Spatial Reasoning for Human-Robot Teams

Author(s):  
David J. Bruemmer ◽  
Douglas A. Few ◽  
Curtis W. Nielsen

This chapter presents research designed to study and improve an operator’s ability to navigate or teleoperate a robot that is distant from the operator through the use of a robot intelligence architecture and a virtual 3D interface. To validate the use of the robot intelligence architecture and the 3D interface, four user-studies are presented that compare intelligence modes and interface designs in navigation and exploration tasks. Results from the user studies suggest that performance is improved when the robot assumes some of the navigational responsibilities or the interface presents spatial information as it relates to the pose of the robot in the remote environment. The authors hope that understanding the roles of intelligence and interface design when operating a remote robot will lead to improved human-robot teams that are useful in a variety of tasks.

1997 ◽  
Vol 06 (04) ◽  
pp. 423-450 ◽  
Author(s):  
Baher A. El-Geresy ◽  
Alia I. Abdelmoty

In this paper we propose a general approach for reasoning in space. The approach is composed of a set of two general constraints to govern the spatial relationships between objects in space, and two rules to propagate relationships between those objects. The approach is based on a novel representation of the topology of the space as a connected set of components using a structure called adjacency matrix which can capture the topology of objects of different complexity in any space dimension. The formalism is used to explain spatial compositions resulting in indefinite and definite relations and it is shown to be applicable to reasoning in the temporal domain. The main contribution of the formalism is that it provides means for constructing composition tables for objects with arbitrary complexity in any space dimension. A new composition table between spatial objects of different types is presented. A major advantage of the method is that reasoning between objects of any complexity can be achieved in a defined limited number of steps. Hence, the incorporation of spatial reasoning mechanisms in spatial information systems becomes possible.


Author(s):  
Nayara de Oliveira Faria ◽  
Dina Kandil ◽  
Joseph L. Gabbard

Background: Drivers gather most of the information they need to drive by looking at the world around them and at visual displays within the vehicle. Navigation systems automate the way drivers navigate. In using these systems, drivers offload both tactical (route following) and strategic aspects (route planning) of navigational tasks to the automated SatNav system, freeing up cognitive and attentional resources that can be used in other tasks (Burnett, 2009). Despite the potential benefits and opportunities that navigation systems provide, their use can also be problematic. For example, research suggests that drivers using SatNav do not develop as much environmental spatial knowledge as drivers using paper maps (Waters & Winter, 2011; Parush, Ahuvia, & Erev, 2007). With recent growth and advances of augmented reality (AR) head-up displays (HUDs), there are new opportunities to display navigation information directly within a driver’s forward field of view, allowing them to gather information needed to navigate without looking away from the road. While the technology is promising, the nuances of interface design and its impacts on drivers must be further understood before AR can be widely and safely incorporated into vehicles. Specifically, an impact that warrants investigation is the role of AR HUDS in spatial knowledge acquisition while driving. Acquiring high levels of spatial knowledge is crucial for navigation tasks because individuals who have greater levels of spatial knowledge acquisition are more capable of navigating based on their own internal knowledge (Bolton, Burnett, & Large, 2015). Moreover, the ability to develop an accurate and comprehensive cognitive map acts as a social function in which individuals are able to navigate for others, provide verbal directions and sketch direction maps (Hill, 1987). Given these points, the relationship between spatial knowledge acquisition and novel technologies such as AR HUDs in driving is a relevant topic for investigation. Objectives: This work explored whether providing conformal AR navigational cues improves spatial knowledge acquisition (as compared to traditional HUD visual cues) to assess the plausibility and justification for investment in generating larger FOV AR HUDs with potentially multiple focal planes. Methods: This study employed a 2x2 between-subjects design in which twenty-four participants were counterbalanced by gender. We used a fixed base, medium fidelity driving simulator for where participants drove while navigating with one of two possible HUD interface designs: a world-relative arrow post sign and a screen-relative traditional arrow. During the 10-15 minute drive, participants drove the route and were encouraged to verbally share feedback as they proceeded. After the drive, participants completed a NASA-TLX questionnaire to record their perceived workload. We measured spatial knowledge at two levels: landmark and route knowledge. Landmark knowledge was assessed using an iconic recognition task, while route knowledge was assessed using a scene ordering task. After completion of the study, individuals signed a post-trial consent form and were compensated $10 for their time. Results: NASA-TLX performance subscale ratings revealed that participants felt that they performed better during the world-relative condition but at a higher rate of perceived workload. However, in terms of perceived workload, results suggest there is no significant difference between interface design conditions. Landmark knowledge results suggest that the mean number of remembered scenes among both conditions is statistically similar, indicating participants using both interface designs remembered the same proportion of on-route scenes. Deviance analysis show that only maneuver direction had an influence on landmark knowledge testing performance. Route knowledge results suggest that the proportion of scenes on-route which were correctly sequenced by participants is similar under both conditions. Finally, participants exhibited poorer performance in the route knowledge task as compared to landmark knowledge task (independent of HUD interface design). Conclusions: This study described a driving simulator study which evaluated the head-up provision of two types of AR navigation interface designs. The world-relative condition placed an artificial post sign at the corner of an approaching intersection containing a real landmark. The screen-relative condition displayed turn directions using a screen-fixed traditional arrow located directly ahead of the participant on the right or left side on the HUD. Overall results of this initial study provide evidence that the use of both screen-relative and world-relative AR head-up display interfaces have similar impact on spatial knowledge acquisition and perceived workload while driving. These results contrast a common perspective in the AR community that conformal, world-relative graphics are inherently more effective. This study instead suggests that simple, screen-fixed designs may indeed be effective in certain contexts.


