the impact of parameters such as reduced occupancy levels and mask efficacy. Our simulations indicate that universal mask usage results in an approximately $3.6\times$ reduction in new infections through classroom interactions. Moving 90% of the classes online leads to about $18\times$ reduction in new cases. Reducing class occupancy to 20%, by having hybrid classes, results in an approximately $2.15-2.3\times$ further reduction in new infections.

physics.soc-ph↗

SPRITE: Stewart Platform Robot for Interactive Tabletop Engagement

We present the design of the Stewart Platform Robot for Interactive Tabletop Engagement (SPRITE). This robot is designed for use in socially assistive robotics, a field focusing on non-contact social interaction to help people achieve goals relating to health, wellness, and education. We describe a series of design goals for a tabletop, socially assistive robot, including expressive movement, affective communication, a friendly, nonthreatening, and customizable appearance, and a safe, robust, and easily-repaired mechanical design.

cs.RO↗

Long-Term Personalization of an In-Home Socially Assistive Robot for Children With Autism Spectrum Disorders

Socially assistive robots (SAR) have shown great potential to augment the social and educational development of children with autism spectrum disorders (ASD). As SAR continues to substantiate itself as an effective enhancement to human intervention, researchers have sought to study its longitudinal impacts in real-world environments, including the home. Computational personalization stands out as a central computational challenge as it is necessary to enable SAR systems to adapt to each child's unique and changing needs. Toward that end, we formalized personalization as a hierarchical human robot learning framework (hHRL) consisting of five controllers (disclosure, promise, instruction, feedback, and inquiry) mediated by a meta-controller that utilized reinforcement learning to personalize instruction challenge levels and robot feedback based on each user's unique learning patterns. We instantiated and evaluated the approach in a study with 17 children with ASD, aged 3 to 7 years old, over month-long interventions in their homes. Our findings demonstrate that the fully autonomous SAR system was able to personalize its instruction and feedback over time to each child's proficiency. As a result, every child participant showed improvements in targeted skills and long-term retention of intervention content. Moreover, all child users were engaged for a majority of the intervention, and their families reported the SAR system to be useful and adaptable. In summary, our results show that autonomous, personalized SAR interventions are both feasible and effective in providing long-term in-home developmental support for children with diverse learning needs.

cs.RO↗