Design for a Robotic Companion

June 16, 2017 | Autor: Krzysztof Tchon | Categoría: Mechanical Engineering, Humanoid Robotics, Electrical And Electronic Engineering
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International Journal of Humanoid Robotics c World Scientic Publishing Company

DESIGN FOR A ROBOTIC COMPANION

JAN K†DZIERSKI, PAWEŠ KACZMAREK, MICHAŠ DZIERGWA, KRZYSZTOF TCHO‹ Chair of Cybernetics and Robotics, Wrocªaw University of Technology, Wybrze»e Wyspia«skiego Street 27, 50-370 Wrocªaw, Poland, email: {jan.kedzierski, pawel.m.kaczmarek, michal.dziergwa, krzysztof.tchon}@pwr.edu.pl

Received Day Month Year Revised Day Month Year Accepted Day Month Year We can learn from the history of robotics that robots are getting closer to humans, both in the pysical as well as in the social sense. The development line of robotics is marked with the triad: industrial - assistive - social robots, that leads from human-robot separation toward human-robot interaction. A social robot is a robot able to act autonomously and to interact with humans using social cues. A social robot that can assist a human for a longer period of time is called a robotic companion. This paper is devoted to the design and control issues of such a robotic companion, with reference to the robot FLASH designed at the Wroclaw University of Technology within the European project LIREC, and currently developed by the authors. Two HRI experiments with FLASH demonstrate the human attitude toward FLASH. A trial testing of the robot's emotional system is described. : Social robot; robotic companion; robot design; robot control; human-robot interaction. Keywords

1. Introduction

It is acknowledged that the era of robotics as a domain of science and technology began in 1960, due to the development of Unimate - the rst robotic arm, which was deployed in a General Motors plant in New Jersey in 1960.

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Industrial robots are

programmable machines designed to tirelessly and thoughtlessly carry out routine manufacturing operations. Unable to communicate with the external world, these machines are completely dependent on their human programmers, and, for security reasons, kept at a distance from humans. This separation can also be seen in many robotics applications other than the robotized industrial plants. On the other hand, growing demand for robotic applications and increasing capabilities of robots allow them to get closer to humans. This is conrmed most convincingly by medical robotics. A robot for cardiac surgery following the movements of a surgeon's hands or a robot providing a remote diagnosis by abdomen palpation remain in the closest imaginable proximity to the human patient. Other similar examples include a therapeutic robot embraced by a patient suering from the Alzheimer's disease or

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a robotic toy pet in the hands of a child. These examples as well as many others demonstrate that the robots have irreversibly invaded the human private space. The next step in the development of robotics, beyond getting closer, is getting more similar to humans. This similarity may have a double meaning: a robot could look or behave similarly to humans. There has been signicant technological progress in designing anthropomorphic robots resulting in a generation of android robots like actroids, germinoids, etc., giving a human an illusion of meeting another human being. However, this illusion quickly disappears when trying to interact or communicate with such a creature: its behavior remains far behind what its appearance seems to promise. Such a discrepancy between the robot's appearance and behavior is frightening and repulsive, and makes humans disapprove of the robot. This phenomenon was described by M. Mori around 1970, and is known as the uncanny valley (shown in Figure 1).

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Fig. 1. Uncanny valley (based on M. Mori)2

The other meaning of similarity has a behavioral dimension. Since the most distinctive feature of humans is being social, we expect a robot to behave socially,

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to be a social or a sociable robot.

A fundamental ingredient of sociality is the

capability of interaction and communication with humans by human means and in a human way. This implies that a social robot should be capable of voice communication, of using gestures or facial and body expressions, of maintaining eye contact, etc. Thus, a social robot gets engaged in the interaction with humans on the rational as well as on the emotional level. Social robots can be tolerated or even accepted by humans in their close vicinity, moreover, they may be welcome, if their interactivity is suciently high, and if they are able to provide useful services. If a robot can maintain interactivity and assistivity for a longer period of time, it is called a robotic companion. The term companion originates from a Latin word pa-

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nis, meaning bread. Therefore, a companion is someone with whom we are ready to share bread during a journey. Such a companion should be interactive and assistive for extended periods of time. Simultaneously, his appearance needs to be consistent with his behavior, in order to avoid the uncanny valley phenomenon. A concise characterization of a robotic companion would therefore be: lastingly interactive, assistive, and consistent.

2. Robot FLASH

Robot FLASH (Flexible Lirec Autonomous Social Helper) has been created within

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the EU 7FP IP LIREC (LIving with Robots and intEractive Companion).

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project was realized in the years 2008-2012 by a multidisciplinary, international research team of ten partners, coordinated by Prof. P. W. McOwan from Queen Mary and Westeld College, University of London. The main objective of the project was to develop theoretical foundations of robot-human companionship, and to provide the technology for the design of robotic companions. One of the tasks of the LIREC partner from the Wroclaw University of Technology was building a prototype robotic companion. The design had to face a number of challenges, like consistency of appearance and behavior, perception and interaction, emotion expression, and learning. The robot is shown in Figure 2. FLASH served as a platform for integration of

Fig. 2. Robot FLASH: front and back view

diverse technologies developed in LIREC and for their experimental verication in social environments (HRI experiments). The nal design of FLASH was preceded

