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Vasant Srinivasan

dblp:95/7939 · DBLP profile ↗
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8ranked-venue papers
4as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 4 first-authorArtificial intelligence and machine learning · 5 · 2 first-authorSystems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
6 papers
Human-robot interaction · 94% Interaction techniques and input · 3% Design research and methods · 3%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
perceived autonomy
0.212016
Help Me Please: Robot Politeness Strategies for Soliciting Help From Humans · CHI 2016
Human-robot interaction › nonverbal communication
social gaze
0.222011
A survey of social gaze · HRI 2011
Inferring social gaze from conversational structure and timing · HRI 2011
Human-robot interaction › robot communication
robot speech
0.112011
A toolkit for exploring the role of voice in human-robot interaction · HRI 2011
Human-robot interaction › nonverbal communication
joint attention
0.012011
A survey of social gaze · HRI 2011
Interaction techniques and input
synthetic voice
0.012011
A toolkit for exploring the role of voice in human-robot interaction · HRI 2011
Computing education › STEM education
science education
0.012010
Survivor buddy and SciGirls: affect, outreach, and questions · HRI 2010
Human-robot interaction › emotion expression
expressive robot behavior
0.012010
Survivor buddy and SciGirls: affect, outreach, and questions · HRI 2010

Methods — techniques the papers use, named apart from their topics

video prototype experiment · 0.2physical human-robot interaction experiment · 0.2survey · 0.1open source toolkit · 0.1inference engine · 0.1design decision matrix · 0.1behavioral definition · 0.1
YearPublicationVenuePosition
2016 Help Me Please: Robot Politeness Strategies for Soliciting Help From Humans
abstract
Robots that can leverage help from people could accomplish much more than robots that cannot. We present the results of two experiments that examine how robots can more effectively request help from people. Study 1 is a video prototype experiment (N=354), investigating the effectiveness of four linguistic politeness strategies as well as the effects of social status (equal, low), size of request (large, small), and robot familiarity (high, low) on people's willingness to help a robot. The results of this study largely support Politeness Theory and the Computers as Social Actors paradigm. Study 2 is a physical human-robot interaction experiment (N=48), examining the impact of source orientation (autonomous, single operator, multiple operators) on people's behavioral willingness to help the robot. People were nearly 50% faster to help the robot if they perceived it to be autonomous rather than being teleoperated. Implications for research design, theory, and methods are discussed.
Vasant Srinivasan, Leila Takayama
CHI1
2014 Evaluation of Proxemic Scaling Functions for Social Robotics
abstract
This paper introduces and empirically evaluates two scaling functions to alter a robot's physical movements based on proximity to a human. Previous research has focused on individual aspects of proxemics, like the appropriate distance to maintain from a human, but has not explored autonomous methods to adapt robot behavior as proximity changes. This paper proposes that robots in a social role should modify their behavior using a continuous function mapped to proximity. The method developed calculates a gain value from proximity readings, which is used to shape the execution of active behaviors on the robot. In order to identify the effects of different mappings from proximity to gain value, two different scaling functions were implemented on an affective search and rescue robot. The findings from a 72 participant study, in a high-fidelity mock disaster site, are examined with attention given to a new measure to determine proxemic awareness. The results indicated that for attributes of intelligence, likability, proxemic awareness, and submissiveness, a logarithmic-based scaling function is preferred over a linear-based scaling function, and over no scaling function. In areas of participant comfort and participant stress, the results indicated both logarithmic and linear scaling functions were preferred to no scaling.
Zachary Henkel, Cindy L. Bethel, Robin R. Murphy, Vasant Srinivasan
IEEE Trans. Hum. Mach. Syst.4
2014 Evaluation of Head Gaze Loosely Synchronized With Real-Time Synthetic Speech for Social Robots
abstract
This study demonstrates that robots can achieve socially acceptable interactions using loosely synchronized head gaze-speech acts. Prior approaches use tightly synchronized head gaze-speech, which requires significant human effort and time to manually annotate synchronization events in advance, restricts interactive dialog, or requires that the operator acts as a puppeteer. This paper describes how autonomous synchronization of head gaze can be achieved by exploiting affordances in the sentence structure and time delays. A 93-participant user study was conducted in a simulated disaster site. The rescue robot “Survivor Buddy” generated head gaze for a victim management scenario using a 911 dialog. The study used pre- and postinteraction questionnaires to compare the social acceptance level of loosely synchronized head gaze-speech against tightly synchronized head gaze-speech (manual annotation) and no head gaze-speech conditions. The results indicated that for attributes of Self-Assessment Manikin, i.e., Arousal, Robot Likeability, Human-Like Behavior, Understanding Robot Behavior, Gaze-Speech Synchronization, Looking at Objects at Appropriate Times, and Natural Movement, the loosely synchronized head gaze-speech is similar to tightly synchronized head gaze-speech and preferred to the no head gaze-speech case. This study contributes to a fundamental understanding of the role of social head gaze in social acceptance for human-machine interaction, how social gaze can be produced, and promotes practical implementation in social robots.
