Nick DePalma

dblp:66/7985 · also Nicholas Brian DePalma, Nicholas DePalma · DBLP profile ↗
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8ranked-venue papers
1as first author
4since 2021 · last 2026
0000-0003-0531-743XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Reporting Guidelines for Large Language Models in Human-Robot Interaction
abstract
The comparatively recent advent of Large Language Models (LLMs) has resulted in a wide array of new capabilities and components relevant to Human–Robot Interaction (HRI) researchers. LLMs are being applied to vision, manipulation, planning, reasoning, learning, and HRI problems, frequently as “Scarecrows,” in which LLMs serve as black box modules integrated into robot architectures for the purpose of quickly enabling full-pipeline solutions. However, despite this explosion of applications, general questions remain about the best ways to incorporate LLMs into robot architectures, appropriate safety and guardrail considerations, and, critically, how to report properly on HRI research that involves LLMs. In this article, we explore the question of reporting guidelines for HRI researchers who utilize Scarecrows in robot architectures. We identify five key stakeholder groups in the HRI research process, discuss what information each group needs from HRI researchers, and identify appropriate mechanisms for conveying that information from HRI researchers to stakeholders either directly or indirectly. We contribute a set of suggested guidelines regarding what information should be included when researchers disseminate information about HRI research that uses LLMs.
Cynthia Matuszek, Tom Williams 0001, Nick DePalma, Ross Mead, Ruchen Wen, Eike Schneiders, Casey Kennington, Alemitu Mequanint Bezabih
ACM Trans. Hum. Robot Interact.3
2024 Scarecrows in Oz: The Use of Large Language Models in HRI
abstract
The proliferation of Large Language Models (LLMs) presents both a critical design challenge and a remarkable opportunity for the field of Human–Robot Interaction (HRI). While the direct deployment of LLMs on interactive robots may be unsuitable for reasons of ethics, safety, and control, LLMs might nevertheless provide a promising baseline technique for many elements of HRI. Specifically, in this article, we argue for the use of LLMs asScarecrows: “brainless,” straw-man black-box modules integrated into robot architectures for the purpose of quickly enabling full-pipeline solutions, much like the use of “Wizard of Oz” (WoZ) and other human-in-the-loop approaches. We explicitly acknowledge that these Scarecrows, rather than providing a satisfying or scientifically complete solution, incorporate a form of the wisdom of the crowd and, in at least some cases, will ultimately need to be replaced or supplemented by a robust and theoretically motivated solution. We provide examples of how Scarecrows could be used in language-capable robot architectures as useful placeholders and suggest initial reporting guidelines for authors, mirroring existing guidelines for the use and reporting of WoZ techniques.
Tom Williams 0001, Cynthia Matuszek, Ross Mead, Nick DePalma
ACM Trans. Hum. Robot Interact.4
2024 Face2Gesture: Translating Facial Expressions into Robot Movements through Shared Latent Space Neural Networks
abstract
In this work, we present a method for personalizing human-robot interaction by using emotive facial expressions to generate affective robot movements. Movement is an important medium for robots to communicate affective states, but the expertise and time required to craft new robot movements promotes a reliance on fixed preprogrammed behaviors. Enabling robots to respond to multimodal user input with newly generated movements could stave off staleness of interaction and convey a deeper degree of affective understanding than current retrieval-based methods. We use autoencoder neural networks to compress robot movement data and facial expression images into a shared latent embedding space. Then, we use a reconstruction loss to generate movements from these embeddings and triplet loss to align the embeddings by emotion classes rather than data modality. To subjectively evaluate our method, we conducted a user survey and found that generated happy and sad movements could be matched to their source face images. However, angry movements were most often mismatched to sad images. This multimodal data-driven generative method can expand an interactive agent’s behavior library and could be adopted for other multimodal affective applications.
Michael Suguitan, Nick DePalma, Guy Hoffman, Jessica K. Hodgins
ACM Trans. Hum. Robot Interact.2
2021 Factor exploration of gestural stroke choice in the context of ambiguous instruction utterances: challenges to synthesizing semantic gesture from speech alone
abstract
Current models of gesture synthesis focus primarily on a speech signal to synthesize gestures. In this paper, we take a critical look at this approach from the point of view of gesture’s tendency to disambiguate the verbal component of the expression. We identify and contribute an analysis of three challenge factors for these models: 1) synthesizing gesture in the presence of ambiguous utterances seems to be a overwhelmingly useful case for gesture production yet is not at present supported by present day models of gesture generation, 2) finding the best f-formation to convey spatial gestural information like gesturing directions makes a significant difference for everyday users and must be taken into account, and 3) assuming that captured human motion is a plentiful and easy source for retargeting gestural motion may not yet take into account the readability of gestures under kinematically constrained feasibility spaces.Recent approaches to generate gesture for agents[1] and robots [2] treat gesture as co-speech that is strictly dependent on verbal utterances. Evidence suggests that gesture selection may leverage task context so it is not dependent on verbal utterance only. This effect is particularly evident when attempting to generate gestures from ambiguous verbal utterances (e.g. "You do this when you get to the fork in the road"). Decoupling this strict dependency may allow gesture to be synthesized for the purpose of clarification of the ambiguous verbal utterance.