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by an experimental assessment of the robot's appearance and of the level of his acceptance by humans. Another important design assumption made for FLASH is modularity, both of hardware and of software. The nal size, appearance, and functions (referred to as competencies) of FLASH reect a balance between human expectations, results of psychosocial experiments, and possibilities oered by the modern mechanic/electronic/computer technology. FLASH consists of a two-wheel balancing platform equipped with an expressive head and a pair of arms with hands. The employment of a balancing platform, functionally similar to that of Segway, has resulted in obtaining natural, ne and smooth robot movements, well perceived by humans. Furthermore, in contrast to many multi-wheeled platforms, a two-wheel balancing platform with high positioned center of gravity can easily move on rough grounds and overcome slopes. The remaining robot's components, i.e. the head and the arms xed to the torso, are basically tasked with expressing emotions. These capabilities increase the acceptance of the robot by humans and lay foundations for the establishment of long term human-robot relationship. The motion control system of FLASH includes a balancing platform controller, seven two-axis controllers of arm joints, four six-axis controllers of hand joints and a dedicated EMYS head controller. The core of the sensor system is constituted by a Kinect depth sensor, a laser scanner and an RGB camera. The power supply is based on a 16Ah, 42V battery pack and a collection of DC/DC converters, allowing the robot to function uninterruptedly for 2-4 hours (depending on the intensity of his movements, gestures, etc.). The robot's heart is the on board, multi-core PC computer. An overview of the hardware structure of the robot can be seen in Figure 3.

3. Design

In the following section we shall describe in detail FLASH's basic components: the mobile platform, the arms and hands, and the head. The robot's mechanical

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construction and low level controllers are covered in detail in. information on the robot is available on FLASH's website.

3.1.

Broad and up-to-date

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Balancing platform

The platform's design is modular. Its chassis has been built of lightweight aluminum proles. The platform moves on a pair of pneumatic wheels, 32 cm in diameter. Over the platform's drives two rows of controllers have been installed (dedicated to the platform and the arms) as well as the measuring systems and the power supply. The bottom part of the platform hosts the power supply of the whole robot. The wheels are actuated by a pair of brushed DC Maxon motors equipped with encoders. The platform's mechanical setup is shown in Figure 4. The platform's control is achieved by means of a navigation competency run on the on board PC computer, and using the data incoming from the platform itself

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Fig. 3. FLASH: Hardware overview

and from the laser scanner. The low level controller, based on an MPC555 microprocessor, is responsible for balancing the platform, realization of prescribed velocities, and generation of control signals. The signals generated in the controller are sent to the power stage, which can also monitor the current state of the drives. The deviation of the platform from the vertical position (tilt angle) is measured by an inertial measurement unit. The tilt angle is obtained by means of data fusion realized by a Kalman lter and input to the balancing algorithm. Balancing is achieved using a linear controller based on a linear approximation of the platform's dynamics. One of the most important program modules is the communication module, compliant with the ARCOS system installed on mobile platforms such as Pioneer 3-DX, P3-AT,

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Fig. 4. Balancing platform

Fig. 5. WANDA: arm (left) and hand (right) PeopleBot or PowerBot produced by Adept Mobile Robots.

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This module supplies

information on the platform's motion, the battery state as well as the sensor data. It also allows the conguration of basic robot parameters, e.g. the maximum velocity, acceleration, displacement, etc. The communication module enables to control the

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FLASH's platform with the help of Aria or Player systems.

3.2.

Torso and upper limbs

Robot FLASH has been equipped with two arms, each with seven degrees of freedom (DOF), and dexterous four-nger hands WANDA (Wrut hANDs for gesticulAtion). The kinematic structure of arms and hands is presented in Figure 5. The arm's structure resembles that of the human arm; it has three DOF in the shoulder, an elbow with a single DOF, one DOF between the wrist and the elbow, and a wrist with two DOF. The shoulder joint is driven using a belt transmission. The

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arms consist of tendon driven Robolink joints manufactured by IGUS, which can be linked together using dedicated carbon ber or aluminum tubes to create complex kinematic chains. The wrist construction is based on a modied ball joint whose rotation along arm axis has been blocked resulting in a joint with two DOF. The wrist joint is tendon driven as well. Tendons connecting each joint to corresponding motor are placed in Bowden cables. A tension of each tendon can be adjusted by means of a special screw. Arm joints are actuated by Maxon brushed DC motors mounted within the robot's torso. Each hand consists of a total of four ngers, three of which (index, middle and ring) are identical, and the other one is an opposable thumb. Index, middle and ring ngers have four rotating joints, of which two are coupled and represented by a single DOF. The thumb consists of three rotating joints. Overall, each hand is equipped with twelve degrees of freedom. With the exception of the absence of the little nger, the kinematic structure of a FLASH's hand is similar to a human hand. WANDA hands are tendon driven, apart from the straightening of the ngers which is achieved by small watch springs. Hand joints are actuated by servomotors mounted on a frame located in the robot's forearms. Hand elements and motor frame are 3D printed using MJM technology. A central role in the arm/hand motion control system is played by the onboard PC computer running the Urbi framework that implements the gesticulation competency. The computer uses RS485 and Dynamixel protocol to communicate with low-level, distributed motion controllers, which are able to control the motor position, velocity or torque. The main part of each controller is a TI Stellaris microcontroller. FLASH utilizes two types of motion controllers: a two-axis controller adapted to power stages driving the arm motors, and a small size, low weight, six-axis controller with integrated power stages, suitable for use with hand servos.

3.3.

