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Game-Based Design of Human-Robot Interfaces

Game-Based Design of Human-Robot Interfaces. Notes on USR design papers (2004-2006) Presented by Misha Kostandov. Papers.

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Game-Based Design of Human-Robot Interfaces

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  1. Game-Based Design of Human-Robot Interfaces Notes on USR design papers (2004-2006) Presented by Misha Kostandov

  2. Papers • B. Keyes, R. Casey, H. A. Yanco, B. A. Maxwell, and Y. Georgiev "Camera Placement and Multi-Camera Fusion for Remote Robot Operation“IEEE Int'l Workshop on Safety, Security and Rescue Robotics, 2006 • B. A. Maxwell, N. Ward, and F. Heckel "Game-Based Design of Human-Robot Interfaces for Urban Search and Rescue" CHI 2004 Fringe, 2004 • B. A. Maxwell, N. Ward, and F. Heckel "A Configurable Interface and Architecture for Robot Rescue“AAAI Mobile Robotics Workshop, 2004 • B. A. Maxwell, N. Ward, and F. Heckel "A Human-Robot Interface for Urban Search and Rescue“AAAI Mobile Robot Competition and Exhibition Workshop, 2003

  3. Background • Urban Search and Rescue event (since 2000) • AAAI Robot Competition • Human in the loop • limited navigational autonomy • effective UI is important

  4. HRI Awareness • Human Robot Awareness [Drury et al. 2003] Human’s understanding of the location, activities, status, and surroundings of the robot, and Knowledge that the robot has of the human’s commands necessary to direct its activities and the constraints UI should provide sufficient info to make decisions at required level of decision-making

  5. HRI Awareness • Surroundings awareness • Local environment • Video lag time and bandwidth are crucial • Long lag -> instability in control loop • Status awareness • State of the robot

  6. FPS motivation • FPS games are the most appropriate paradigm • Represent a 3D world with which the player interacts • Task analogy • Searching for CG enemies in FPS • Searching for injured victims in USR • Main focus • Intelligible • Informative • Useful

  7. Interface Design View Viewport Widget Visualizer Widget Widget Viewport Visualizer Widget

  8. Configuration • XML config file • Connection info • Metadata • Modules • Controllers • Layout of viewports • Message and control bindings for visualizers and widgets • Human readable

  9. Example configuration

  10. Interface Comparison 2004, joystick 2003, mouse

  11. Robot Control • Interface A: • Mouselook not available • All robot/camera control by keyboard • Robot mvmt: , camera mvmt: • Hands always on keyboard, using fast-twitch muscles • Interface B: • Most controls on the joystick U H J K W A S D

  12. Interest Points • Setting and manipulation of interest points with mouse • Uses robot position and camera orientation to determine the point location in the world • Assumes clicks are on the ground plane • Can create associated metadata (victim info) • Can adjust previously set landmarks to correct localization

  13. Interface discussion • Keyboard interface easy for an experienced user / new user with FPS gaming experience • More efficient and easy to adjust to • Problematic for new operators • In USR task: increased efficiency is more important than usability for a wide range of inexperienced users

  14. Operator disorientation • Large rotations exacerbated the motion errors, disoriented the operator • Largely due to video blur and lag • Nudging with short forward and angular motion worked better • Maps are more accurate as well! • Camera orientation / range info important for operator perception of orientation

  15. Camera Placement/Fusion [Keyes et al. 2006] • Situation awareness is a critical factor in teleoperation • Better views assist in more effective navigation • Study: • Overhead view camera • Two-camera setup (front and rear) Compared to single forward-looking camera

  16. Overhead and Forward Cameras iRobot Magellan Pro

  17. Overhead and Forward Cameras

  18. Front and Rear Cameras iRobot ATRV-JR

  19. Front and Rear Cameras

  20. User Study Environment

  21. User Study • Overhead vs forward cameras Setups: • Forward • Overhead • Switchable view • One vs two cameras Setups: • Forward • Switchable view • Two windows • Task: finding objects • Tracking: time on task, number of collisions

  22. Results • /* here be statistics */ • Overhead view and two-camera setup decreases collisions • If you only have one camera, give user a view of a portion of the robot • If you have two cameras, use the second one for rear view rather than alternative forward view

  23. GR

  24. UT

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