Search arXivSearch

arXiv · 2202.03702

Human-Robot Creative Interactions (HRCI): Exploring Creativity in Artificial Agents Using a Story-Telling Game

Abstract

Creativity in social robots requires further attention in the interdisciplinary field of Human-Robot Interaction (HRI). This paper investigates the hypothesised connection between the perceived creative agency and the animacy of social robots. The goal of this work is to assess the relevance of robot movements in the attribution of creativity to robots. The results of this work inform the design of future Human-Robot Creative Interactions (HRCI). The study uses a storytelling game based on visual imagery inspired by the game 'Story Cubes' to explore the perceived creative agency of social robots. This game is used to tell a classic story for children with an alternative ending. A 2x2 experiment was designed to compare two conditions: the robot telling the original version of the story and the robot plot-twisting the end of the story. A Robotis Mini humanoid robot was used for the experiment. As a novel contribution, we propose an adaptation of the Short Scale Creative Self scale (SSCS) to measure perceived creative agency in robots. We also use the Godspeed scale to explore different attributes of social robots in this setting. We did not obtain significant main effects of the robot movements or the story in the participants' scores. However, we identified significant main effects of the robot movements in features of animacy, likeability, and perceived safety. This initial work encourages further studies experimenting with different robot embodiment and movements to evaluate the perceived creative agency in robots and inform the design of future robots that participate in creative interactions.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Eduardo Benitez Sandoval, Ricardo Sosa, Massimiliano Cappuccio, Tomasz Bednarz. 2022-02-08. Human-Robot Creative Interactions (HRCI): Exploring Creativity in Artificial Agents Using a Story-Telling Game. https://doi.org/10.3389/frobt.2022.695162

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Humanoid Whole-Body Badminton via an Annealed Reinforcement Learning Curriculum

Humanoid robots have demonstrated strong capabilities for interacting with static scenes across locomotion and manipulation, yet dynamic real-world interactions remain challenging. As a step toward fast-moving object interactions, we present an RL training pipeline that yields a unified whole-body controller for humanoid badminton, coordinating footwork and striking without motion priors or expert demonstrations. In badminton, locomotion and striking are tightly coupled, making the final hitting objective difficult to optimize directly due to sparse rewards and conflicting gradients. We address this with an annealed curriculum that first stabilizes learning through auxiliary locomotion objectives, then progressively removes them to focus optimization on the final hitting objective. For deployment, we use an Extended Kalman Filter (EKF) to estimate and predict shuttlecock trajectories for target striking, and also develop a prediction-free variant that removes the EKF and explicit prediction. We validate the framework in simulation and on hardware. In simulation, two robots sustain a rally of 21 consecutive hits. In real-world tests with both machine-fed shuttles and human-robot rallies, the robot achieves outgoing shuttle speeds up to 19.1 m/s. Moreover, the prediction-free variant attains comparable performance to the EKF-based policy. Overall, our approach enables dynamic yet precise goal striking in humanoid badminton and suggests a path toward more dynamics-critical whole-body interaction tasks.

cs.RO

CREPES-X: Hierarchical Bearing-Distance-Inertial Direct Cooperative Relative Pose Estimation System

Relative localization is essential for cooperation in autonomous multi-robot systems. Existing approaches either rely on shared environmental features or inertial assumptions, or they degrade under pairwise non-line-of-sight conditions and outliers in complex environments. Robustly and efficiently fusing inter-robot bearings, distances, and inertial measurements for tens of robots remains challenging. We present CREPES-X (Cooperative RElative Pose Estimation System with multiple eXtended features), a hierarchical relative localization framework that enhances speed, accuracy, and robustness under challenging conditions, without requiring any global information. The hardware packs infrared (IR) LEDs, an IR camera, an ultra-wideband module, and an IMU into a cube no larger than $6\,\text{cm}$ on each side. On this hardware, a two-stage hierarchical estimator meets different latency, accuracy, and robustness requirements. The single-frame estimator returns instantaneous relative poses from a closed-form solution with bearing outlier rejection. The multi-frame estimator then refines these poses with IMU pre-integration under robocentric relative kinematics, using loosely- and tightly-coupled optimization. Extensive simulations and real-world experiments validate the effectiveness of CREPES-X, demonstrating robustness of up to $90\%$ bearing outliers, resilience in challenging conditions, and RMSE of $7.0\,\text{cm}$ and $2.2^\circ$ in real-world datasets.

cs.RO

SurfSLAM: Sim-to-Real Underwater Stereo Reconstruction For Real-Time SLAM

Localization and mapping are core perceptual capabilities for underwater robots. Stereo cameras provide a low-cost means of directly estimating metric depth to support these tasks. However, despite recent advances in stereo depth estimation on land, computing depth from image pairs in underwater scenes remains challenging. In underwater environments, images are degraded by light attenuation, visual artifacts, and dynamic lighting conditions. Furthermore, real-world underwater scenes frequently lack rich texture useful for stereo depth estimation and 3D reconstruction. As a result, stereo estimation networks trained on in-air data cannot transfer directly to the underwater domain. In addition, there is a lack of real-world underwater stereo datasets for supervised training of neural networks. Poor underwater depth estimation is compounded in stereo-based Simultaneous Localization and Mapping (SLAM) algorithms, making it a fundamental challenge for underwater robot perception. To address these challenges, we propose a novel framework that enables sim-to-real training of underwater stereo disparity estimation networks using simulated data and self-supervised finetuning. We leverage our learned depth predictions to develop SurfSLAM, a novel framework for real-time underwater SLAM that fuses stereo cameras with IMU, barometric, and Doppler Velocity Log (DVL) measurements. Lastly, we collect a challenging real-world dataset of shipwreck surveys using an underwater robot. Our dataset features over 24,000 stereo pairs, along with high-quality, dense photogrammetry models and reference trajectories for evaluation. Through extensive experiments, we demonstrate the advantages of the proposed training approach on real-world data for improving stereo estimation in the underwater domain and for enabling accurate trajectory estimation and 3D reconstruction of complex shipwreck sites.

cs.RO