Head

The FLASH's head EMYS (EMotive headY System), which is shown in Figure 6, has eleven degrees of freedom (three in the neck, two in the lower and upper discs, two in the eyes and four in the eyelids). EMYS can express six basic emotions such as surprise, disgust, fear, angriness, joy and sadness (displayed in Figure 7). In order to facilitate maintaining the robot's balance the head has been made of lightweight aluminum parts. External head components have been made using 3D rapid prototyping SLS technology. Facial expressions of emotions are achieved by means of a pair of movable discs installed in the lower and the upper part of the head: the former imitates jaw movements, the latter  movements of eyebrows and wrinkling of the forehead. The eyelids can be closed and opened, and the eyes can be thrust out by several centimeters. All these movements considerably enhance the expressiveness of emotions. The neck should enable smooth, moderately slow and natural movements in order for EMYS to follow human face with his eyes, look around, nod, etc. To

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Fig. 6. EMYS: kinematic structure

Fig. 7. EMYS: basic emotions satisfy this requirement, four high quality Dynamixel servomotors made by Robotis have been employed to actuate the neck. Two of them realize the tilt motion, one turns the head, and one is responsible for nodding. Closing eyelids and rotating the eye is actuated by Hitec micro servomotors. Eyes are thrust out using very rapid, active slide potentiometers. The head control module is based on a HC9S12A64 microcontroller.

4. Control

As it was previously stated, the control system of FLASH complies with the threelayer control architecture paradigm (see Figure 8).

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Its lowest layer provides

necessary hardware abstraction, and integrates low-level motion controllers, sensor systems and algorithms implemented as external software. The middle layer is responsible for the functions of the robot and the implementation of his competencies. It denes a set of tasks the robot will be able to perform. The highest layer may

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incorporate a dedicated decision system, a nite-state machine or a comprehensive system simulating human mind functionalities. When adding a new component to the system, the programmer should take care to integrate it into the existing architecture with regards to its three layers. Low level modules of the control system should provide a minimal set of features that allow to utilize the full capabilities of the devices or software they are an interface to. Due to the exibility of the control architecture, modules can span more than one layer. This feature allows to avoid the articial partitioning of some components. This happens most often in the case of components that use external libraries that provide both low-level drivers and competencies that belong in the middle layer. For example, OpenNI software can be used to retrieve data from an RGB-D sensor (lowest layer) and provide data on silhouettes detected by the sensor (middle layer). Gostai Urbi development platform is used as the main tool for handling the various software modules.

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It integrates and provides communications between the

two lowest levels of the architecture. This allows dynamic loading of modules and provides full control over their operation. Urbi also delivers urbiscript  a script programming language for use in robotics, oriented towards parallel and event-based programming. It serves as a tool for management and synchronization of various components of the control system. Urbiscript syntax is based on well-known programming languages and urbiscript itself is integrated with C++ and many other languages such as Java, MATLAB or Python. Of particular interest is the orchestration mechanism, built into Urbi, which handles among others the scheduling and parallelization of tasks. Thanks to this feature all the activities of the robot can be synchronized with each other, e.g. movements of joints during head and arm gesticulation, mouth movement with speech, tracking of objects detected in the camera image, etc. The programmer decides how the various tasks should be scheduled through the use of appropriate urbiscript instruction separators. The Urbi engine, operating in the main thread, runs the low-level modules synchronously using the data and functions that they provide. Modules which consume a signicant amount of CPU time can be run asynchronously in separate threads. The thread, that the Urbi engine runs in, will then not be blocked and the engine will be able to eectively perform other tasks in the background. Urbi is thread-safe since it provides synchronization and extensive access control for tasks that are run in separate threads. It is possible to control access to resources at the level of modules, instances created within the system or single functions. An example could be the detection of objects within an image. Urbi can run the time-consuming image processing process in a separate thread leaving the other operations (e.g. trajectory generation) unaected. Components that use the data that are the result of image processing will be waiting for the results of the module's operation. The above mechanism meets the criteria of a soft real-time system. Hardware robot drivers whose operation is critical (e.g. balancing controller) are implemented on microprocessors using a lightweight hard real-time operating system. The competencies of the robot and his specic behaviors are programmed using

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urbiscript by loading instructions into the Urbi engine by a client application. Urbiscript possesses an important feature that allows the programmer to assign tags to pieces of code. This means that some tasks can be grouped and managed together which in turn can be used to implement task prioritization. This mechanism helps to avoid conicts that may occur during access to the physical components of the robot. With it, the programmer can stop and resume fragments of instructions at any time and also implement resource preemption. The process of generating facial expressions during speech can be used as an example. Generating a smile utilizes all the eectors installed in the robot's head. The movement of each drive is tagged. Speech has a higher priority, and therefore when the robot speaks, the tag encompassing jaw (or mouth) trajectory generation is stopped for the purpose of generating speech-related mouth movements. When the robot stops speaking the operation of the trajectory generator will resume. Moreover, gesture generation is parameterized (with respect to duration, intensity, mode, etc.) so that their nal form can be adjusted to current situation (e.g. depending on the emotional state of the robot). The designed control system enables accessing the robot hardware and competencies in a unied manner - using a tree structure called

robot. It makes using the

API more convenient and helps to maintain the modularity of software. Elements of the robot structure have been grouped based on their role. Example groups include audio, video, ml (machine learning), body (platform control), arm, hand, head, dialogue, network and appraisal (see Figure 8). Thanks to this modularity, various robot components can be easily interchanged, e.g. EMYS head can work just as well when mounted on a platform other than FLASH. The software also allows for quick disconnection of missing or faulty robot components. More details on the control system can be found in the dissertation.

4.1.

