Simon plays Simon says: The timing of turn-taking in an imitation game

Crystal Chao, Jinhan Lee, M. Begum, A. Thomaz
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引用次数: 47

Abstract

Turn-taking is fundamental to the way humans engage in information exchange, but robots currently lack the turn-taking skills required for natural communication. In order to bring effective turn-taking to robots, we must first understand the underlying processes in the context of what is possible to implement. We describe a data collection experiment with an interaction format inspired by “Simon says,” a turn-taking imitation game that engages the channels of gaze, speech, and motion. We analyze data from 23 human subjects interacting with a humanoid social robot and propose the principle of minimum necessary information (MNI) as a factor in determining the timing of the human response.We also describe the other observed phenomena of channel exclusion, efficiency, and adaptation. We discuss the implications of these principles and propose some ways to incorporate our findings into a computational model of turn-taking.
西蒙说:模仿游戏中轮流的时间
轮流是人类进行信息交换的基本方式,但机器人目前缺乏自然交流所需的轮流技能。为了给机器人带来有效的轮替,我们必须首先了解在可能实现的背景下的潜在过程。我们描述了一个数据收集实验,其交互形式受到“Simon说”的启发,这是一个回合制模仿游戏,涉及凝视、说话和动作的渠道。我们分析了23名人类受试者与类人社交机器人互动的数据,并提出了最小必要信息(MNI)原则,作为确定人类反应时间的一个因素。我们还描述了其他观察到的通道排斥、效率和适应现象。我们讨论了这些原则的含义,并提出了一些方法来将我们的发现纳入轮流的计算模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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