Author(s):  
Iftikhar U. Sikder ◽  
Santosh K. Misra

This article proposes a multi-agent based framework that allows multiple data sources and models to be semantically integrated for spatial modeling in business processing. The paper reviews the feasibility of ontology-based spatial resource integration options to combine the core spatial reasoning with domainspecific application models. We propose an ontology-based framework for semantic level communication of spatial objects and application models. We then introduce a multi-agent system, ontology-based spatial information and resource integration services (OSIRIS), to semantically interoperate complex spatial services and integrate them in a meaningful composition. The advantage of using multi-agent collaboration in OSIRIS is that it obviates the need for end-user analysts to be able to decompose a problem domain to subproblems or to map different models according to what they actually mean. We also illustrate a multi-agent interaction scenario for collaborative modeling of spatial applications using the proposed custom feature of OSIRIS.


Author(s):  
Yilu Sun ◽  
Gourab Kar ◽  
Andrea Stevenson Won ◽  
Alan Hedge

Virtual Reality-based Learning Environments (VRLEs) are an emerging tool for classroom teaching. While VRLEs are increasingly in use, little attention has been paid to ergonomic challenges in use of VRLEs. This study compared two 3D interface designs of a VRLE created to teach the phases of the Moon. Participants ( N = 16) were randomly assigned to either a Hand or Toggle interface design. The interface designs were compared in terms of postural risk (REBA score), task completion time, user experience and environmental presence. Results indicate no significant difference between the Hand and Toggle interface designs for the outcome variables; however, environmental presence was marginally higher in the Hand interface. REBA scores for Hand (3.56 ± 0.89) and Toggle (3.79 ± 1.14) indicate low to medium level of postural risks. Future research should focus on development of 3D interface design guidelines to ensure safe, comfortable and effective use of VRLEs.


2020 ◽  
Vol 4 (3) ◽  
pp. 103
Author(s):  
Siti Vika Ngainul Fitri ◽  
Oktalia Juwita ◽  
Tio Dharmawan

Banyuwangi Regency has a new innovation called " Lahir Procot Pulang Bawa Akta " which in this innovation is realized in the form of an Online Deed Website. Every information technology has an interface that can be a link between the user and the technology itself. Interface formation is influenced by needs, and information technology has different interface designs according to the needs of its users. The User Interface has the aim of making it easier for users to operate information technology that can make users feel comfortable using the application or technology. Heuristic Evaluation is one of the Usability evaluation methods that can be used to determine the extent to which a system is used by users to achieve certain goals with effectiveness, efficiency and satisfaction. This research is a research that is focused on the use of Heuristic Evaluation based on user interface design aspects of application usability through observation, interviews and questionnaires to users.