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Lowest layer

The lowest layer of the control system consists of dynamically loaded modules called UObjects which are used to bind hardware or software components, such as actuators and sensors on the one hand and voice synthesis or face recognition algorithms on the other hand. Components with an UObject interface are supported by the urbiscript programming language which is a part of Urbi software. Communication with the hardware level is achieved by means of two modules able to communicate through serial ports. One of them (UDynamixel) transfers data using Dynamixel protocol which enables controlling actuators driving the arms, hands, and the head. This module provides all necessary functions like velocity and position control with torque limiting. The other module (UAria) enables controlling the mobile platform via ARIA protocol. It gives FLASH full compatibility with Mobile Robots products and oers a support for popular laser scanners. The next group of modules provides image processing capabilities on RGB and RGB-D data. Picture from a camera can be accessed and processed by modules

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Fig. 8. FLASH: 3 layer control architecture

implementing OpenCV library functions. They provide: image capture functions and camera settings (UCamera), basic image processing such as blurring, thresholding and morphological operations (UImageTool), algorithms for object detection, e.g. human faces or certain body parts using Haar classier (UObjectDetector), color detection in HSV space (UColorDetector), and many more. RGB-D data from the Kinect sensor can be extracted with OpenNI library (UKinectOpenNI2 module) or Kinect SDK (UKinect module). The former allows to measure distance to certain elements of image, detect human silhouette as well as provide information on position of particular elements of human body. It also implements very simple gesture recognition algorithms. The module based on Kinect SDK provides the same functions as UKinectOpenNI2, and expands on them with 2D and 3D face tracking and microphone array support, speech recognition and detection of voice direction. The auditory modules are based on SDL library and Microsoft Speech Platform. UPlayer module utilizes SDL to play pre-recorded .wav les. It enables robot to play back dierent sounds and sentences recorded by external text-to-speech software. URecog module uses Microsoft Speech Platform to recognize speech recorded using an external microphone. The last module, USpeech, utilizes MSP for real-time speech synthesis. Connection with the Internet is provided by UBrowser and UMail modules,

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based on POCO library. The rst module implements functions of a web browser and an RSS reader. The module provides a wide variety of functions needed for extracting particular information from the Internet, like weather forecast or news. UMail serves as an e-mail client with the ability to check and read mails and send messages with various types of attachments (e.g. image from the robot's camera or a voice message recorded by Kinect). Information gathered by the robot (from the websites, e-mails or via auditory modules) can be aectively assessed to extract their emotional meaning. All necessary functions to achieve this goal are implemented by UAnew, USentiWordNet and UWordNet modules. The rst one utilizes ANEW (Aective Norms for English Words) project, which is a database containing emotional ratings for a large number of English words.

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It can be used for evaluating a word or a set of words

in terms of feelings they are associated with. USentiWordNet is based on a project

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similar to ANEW - SentiWordNet.

It is a lexical resource for opinion mining,

assigning ratings to groups of semantic synonyms (synsets). UWordNet plays a different role than the two previous modules. It is an interface to WordNet - a large lexical database of English words, in which nouns, verbs, adjectives and adverbs are grouped into synsets, each expressing a distinct concept. When the word cannot be assessed by previous modules, UWordNet is used as a synonyms dictionary to nd the basic form of a word.

4.2.

Middle layer

The middle layer consists of all the functions necessary for the operation of robot's competencies, as well as a system for managing those functions. It is important that all tasks are carried out synchronously. A gesture of the hand, accompanied by a rotation of the platform should be performed in appropriate time intervals. This is of particular importance when it comes to the generation of speech. Speech synthesizers used by the robot generate tags that inform of the mouth shape that should accompany the spoken sounds. Position of the robot's jaw must keep up with the uttered words. The purpose of the middle layer is executing commands of the highest layer, and implementing adequate behaviors for the robot. A properly congured competency manager layer decides which robot components should be combined to achieve specic tasks/behaviors. This set of competencies should be parameterized in such a way as to make it t any situation and conguration. Using the example of a speech generator, competency parameters should include not only the text to be uttered, but also the length of the utterance, the volume and tone of voice (which would change based on the emotional state of the robot). Such functions located in the middle layer can then be used by the software simulating the human mind. The richer the repertoire of available skills and expressive behaviors, the more interesting scenarios will be possible to implement. Competencies can be implemented in a variety of ways. Typically, they are created as scripts written in urbiscript language. These scripts can either rely solely

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on urbiscript instructions or utilize functions delivered by UObjects. As it was mentioned before, in case of external software, UObjects serve mainly as wrappers and therefore competencies delivered by a particular library are implemented as module functions accessible at urbiscript level.

4.3.

Highest layer

The highest layer of the control architecture hosts the robot decision system. During short-term HRI, the role of this system is often played by nite-state machines. They are sucient for creating interesting interaction scenarios, but after a couple of minutes people notice that the robot is repeatable and previous events are not aecting his behavior. During short-term studies, when the robot's behavior cannot be obtained in autonomous operation, the decision system can be assisted by a human operator. This approach is called the Wizard of Oz (WoZ). In order for FLASH to fulll the requirements set for social robots (e.g. according to the denition given by Fong et al.), he should be equipped with some sort of aective mind.

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This mind

should consist of a rational component, enabling the robot to plan his action and achieve his goals, and an emotional component, which would simulate his emotions and produce reactive responses. The role of an emotional component in HRI is crucial. It inuences the control system, changing the perceptions and goals based on simulated emotions. Emotions also provide reliable and non-repetitive reactions, and increase the credibility of a social robot's behaviors. FLASH's control system is well suited to working with all the above mentioned decision systems. Wizard of Oz studies can be performed with the help of UJoystick module which utilizes SDL library to handle joysticks, and pads to remotely control the robot. Another helpful tool for this kind of operation is Gostai Lab software which allows to create remote controls panels with access to robot's sensory data, e.g. an image from the camera or a human silhouette detected by Kinect. Creation of nite-state machines is also supported by Urbi software - Gostai Studio. It is a graphical user interface capable of creating behavior of a robot as a set of nodes and transitions between them. Finite-state machines created in Gostai Studio served as the FLASH's decision system in the experiments/trials described in the following section. Robot behaviors programmed as nite-state machines can be enriched with an emotional component simulated in external software. It cannot rival aective mind architectures, but will provide a wide variety of reliable and less repetitive behaviors. FLASH is adapted to working with two emotional systems - Wasabi and a dynamic PAD-based model of emotion. Both systems are based on dimensional theories of emotion, in which aective states are not only represented as discrete labels (like fear or anger), but as points or areas in a space equipped with a coordinate system. Emotions which can be directly represented in this space are called primary (basic). Some theories also introduce secondary emotions which are a mixture of two or more basic ones. The most popular theory in this group is PAD, proposed by Mehrabian

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and Russell, whose name is an abbreviation of three orthogonal coordinate axes:

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Pleasure, Arousal, Dominance.