Nick DePalma, Jessica K. Hodgins
RO-MAN1
2013 Engaging robots: easing complex human-robot teamwork using backchanneling
abstract
People are increasingly working with robots in teams and recent research has focused on how human-robot teams function, but little attention has yet been paid to the role of social signaling behavior in human-robot teams. In a controlled experiment, we examined the role of backchanneling and task complexity on team functioning and perceptions of the robots' engagement and competence. Based on results from 73 participants interacting with autonomous humanoid robots as part of a human-robot team (one participant, one confederate, and three robots), we found that when robots used backchanneling team functioning improved and the robots were seen as more engaged. Ironically, the robots using backchanneling were perceived as less competent than those that did not. Our results suggest that backchanneling plays an important role in human-robot teams and that the design and implementation of robots for human-robot teams may be more effective if backchanneling capability is provided.
Malte F. Jung, Jin Joo Lee, Nick DePalma, Sigurdur O. Adalgeirsson, Pamela J. Hinds, Cynthia Breazeal
CSCW3
2013 Crowdsourcing human-robot interaction: new methods and system evaluation in a public environment
abstract
Supporting a wide variety of interaction styles across a diverse set of people is a significant challenge in human-robot interaction (HRI). In this work, we explore a data-driven approach that relies on crowdsourcing as a rich source of interactions that cover a wide repertoire of human behavior. We first develop an online game that requires two players to collaborate to solve a task. One player takes the role of a robot avatar and the other a human avatar, each with a different set of capabilities that must be coordinated to overcome challenges and complete the task. Leveraging the interaction data recorded in the online game, we present a novel technique for data-driven behavior generation using case-based planning for a real robot. We compare the resulting autonomous robot behavior against a Wizard of Oz base case condition in a real-world reproduction of the online game that was conducted at the Boston Museum of Science. Results of a post-study survey of participants indicate that the autonomous robot behavior matched the performance of the human-operated robot in several important measures. We examined video recordings of the real-world game to draw additional insights as to how the novice participants attempted to interact with the robot in a loosely structured collaborative task. We discovered that many of the collaborative interactions were generated in the moment and were driven by interpersonal dynamics, not necessarily by the task design. We explored using bids analysis as a meaningful construct to tap into affective qualities of HRI. An important lesson from this work is that in loosely structured collaborative tasks, robots need to be skillful in handling these in-the-moment interpersonal dynamics, as these dynamics have an important impact on the affective quality of the interaction for people. How such interactions dovetail with more task-oriented policies is an important area for future work, as we anticipate such interactions becoming commonplace in situations where personal robots perform loosely structured tasks in interaction with people in human living spaces.
Cynthia Breazeal, Nick DePalma, Jeff Orkin, Sonia Chernova, Malte F. Jung
J. Hum. Robot Interact.2
2011 Crowdsourcing human-robot interaction: Application from virtual to physical worlds
abstract
The ability for robots to engage in interactive behavior with a broad range of people is critical for future development of social robotic applications. In this paper, we propose the use of online games as a means of generating large-scale data corpora for human-robot interaction research in order to create robust and diverse interaction models. We describe a data collection approach based on a multiplayer game that was used to collect movement, action and dialog data from hundreds of online users. We then study how these records of human-human interaction collected in a virtual world can be used to generate contextually correct social and task-oriented behaviors for a robot collaborating with a human in a similar real-world environment. We evaluate the resulting behavior model using a physical robot in the Boston Museum of Science, and show that the robot successfully performs the collaborative task and that its behavior is strongly influenced by patterns in the crowdsourced dataset.
Sonia Chernova, Nick DePalma, Elisabeth Morant, Cynthia Breazeal
RO-MAN2
2009 Effects of social exploration mechanisms on robot learning
abstract
Social learning in robotics has largely focused on imitation learning. Here we take a broader view and are interested in the multifaceted ways that a social partner can influence the learning process. We implement four social learning mechanisms on a robot: stimulus enhancement, emulation, mimicking, and imitation, and illustrate the computational benefits of each. In particular, we illustrate that some strategies are about directing the attention of the learner to objects and others are about actions. Taken together these strategies form a rich repertoire allowing social learners to use a social partner to greatly impact their learning process. We demonstrate these results in simulation and with physical robot `playmates'.
Maya Cakmak, Nick DePalma, Andrea Thomaz, Rosa I. Arriaga
RO-MAN2