1992 ◽  
Vol 36 (12) ◽  
pp. 902-906
Author(s):  
Kay M. Stanney ◽  
Gavriel Salvendy

The objective of this study was to investigate individual differences in cognitive styles related to spatial ability in order design computer interfaces which accommodated low spatial users. Seventy-four subjects were tested on spatial, visual and verbal cognitive tests. From the results of these tests, (12) subjects were selected and classified as low spatial/verbalizers and (12) as high spatial/visualizers. The two subject groups were tested on three interface designs: a graphical layout and an outline format, both intended to accommodate low spatial users, and a conventional hierarchical menu design. For each interface, the subjects completed (50) information search tasks. Duncan's Multiple Range comparisons (p<0.05) between the three interface designs indicated the following: in accordance with past studies, the performance of verbal subjects was 18% inferior to that of spatial subjects on the conventional interface which required subjects to self-induce the hierarchical system structure; by designing a graphical interface which provided the system structure and an interface with an outline format which eliminated the need for structuring, no differences were detected between the verbal and spatial groups. The implication was that the influences of individual differences in spatial ability on computer performance can be overcome by cognitively tailored interface designs.


1988 ◽  
Vol 32 (5) ◽  
pp. 362-366 ◽  
Author(s):  
Dwight P. Miller

Rapid interface prototyping (RIP) involves the simulation of potential user-interface designs for demonstrating and evaluating design concepts and iteratively modifying the interface designs without the burden of labor-intensive code generation and modification. In the past few years, many interface designers have had to use expensive equipment to help them perform RIP. Well, thanks to Bill Atkinson and the folks at Apple Computer Inc., you can purchase HyperCard® 1 software for your Macintosh® 2 for $49 and use it right out of the box for many of your RIP projects, without need of additional hardware (just add a cup of creativity). A special feature of HyperCard® allows the designer to create software-controlled buttons which, along with the graphics capabilities and the layering properties, permit the dynamic simulation of virtually any control panel that can be operated by discrete user inputs. Changes to the prototype can be made very rapidly (almost instantly) by an experienced HyperCard® user, making it possible to modify an existing prototype “on-line” in a design meeting. This paper will describe this serendipitous application of HyperCard®, its potential as an equipment-interface design tool, and describe how it was used to simulate the user interface for a weapons field tester, designed at Sandia.


2018 ◽  
Vol 4 (1) ◽  
pp. 21-29
Author(s):  
Jihadil Qudsi ◽  
Jian Budiarto ◽  
Sandi Justitia Putra

Decision support systems, commonly called DSS (or SPK in Bahasa), in medical used to diagnose illness. But within its implementation these systems are not used optimally. The main cause is the interface of the systems that is not accordance with the user wants. Three interface designs layouts were proposed for the phase of history and physical examination and two interface designs layouts for investigations to be assessed by the respondents. Based on the results of the questionnaires selected by respondents, statistical tests were performed to determine the value of the use of interface design based on the Technology Acceptance Model (TAM) and modified TAM. The statistical methods used to examine the effect of variables on TAM and modified TAM i.e. the Structural Equation Modeling Partial Least Square (SEM PLS) method. The results of this study indicate that the respondents’ choice in the TAM and modified TAM model for the history and physical examination is the same as the based filling system. While for the supporting stage there are differences of respondent choice on TAM model with choice of graphical interaction system and on modified TAM model with windowing system option.


Author(s):  
Mehmet Firat ◽  
Işıl Kabakçi Yurdakul

It is quite important to effectively benefit from e-learning tools and environments which have dynamic structures in order to meet the learning needs of distance learners. E-Learning provides independence of time and space, student-centered, learner-controlled, flexible learning environments and equal educational opportunities. However, this flexibility has increased learners' self-cognition, self-control and self-responsibility for learning. In order for learners to cope with these issues, it is important to use metaphorical interfaces made up of metaphors as structures that provide clues to understand a new and complex concept, system or model. In this study, three main issues are discussed. These issues are e-learning and distance education, interface designs for distance education and metaphors in interface design. In the last part of the study, the advantages and disadvantages of metaphorical interface design in distance education are discussed. Based on these discussions, some important recommendations provided. The main purpose of this study is to discuss three main issues. These issues are e-learning and distance education, interface designs for distance education and metaphors in interface design. In the last part of the study, the advantages and disadvantages of the metaphorical interface design in distance education and e-learning environments will be discussed. Based on these discussions, some important recommendations will be provided.


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