The Wasabi emotional system was proposed by Becker-Asano.

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It is based

on PAD theory, but is extended with new components like internal dynamics in emotion-mood-boredom coordinates, implementation of secondary emotions (hope, relief and conrmed fears) and a direct way of interaction with software engine (assessment of events directly inuences emotion coordinate). In every simulation step, following the calculation of internal dynamics, the state of the robot is mapped into PAD space. After each iteration, we check if any of the primary emotions have occurred - it is possible when current position in PAD space is close enough to points/areas corresponding to one of the emotions. The implementation of dynamic PAD-based model of emotion is centered around the assumption that our emotional state is similar to the response of a dynamic object. Experience suggests that our emotions expire with time, so this dynamic object should be stable. Inputs of emotional system are called attractors. According to aforementioned intuitions, the module implements emotional system as an inertial rst, second or third order element with programmable time constants and gain. All input vectors are linearly transformed to three dimensional PAD space. Output of the module is the robot's mood dened as the integral of all emotional impulses over time. Perhaps the most advanced available aective mind is FAtiMA (FearNot! Aective Mind Architecture) based on the Orthony, Clore and Collins appraisal theory of

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emotions.

This software was successfully integrated with FLASH's control system

during an experiment regarding the migration of agents.

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By means of FAtiMA's

action planner, FLASH autonomously achieved goals dened in the highest layer of his control system, using his competencies in an unknown environment.

5. HRI experiments

Several HRI experiments were performed, aimed at a verication of the robot's appearance and behavior. Below we shall conne to two of them, one with EMYS and the other with FLASH. The rst study was meant to conrm how children recognize the robot's emotions. The second study was conducted to determine factors which could impede interaction with FLASH. An emotion simulation trial is also described, which veries the robot's emotional control system.

5.1.

HRI with EMYS

The joint experiment of Wrocªaw University of Technology and a group of psychologists from the University of Bamberg on the interaction of children with the robotic head EMYS was designed for examining both how the robot's emotional expressions aect the interaction as well as for assessing whether the children are able to correctly decode the intended expressed emotions. It involved about 50 schoolchildren aged 8-11 years.

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Fig. 9. HRI with EMYS EMYS was programmed to operate autonomously and realize two scenarios. Each participant went through both of them. The rst one relied on encouraging children to repeat facial expressions made by EMYS. In the second scenario the robot expressed various emotions and asked children to show him a toy whose color corresponded to the expression. Four boxes with toys of dierent colors were available to the child. A box with green toys corresponded to joy, red to anger, blue to sadness, and a yellow toy was to be shown when the robots expression didn't t any of the three previous groups. EMYS was able to recognize the color of the toy and react accordingly, i.e. to praise the child, if he/she chose the right toy or inform that the choice was wrong. After each session the children watched the recorded interaction from the rst game and were asked which emotions EMYS showed. Thus, the experimental procedure consisted of a mixture between aect description assessment ("repeating expressions") and aect matching assessment ("toy showing"). The duration of the interaction experiment with a single child was about 5-10 minutes. All sessions were recorded using two video cameras set at dierent angles. After the interaction the participants were interviewed and answered questions including personal information, how they perceived EMYS, and how they liked the interaction. From a psychological viewpoint the study on children interacting with the robotic head EMYS served several dierent purposes. Firstly, the study investigated the emotional expressiveness of EMYS. The robotic head is able to show six dierent emotions (anger, sadness, surprise, joy, disgust, fear). The experiment examined if those emotions could be recognized by schoolchildren and if recognition rates dier from the rates for when humans express them. Furthermore, the association of certain variables like engagement or personality of the children with the recognition rates was investigated. Because of its design, EMYS' capability to display emotions is dierent compared to humans (as described by Ekman) and regarding certain areas limited (e.g. EMYS is not capable of raising mouth corners or

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wrinkling his nose).

To diminish biases due to the method, we used two dierent

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tasks in the study which represent the two main methods in the research for emotion recognition (aect description assessment and aect matching assessment).

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Secondly, the study examined the engagement of the children in the interaction with autonomously behaving EMYS and variables that impact engagement (which inuences building a long-term relationships with EMYS). Variables possibly having an impact on engagement are for example: age, sex and personality of the child subject, the perceived personality of EMYS, the perceived emotionality of EMYS, prior experience with robots and more. Additionally, it was investigated whether the recognition of EMYS' emotional expressions was relevant for the engagement of the child subjects. Children playing the toy game are shown in Figure 9. Analysis of the study results conrms that the children coped well with emotion recognition. Joy and disgust expression caused the most problems. Generally, FLASH aroused positive emotions and the children felt safe with him. They recognized that his appearance as well as his behaviors, were human-like. Experiment participants had no trouble with pointing out example elds, where the robot could be applied. Most often they indicated activities that they would like to be relieved of, such as doing homework, cleaning or walking the dog. Most of the children declared that they would like to meet the robot again. Detailed description and

23

analysis of results of this HRI experiment are available in.

