Affective computing and HRI (HCI2007)

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Affective Computing and

Human Robot Interaction

a short introduction

Joost Broekens

Telematica Institute, Enschede,

LIACS, Leiden University.

Overview

What is emotion?

• What theoretical angles can we take to study emotion?

• What is affective computing + examples ?

• Why is affective computing useful ?

15 min coffee break.

• Interactive Human-Robot Interaction

• Human emotional expressions as feedback to a learning robot

Emotion (what is it)?

• Common emotions: fear, anger, happiness, sadness, surprise, disgust

Short episode of synchronized system activity triggered by event:

– subjective feelings (the emotion we normally refer to),

– tendency to do something (action preparation),

– facial expressions,

– evaluation of the situation (cognitive evaluation, thinking),

– physiological arousal (heartbeat, alertness).

Affect ( affectie )= related to emotion and mood:

– emotion : short term, high intensity, object directed,

– mood : unfocused, long term, low intensity,

– affect terms of,

: sometimes seen as abstraction of emotion/mood in

• positiveness/negativeness and activation/deactivation ( Russell ).

Emotion (why do we have it)?

Situational evaluation and communication.

Heuristic relating events to personal goals , needs and beliefs:

– evaluates personal relevance of event ( Scherer ) and helps decisionmaking ( Damasio ),

– fast reactions and action preparation ( Frijda ),

– influence information processing and decision making ( Damasio ):

• e.g, adaptation, attention, search.

• Communication medium:

– communicate internal state (show feelings),

– alert others (direct attention),

– show empathy (show understanding of situation).

– Give feedback (evaluate behavior).

Emotion (what does it do)?

• Emotion and affect influence thought and behavior:

– The kind of thoughts we have

• Mood congruency (e.g., positive moods triggers positive thought)

– The way we process information

• Broad vs. narrow look (

Goschke & Dreisbach ) (forest vs. trees)

• A lot vs. a little processing effort (

Scherer , Forgas )

What we think about things

• Emotion/mood as information (

Clore & Gasper ) (how does this feel?)

• Emotion as belief anchor (

Frijda & Mesquita

) (idea “fixation”)

– How we learn and adapt

• Emotion/affect as social reinforcement (emotion expression as signal)

• Emotion/affect as intrinsic reinforcement (use my own emotion as feedback)

• Emotion as “metaparameter” to control learning process (explore vs. exploit)

Emotion (how can we study it)?

• Biological/Neurological (

Damasio , Panksepp , LeDoux , Rolls ):

– aim: find the necessary / sufficient brain areas and circuits involved in emotions /feelings / self-regulation / adaptation.

• Biological/Evolutionary ( Darwin , Ekman ):

– aim: why emotions exist in the first place, what’s the utility of emotion .

• Cognitive/Psychological ( Scherer , Frijda ):

– aim: understand relation cognition/emotion , why does event e results in emotion x while:

• the

same event e may result in a different emotion , and

• other events may result in the same emotion x.

• Social ( Ekman , and others ):

– aim: understand the role of emotion in communication.

What is affective computing?

Computing that relates to, arises from, or deliberately influences emotions ( Picard ).

• Different types of computer models :

– recognize emotions (perception, in ),

– interpret/elicit emotions (cognition/behavior, processing ),

– emotional influence on behavior (adaptation, attention),

– show emotions (expression, out ), and

– complex mixtures of these…

• An affective computing system is

– a system of computational processes that perceives, expresses, interprets, or uses emotions,

– e.g. a robot , a virtual character , a tutor agent, a fridge , etc…

Some examples…

SIMS 2 ( Electronic Arts )

• Entertainment: emotions are used to provide entertainment value .

Kismet ( Breazeal )

• Social : Kismet, A framework, using a humanoid head expressing emotions, to study:

– effect of emotions on human-machine interaction .

– learning of social robot behaviors during human-robot play.

– joint attention .

Mission Rehearsal Exercise ( Gratch

& Marsella )

• Cognitive : study the influence of artificial emotions on

– planning mechanism of virtual characters,

– training effect on trainees (emotion might enhance effect)

Assistive robotics

• Aibo (Sony, Japan)

Entertainment robot

• I-Cat (Philips, NL)

Robot assistant for elderly people

• Paro (Wada et al, Japan)

Robot companion for elderly

• Huggable (MIT, USA)

Robot companion for elderly

Why is affective comp. useful (1)?

• From a theoretical point of view…

• Advance emotion theory

– simulated agents that elicit emotions to study possible psychological structure of emotions ( Scherer ),

– emotion as artificial motivator (e.g. a bored robot that explores )

( Canamero ).

• Understand intelligence and adaptation

– laws and rules are not sufficient for understanding or predicting human behavior and intelligence (e.g. how to sift thru many possible choices )

( Damasio , Picard )

– simulated learning agents influenced by emotions (e.g., emotion as reward ) ( Breazeal , Broekens ),

– Artificial Intelligence, Artificial Life?

