Awareness-Based Recommendation

Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Keiki Takadama

This chapter describes the interactive learning system to assist positive change in the preference of a human toward the true preference. First, an introduction to interactive reinforcement learning with human in robot learning is given; then, the need to estimate the human’s preference and to consider its changes by interactive learning system is described. Second, requirements for interactive system as being human adaptive and friendly are discussed. Then, the passive interaction design of the system to assist the awareness for a human is proposed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results show that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also show that the system improves the efficiency for deciding the most preferred plan for both heavy users and light users.

2019 ◽  
pp. 167-186
Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Keiki Takadama

In Artificial Intelligence and Robotics, one of the important issues is to design Human interface. There are two issues, one is the machine-centered interaction design to adapt humans for operating the robots or systems. Another one is the human-centered interaction design to make it adaptable for humans. This research aims at latter issue. This paper presents the interactive learning system to assist positive change in the preference of a human toward the true preference, then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the authors' system improves the efficiency for deciding the most preferred plan for both heavy users and light users.


Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Keiki Takadama

In Artificial Intelligence and Robotics, one of the important issues is to design Human interface. There are two issues, one is the machine-centered interaction design to adapt humans for operating the robots or systems. Another one is the human-centered interaction design to make it adaptable for humans. This research aims at latter issue. This paper presents the interactive learning system to assist positive change in the preference of a human toward the true preference, then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the authors' system improves the efficiency for deciding the most preferred plan for both heavy users and light users.


2019 ◽  
pp. 572-593
Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Keiki Takadama

In mechatronics and robotics, one of the important issues is to design human interface. There are two issues on interaction design research. One is the way to education and training to adapt humans for operating the robots or interaction systems. Another one is the way to make interaction design adaptable for humans. This chapter research at the latter issue. This chapter describes the interactive learning system to assist positive change in the preference of a human toward the true preference; then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the system improves the efficiency for deciding the most preferred plan for both heavy users and light users.


Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Keiki Takadama

In mechatronics and robotics, one of the important issues is to design human interface. There are two issues on interaction design research. One is the way to education and training to adapt humans for operating the robots or interaction systems. Another one is the way to make interaction design adaptable for humans. This chapter research at the latter issue. This chapter describes the interactive learning system to assist positive change in the preference of a human toward the true preference; then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the system improves the efficiency for deciding the most preferred plan for both heavy users and light users.


Author(s):  
Tomohiro Yamaguchi ◽  
Takuma Nishimura ◽  
Shota Nagahama ◽  
Keiki Takadama

In artificial intelligence and robotics, one of the important issues is to design human interface. There are two issues: One is the machine-centered interaction design. Another one is the human-centered interaction design. This research aims at the latter issue. This chapter presents the interactive learning system to assist positive change in the preference of a human toward the true preference. Then evaluation of the awareness effect is discussed. The system behaves passively to reflect the human intelligence by visualizing the traces of his/her behaviors. Experimental results showed that subjects are divided into two groups, heavy users and light users, and that there are different effects between them under the same visualizing condition. They also showed that the authors' system improves the efficiency for deciding the most preferred plan for both heavy users and light users. As future research directions, a probabilistic event and its basic recommendation way are discussed.


Author(s):  
Jacquelyne Forgette ◽  
Michael Katchabaw

A key challenge in programming virtual environments is to produce virtual characters that are autonomous and capable of action selections that appear believable. In this chapter, motivations are used as a basis for learning using reinforcements. With motives driving the decisions of characters, their actions will appear less structured and repetitious, and more human in nature. This will also allow developers to easily create virtual characters with specific motivations, based mostly on their narrative purposes or roles in the virtual world. With minimum and maximum desirable motive values, the characters use reinforcement learning to drive action selection to maximize their rewards across all motives. Experimental results show that a character can learn to satisfy as many as four motives, even with significantly delayed rewards, and motive changes that are caused by other characters in the world. While the actions tested are simple in nature, they show the potential of a more complicated motivation driven reinforcement learning system. The developer need only define a character's motivations, and the character will learn to act realistically over time in the virtual environment.


2017 ◽  
Vol 2 (2) ◽  
pp. 242
Author(s):  
Cenzi Wang ◽  
Stephen Jia Wang

<p>Benefits from the recent technology advancement, such as physical computing and social media, it has become a global industry trend to provide intelligent exercise and self-learning support in an ‘at-home’ environment. However, it is still a design challenge to ensure the safety of users while enhancing their experiences when developing specific ‘at-home’ self-training programs which require high-level techniques, such as ballet dancing. This paper introduces Relevé - an interactive self-learning system for ballet with emphasis on various safety issues. Based on the professional knowledge of ballet dancing posture and kinematic movement research, Relevé intends to answer the needs of ballet dancing home-based self-teaching activities through online courses. The design has been based mainly on the methodologies of tangible interaction design. </p>


2021 ◽  
Vol 11 (6) ◽  
pp. 2871
Author(s):  
Ahmed Elsharkawy ◽  
Khawar Naheem ◽  
Dongwoo Koo ◽  
Mun Sang Kim

With the rapid development of interactive technology, creating systems that allow users to define their interactive envelope freely and provide multi-interactive modalities is important to build up an intuitive interactive space. We present an indoor interactive system where a human can customize and interact through a projected screen utilizing the surrounding surfaces. An ultra-wideband (UWB) wireless sensor network was used to assist human-centered interaction design and navigate the self-actuated projector platform. We developed a UWB-based calibration algorithm to facilitate the interaction with the customized projected screens, where a hand-held input device was designed to perform mid-air interactive functions. Sixteen participants were recruited to evaluate the system performance. A prototype level implementation was tested inside a simulated museum environment, where a self-actuated projector provides interactive explanatory content for the on-display artifacts under the user’s command. Our results depict the applicability to designate the interactive screen efficiently indoors and interact with the augmented content with reasonable accuracy and relatively low workload. Our findings also provide valuable user experience information regarding the design of mobile and projection-based augmented reality systems, with the ability to overcome the limitations of other conventional techniques.


Sign in / Sign up

Export Citation Format

Share Document