5.2.

HRI with FLASH

The study with FLASH was carried out with the help of market research specialists from Millward Brown SMG/KRC to ensure the highest quality of gathered data. It was aimed at discovering the key features that aect the human-robot interaction. This included both the physical appearance of the robot (uncovered mechanical and electronic elements, LEDs, wires, etc.) as well as the emotionality of the utterances (conveyed using facial expressions and hand gestures). To test the inuence of these factors, three versions of the experiment have been carried out. In the rst one, the robot was emotional and covered with casings which hid its mechanical/electronic components. In the second part FLASH was still emotional, but the casings were removed. During the third stage the robot was covered, but devoid of emotional reactions. In total, a group of 143 people over a period of 5 days took part in the study. Two main tools were used to obtain data from this experiment. Firstly, a state of the art mobile eye-tracker which allowed recording videos of the participants' gaze patterns. There are social studies providing the information about proper gaze

24,25

distribution in human-human interaction.

Every major deviation from these

patterns in the gathered data was analyzed. To authors knowledge there has been

26

only one experiment using an eye-tracking device to investigate robot features.

The respondents of the study in question did not interact with a physical robot but were only given a photo of a robot's face and they were also using a stationary eyetracking device. Secondly, the eects of the robot's emotionality (or lack thereof ) were analyzed using questionnaires and in-depth interviews containing personal

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Fig. 10. Eye-tracking device (left) and a sample focus map (right)

questions as well as questions regarding the course of the experiment and the robot himself. The study was based on a methodology rened and previously tested during a small scale pilot study. The eye-tracking device and a sample result image (a gaze focus map) are shown in Figure 10. The participants were chosen randomly from amongst people with no previous knowledge of FLASH, tted with the eye-tracking device and then led into the room with the robot. Participants were then left alone with the robot who provided them with information needed to complete the task. The experiment was divided into two parts. For the rst minute, the interaction was minimal - FLASH was introducing himself to the person, i.e. shaking hands, saying a few words about where and why he was created, followed by a short compliment on the test participant's clothing. After that, the 2-3 minute long main part (depending on the test participants performance) commenced. The robot asked the person to take toys of dierent colors from a container, and show them to him. He then made emotional comments (such as: I hate this toy! Put it back, They never let me play with this toy, This toy is my favorite!, etc.) which were or were not enhanced by facial expressions and gesticulation (depending on the experiment version). After being shown six toys the robot turned itself o and the participant was taken to another room, where the questionnaires/interviews were carried out. Results of the study showed that interaction with FLASH follows the same general patterns as interaction with another human being. The main points of gaze focus were the head and the upper parts of the torso. The main deviations from this rule happened during the rst phase of the interaction. Participants tend to look all over the robot's body, which is attributed to the fact that they need some time to adjust to the robot as well as to the low intensity of interaction. Removing the robot's casings results in a change of perception - participants tend to look more at bottom parts of the robot which contain various controllers and LED's. The neck of the robot as well as his forearms (which are unnaturally bulky) divert the gaze of participants regardless of the experiment version. Questionnaires suggest that the degree of emotionality that

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the robot presents should depend on the application and nature of the conveyed message. An emotional robot is viewed as more friendly and kind which is useful for establishing and maintaining relations. A robot devoid of emotional reactions is more suited to conveying information and persuasion, as it is treated as more calm, reasonable and honest. Removing the robot's casings proved to increase social distance - FLASH was viewed as a mechanical contraption instead of as a partner and was even deemed slightly dangerous by some of the participants. More details

27,28

about this experiment can be found in.

5.3.

Emotion simulation trial

The abundance of information and the universal access to the Internet have contributed to what can be described as an addiction to mass media. Eortless access to data has become the basis of a complex new system of social communication, inuencing our intellect, emotions, and social behavior. This dependence on information could potentially be used to stimulate human-robot interaction. By denition, a social robot should be capable of generating behaviors (including methods of communicating information) that conform to his user's expectations, while at the same time staying in accordance with social norms. Therefore he should communicate information with regard to its emotional character. This could have paramount implications for the process of forming a relation. In order to evaluate the cooperation of modules tasked with acquiring data from the Internet and the emotional appraisal, a trial scenario has been devised. EMYS' dynamic emotional system is aected by the aforementioned components.

29

The

connections between various components are shown in Figure 11. The scenario is based on the possible everyday activities that a human may perform together with his/her personal robot. The dynamics of emotion in the presented example have been described as a rst order inertial element. According to the experiment scenario, a set of attractors (emotional system inputs) has been created. These attractors along with the corresponding emotions are: user's appearance (happiness), user's departure (sadness), accurate assessment of news' nature (happiness), inaccurate assessment of news' nature (anger), boredom - triggered every 1 second (boredom), ANEW/SentiWordNet appraisal (depending on the evaluation) and weather forecast appraisal (depending on weather conditions). The scenario began with the human subject sitting at the table, face to face with the robot. After detecting the user, FLASH greeted him/her and began tracking his/her face. The human then asked the robot to check his/her emails. Finding new messages positively stimulated the robot, and their lack made him sad. Next, the user asked for some news from the BBC website, which were then read to him/her in a way that reected the emotional appraisal calculated for that particular piece of information. If the absolute value of the appraisal was greater than

0.1, the robot

added verbal means of expression (e.g. Oh no!, Great!, Excellent!, etc.). After

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Fig. 11. Structure of the aective information communication system every piece of news FLASH asked whether his evaluation had been correct. In the rst two cases the person contradicted the robot's opinion, and in the next two agreed with him. Towards the end of the scenario the robot was asked to check the weather and, after he answered, the user left. PAD values obtained during the experiment are shown in Figure 12. The complete dialog list for the experiment is presented below:

User: Hello! Robot: (t1, happy, low) Hi! User: Check my e-mail please. Robot: (t2, happy, mid) Great! You have 9 new emails. User: Check some news please. Robot: I found some news on BBC News channel. Robot: (t3, content, low) Moscow increases its rhetoric against Ukraine's... (P=0.01) Robot: It's a good news. Isn't it? User: No, it's not! Robot: (t4, angry, mid) Would you like to hear the next piece of news? User: Yes, please! Robot: (t5, content, high) Italy's Prime Minister Matteo Renzi sets out... (P=0.017) Robot: It's a good news. Isn't it? User: No, it's not! Robot: (t6, angry, mid) Would you like to hear the next piece of news? User: Yes, please! Robot: (t7, sad, high) Oh no!

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Robot: Barcelona pay 11.2M L to Spain's authorities after being charged... (P=-0.12) Robot: It's a sad news. Isn't it? User: Yes, it is. Robot: (t8, happy, mid) Would you like to hear the next piece of news? User: Yes, please. Robot: (t9, content, mid) A new department at the Vatican is created by... (P=0.05) Robot: It's good news. Isn't it? User: Yes, it is. Robot: (t10, happy, mid) Would you like to hear the next piece of news? User: No, thank you. User: Check the weather please. Robot: (t11, sad, mid) The weather is fair. The temperature is 5 degrees Celsius. User: Bye. Robot: (t12, sad, high) - user has left, the robot starts getting bored Robot: (t13, bored, high) - the robot goes to sleep

Fig. 12. PAD values during the experiment

These trials were not intended to evaluate the emotionality of the robot's behavior from the psychological point of view. The main goal was to assess the proper operation of the emotional module and the validity of its integration with the existing decision system as well as its usefulness in generating original, non-schematic interactions. Long-term experiments utilizing the emotional assessment described above are currently underway.

6. Conclusions

With reference to robot FLASH, we have characterized main design and control challenges of a robotic companion. The main mechanical components of the robot, which give him the means to express emotional states and communicate, have been presented. The proposed design allows for proper interaction with humans by giving the robot human-like communication modalities while at the same time avoiding the problem of uncanny valley. Two experiments have been conducted to verify design assumptions, one with only the EMYS head and the other with the whole robot. Results show that both children and adults feel comfortable interacting with the robot and can easily recognize the emotions he expresses. An implementation of a three-layer control architecture has been described, the highest layer containing the robot's decision system, middle realizing the robot's competencies and lowest providing necessary hardware abstraction and access to external software. Two lower layers of FLASH's control system, based on Urbi soft-

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ware, are open and modular - they can be easily extended with new components. On the lowest layer, new sensors drivers and algorithms implementations can be added as dynamically loaded modules, which can be combined into new robot competencies (functions and behaviors) on the middle layer. The highest layer can constitute a remote control, a nite-state machine (enriched with emotional modules) or an articial aective mind, depending on the application. A trial was conducted to test the operation of the proposed emotion simulation system. It has been argued that the contemporary robotics technology is prepared for facing these challenges with good prospects. Urgent design questions are concerned with increasing the manual competencies of the robotic companion to make him more assistive to humans. Advancement of control of the companion calls for the implementation of an aective mind, enabling the robot to interact with humans for a longer time. It may be expected that these problems will dominate social robotics in the nearest future.

Acknowledgements

This research was supported in part by Wroclaw University of Technology under a statutory grant (K. Tcho«, M. Dziergwa, P. Kaczmarek) and in part by grant no. 2012/05/N/ST7/01098 awarded by the National Science Centre of Poland (J. K¦dzierski).

References 1. V. Kumar, 50 Years of Robotics,

IEEE Robotics Automation Magazine 17

p. 8. 2. M. Mori, K. F. MacDorman, N. Kageki, The Uncanny Valley, 3.

tomation Magazine 19(2) (2012) pp. 98100. C. Breazeal, Designing Sociable Robots, Intelligent

(3) (2010)

IEEE Robotics & Au-

Robots and Autonomous Agents

series (A Bradford Book, Londyn, 2004), pp. 115. 4. T. Fong, I. Nourbakhsh, K. Dautenhahn, A Survey of Socially Interactive Robots,

Robotics and Autonomous Systems 42(3-4) (2003) pp. 143166.

5. LIREC: Project website. http://www.lirec.eu (2014). 6. J. K¦dzierski, M. Janiak, Budowa robota spoªecznego FLASH (in Polish),

Naukowe - Politechnika Warszawska, Elektornika Vol. 2 (2012) pp. 681694.

Prace

7. FLASH: Homepage. http://ash.ict.pwr.wroc.pl (2014). 8. MobileRobots, A.: Homepage. http://www.mobilerobots.com (2014). 9. Player/Stage: Project website. http://playerstage.sourceforge.net/ (2014). 10. R. Aylet et al., Updated integration architecture, LIREC Deliverable 9.4 (2010). 11. E. Gat, On Three-Layer Architectures, in:

Articial Intelligence and Mobile Robots,

American Association for Articial Intelligence (MIT Press, Cambridge, Massachusetts, 1998), pp . 195210. 12. Urbi: Project website. http://www.urbiforge.org (2014). 13. J. K¦dzierski

System sterowania robota spoªecznego (in Polish), PhD thesis (University

of Technology, Wroclaw, 2014).