Vasant Srinivasan, Cindy L. Bethel, Robin R. Murphy
IEEE Trans. Hum. Mach. Syst.1
2011 Inferring social gaze from conversational structure and timing
abstract
We have created a preliminary inference engine for generating gaze acts based on extracting the social context from conversational structure and timing in human-robot dialog.
Robin R. Murphy, Jessica Gonzales, Vasant Srinivasan
HRI3
2011 A survey of social gaze
abstract
Based on a synthesis of eight major studies using six robots involving social gaze in robotics, this research proposes a novel behavioral definition as a mapping G = E(C) from the perception of a social context C to a set of head, eye, and body patterns called gaze acts G that expresses the engagement E. This definition places social gaze within the behavior-based programming framework for robots and agents, providing a guide for principled future implementations. The research also identifies five social contexts, or functions, of social gaze (Establishing agency, Communicating social attention, Regulating the interaction process, Manifesting interaction content and Projecting mental state) along with six discrete gaze acts for social gaze functions (Fixation, Short glance, Aversion, Concurrence, Confusion, and Scan) that have been employed by various robots or in simulation for these contexts. The research contributes to a computational understanding of social gaze that bridges psychological, cognitive, and robotics communities.
Vasant Srinivasan, Robin R. Murphy
HRI1
2011 A toolkit for exploring the role of voice in human-robot interaction
abstract
This paper describes an open source speech translator toolkit created as part of the "Survivor Buddy" project which allows written or spoken word from multiple independent controllers to be translated into either a single synthetic voice, synthetic voices for each controller, or unchanged natural voice of each controller. The human controllers can work over the internet or be physically co-located with the Survivor Buddy. The toolkit is expected to be of use for exploring voice in general human-robot interaction.
Vasant Srinivasan, Robin R. Murphy, Zachary Henkel, Victoria Groom, Clifford Nass
HRI1
2011 A multi-disciplinary design process for affective robots: Case study of Survivor Buddy 2.0
abstract
Designing and constructing affective robots on schedule and within costs is especially challenging because of the qualitative, artistic nature of affective expressions. Detailed affective design principles do not exist, forcing an iterative design process. This paper describes a three step design process created for the Survivor Buddy project that engages artists in the design process and allows animation to guide physical implementation. The process combines creative design of believable agents unconstrained by costs with traditional design decision matrices. The paper provides a case study comparing the resulting design of the Survivor Buddy 2.0 robot with the original (Survivor Buddy 1.0). The multi-disciplinary methodology produced a more pleasing and expressive robot that was 50% less expensive, 78% lighter, and up to 700% faster within the same amount of design time. This methodology is expected to contribute to reducing risk in designing cost effective affective robots and robots in general.
Robin R. Murphy, Aaron Rice, Negar Rashidi, Zachary Henkel, Vasant Srinivasan
ICRA5
2010 Survivor buddy and SciGirls: affect, outreach, and questions
abstract
This paper describes the Survivor Buddy human-robot interaction project and how it was used by four middle-school girls to illustrate the scientific process for an episode of "SciGirls", a Public Broadcast System science reality show. Survivor Buddy is a four degree of freedom robot head, with the face being a MIMO 740 multi-media touch screen monitor. It is being used to explore consistency and trust in the use of robots as social mediums, where robots serve as intermediaries between dependents (e.g., trapped survivors) and the outside world (doctors, rescuers, family members). While the SciGirl experimentation was neither statistically significant nor rigorously controlled, the experience makes three contributions. It introduces the Survivor Buddy project and social medium role, it illustrates that human-robot interaction is an appealing way to make robotics more accessible to the general public, and raises interesting questions about the existence of a minimum set of degrees of freedom for sufficient expressiveness, the relative importance of voice versus non-verbal affect, and the range and intensity of robot motions.
Robin R. Murphy, Vasant Srinivasan, Negar Rashidi, Brittany A. Duncan, Aaron Rice, Zachary Henkel, Marco Garza, Clifford Nass, Victoria Groom, Takis Zourntos, Roozbeh Daneshvar, Sharath Prasad
HRI2