Why is affective comp. useful (2)?

• From a practical point of view…

• Facilitate Human-Computer (Robot) interaction

– use emotions in simulated-agent plans ( to simulate human reasoning )

( Gratch & Marsella ),

– communication and joint attention ( Breazeal , MIT)

– robot acceptation (

Heerink, Telin )

– Persuasive design (VR training, tutor agents (

Gratch & Marsella , Nijholt ))

– Interactive robot learning (second part of this lecture).

• Entertainment

– Computer games such as the Sims ( EA ), Aibo Robot ( Sony ) .

Affective Computing in short…

Affect has different meanings related to emotion.

– emotion : short term, high intensity, object directed,

– mood : unfocused, long term, low intensity,

– affect : sometimes seen as abstraction of emotion/mood in terms of,

• positiveness/negativeness and activation/deactivation .

• Affective computing is about computing with emotions

– “a system of computational processes that perceives, expresses, interprets, or uses

emotions

Why?

– advance emotion theory,

– understand intelligence,

– facilitate Human-Computer (Robot) interaction,

– entertainment.

Interactive Robot Learning

(Real-time interaction to control robot behavior)

Interactive Robot Learning: a special case of HRI

• Goals Human Robot Interaction:

– Develop more natural and effective ways of interacting between robots and humans.

– Allow non-expert interaction .

– Allow flexibility of robot behavior.

• How?

– Gesture recognition

– Cognitive robot architectures

– Machine learning (artificial adaptation)

– Affective computing

• Emotion recognition

• Emotion expression

Example, Guidance and Feedback

• Interactive robot learning

– Learning by

Example

• Imitation learning (see

Breazeal & Scassellati )

• E.g., gesture repetition

– Learning by Guidance ( Thomaz & Breazeal )

• In general: future directed learning cues , such as

• Directing attention

• Communicating motivational intentions (e.g., anticipatory reward)

• Proposing actions

– Learning by Feedback

• Learn by trial (+feedback) and error (-feedback) and exploration.

• Additional human-based reinforcement signal ( Breazeal & Velasquez ; Isbell et al ; Mitsunaga et al ; Papudesi & Hubert )

Why study Interactive Robot

Learning?

• Robot perspective: Interactive robot learning

– Facilitate human-robot interaction

– Study learning and adaptation

– Future:

• enable robots to interactively cooperate in an efficient manner with humans in ways that are natural to humans .

• Psychological perspective: Understanding mechanisms

– How can affect influence learning?

– How can affect influence attention processes?

– Joint Human-Robot attention

– Study learner-teacher relations

– Etc..

EARL

• A framework to study the influence of E motion on A daptive behavior in the context of R einforcement L earning:

– emotion as

reinforcement (reward/punishment) ,

– emotion as influence on learning process,

– emotion as information ,

– artificial emotion resulting from learning process

EARL

• A typical EARL setup:

– Simulated robot in a

– Maze learning (navigation) tasks

– Reinforcement learning (RL) approach to robot learning

• Learn by trial (+feedback) and error (-feedback) and exploration.

– Robot has own model of emotion

– Robot head to express emotion

– And…

Webcam and emotion recognition to interpret emotions

Experiment: Human Affect as

Reinforcement to Robot

• An experiment to study interactive robot learning

• Simulated Robot learns to find food in a maze.

Explore unknown environment (try actions).

– Reinforcement Learning

Feedback from environment based on taken actions

• + feedback=repeat

• - feedback=don’t repeat

– Learn which sequence of actions gives best +feedback.

• Robot also uses human facial expressions as +/feedback

Facial Expression as Reinforcement

• Affective signal as additional reinforcement

– Web cam

– Emotional expression analysis

Positive emotion (happy) = reward

– Negative emotion (sad) = punishment

- / +

Sad / happy

Robot behavior to screen

– So: in addition to feedback from environment emotional expression is used in learning as r human, observer a social reward coming from the human

Reinforcement-based robot learning

Food (+)

Agent

Wall (-)

Feedback

Path

2 b human feedback path wall food

Experiment: results

• Test learning difference between standard agent and social agents

– Standard agent uses rewards environment to update behavior.

– Social agent uses rewards from environment and reward from human emotional signal.

• Results:

– Social agent learns the path to the food quicker

( just believe me, so that I don’t have to explain the graphs

)

• Earl demo…

Interactive Robot Learning in short…

A special case of Human Robot Interaction

– Goal HRI: more efficient , flexible , personal , pleasant human robot interaction

– Interactive Robot Learning:

Imitation , Feedback , Guidance .

• Affective Interaction Feasible and useful

– can be used as guidance (MIT robot studies), and

– feedback (experiment shown).

• Why?

– Robot perspective

• Facilitate human-robot interaction

• Study learning and adaptation

– Psychological perspective

• How can affect influence learning?

• How can affect influence attention processes?

• Joint Human-Robot attention

• Study learner-teacher relations

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