Aective Norms for English Words: Instruction Manual and Aective Ratings, Technical Report C-1 (The Center for Research in Psychophysiology,

14. M. Bradley, P. Lang,

University of Florida, 1999).

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15. A. Warriner, V. Kuperman, M. Brysbaert, Norms of valence, arousal, and dominance for 13,915 English lemmas,

Behavior Research Methods 45(4) (2013) pp. 11911207.

16. S. Baccianella, A. Esuli, F. Sebastiani, SentiWordNet 3.0: An Enhanced Lexical Re-

source for Sentiment Analysis and Opinion Mining, in: Proceedings of the Seventh International Conference on Language Resources and Evaluation (LREC'10) (European Language Resources Association, Valletta, 2010), pp. 22002204.

17. A. Mehrabian, J. Russell,

An Approach to Environmental Psychology (The MIT Press,

Cambridge, Massachusetts, 1974), p. 31. 18. C. Becker-Asano,

WASABI: Aect Simulation for Agents with Believable Interactivity,

PhD thesis (University of Bielefeld, Bielefeld, 2008). 19. J. Dias, A. Paiva, Feeling and Reasoning: A Computational Model for Emotional Characters,

Progress in Articial Intelligence 3808 (2005) pp. 127140.

20. K. L. Koay, D. S. Syrdal, K. Dautenhahn, K. Arent, Š. Maªek, B. Kreczmer, Companion Migration - Initial Participants' Feedback from a Video-Based Prototyping Study, in

Mixed Reality and Human-Robot Interaction, Intelligent Systems, Control and Automation: Science and Engineering Vol. 1010 (Springer Netherlands, 2011), pp. 133151. 21. P. Ekman, W. Friesen, P. Ellsworth, What emotion categories or dimensions can observers judge from facial behavior?, in

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versity Press, Cambridge, 1982) pp. 3955. 22. A. Gross, B. Ballif, Children's understanding of emotion from facial expressions and situations: A review,

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of Social Robotics 5(2) (2013) pp. 237249.

24. O. Chelnokova, B. Laeng, Three-dimensional information in face recognition: An eyetracking study,

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25. R. Bannerman et al., Orienting to threat: faster localization of fearful facial expressions and body postures revealed by saccadic eye movements, in

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26. E. Park, K. J. Kim, A. P. del Pobil, Facial Recognition Patterns of Children and Adults Looking at Robotic Faces,

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Vol. 8239 (Springer International Publishing, 2013), pp. 170179. 28. D. Frydecka, M. Zagda«ska,

Postrzeganie robota spoªecznego FLASH

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Report SPR No 1/2013 (Institue of Computer Engineering, Control and Robotics, Wrocªaw University of Technology, Wrocªaw, 2013). 29. J. K¦dzierski et al., Afektywny system przekazu informacji dla robota spoªecznego (in Polish), in

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Jan K¦dzierski

23

received his M. Sc. and Ph. D. degrees from the

Wrocªaw University of Technology (WRUT), in 2008 and 2014, respectively. Since 2008, he is a Research Assistant at the Chair of Cybernetics and Robotics. He was a member of WRUT team participating in the LIREC project. Currently, he is the leader of a project called Social robot control for long-term human robot interaction. This project is a part of a comprehensive research programme aimed at designing control algorithms of a social robot that would allow it to establish and maintain long term human-robot interaction. His research is also focused on whether people can become emotionally attached to a robot. Currently, he is developing a uniform social robot control system oriented towards human-robot interactions. He is the author of 16 technical publications, proceedings, editorials and books.

Paweª Kaczmarek

received his M. Sc. degree in Control Engineer-

ing and Robotics from Wrocªaw University of Technology, Poland in 2012. He is currently a Ph. D. student at the Chair of Cybernetics and Robotics at the same university. His research is focused on perception and minds of social robots. He is particularly interested in enriching social robots' control systems with an emotional component and more complex action planners. His other professional interests are connected with low-level robot controllers and RGB-D perception.

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received his M. Sc., Ph. D. and D. Sc. degrees

from the Wrocªaw University of Technology, Poland in 1973, 1976 and 1986 respectively. From 1976 till 2014 he was appointed at the Institute of Engineering Cybernetics, working on the mathematical system theory, geometric control, and robotics. In 1982-1983 he received a British Council postdoctoral scholarship, and spent one year at the Control Theory Centre, University of Warwick, UK. From 1987 till 1996 he was Associate Professor, and till 2014 in charge of the Unit of Fundamental Cybernetics and Robotics at the Institute. In the years 1992-1993 he visited Ecole des Mines de Paris, and Twente University of Technology. In 1996 he received the title of Professor of technical sciences, and in 1998 became full Professor at the Wroclaw University of Technology. In 2006-2008 he was a recipient of Professor Subsidy of the Polish Science Foundation. Since 2014 he has been in charge of the Chair of Cybernetics and Robotics

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Jan K¦dzierski, Paweª Kaczmarek, Michaª Dziergwa, Krzysztof Tcho«

at the Electronics Faculty of the Wroclaw University of Technology. Krzysztof Tcho« is the author of nearly 200 technical publications, proceedings, editorials and books. His research interests include control systems, mathematical robotics, and social robotics. From 2008 till 2012 he was a leader of the Polish team involved in the European project LIREC devoted to the technology of robotic companions. Krzysztof Tcho« has been in charge of the Scientic Committee of the Polish National Robotics Conferences (13 editions from 1985). He promoted 13 Ph. Doctors of robotics. IEEE member (since 1994), a member of the Committee of Automation and Robotics of the Polish Academy of Sciences, a member of the Robot Companions for Citizens RCC Initiative, and a member of the European Network on Social Intelligence SINTELNET.

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