Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Phoebe Liu

dblp:126/9712 · DBLP profile ↗
← Back
4ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0003-3582-5267ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 first-author

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
2 papers
Human-robot interaction · 91% Interaction techniques and input · 9%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › multi-robot systems
spatial formation
0.112016
Data-Driven HRI: Learning Social Behaviors by Example From Human-Human Interaction · IEEE Trans. Robotics 2016
Interaction techniques and input › target selection › pointing
pointing behavior
0.012013
It's not polite to point: generating socially-appropriate deictic behaviors towards people · HRI 2013

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

speech recognition · 0.2naïve bayesian classifier · 0.2clustering · 0.2behavior generation · 0.2
YearPublicationVenuePosition
2019 Curiosity Did Not Kill the Robot: A Curiosity-based Learning System for a Shopkeeper Robot
abstract
Learning from human interaction data is a promising approach for developing robot interaction logic, but behaviors learned only from offline data simply represent the most frequent interaction patterns in the training data, without any adaptation for individual differences. We developed a robot that incorporates both data-driven and interactive learning. Our robot first learns high-level dialog and spatial behavior patterns from offline examples of human--human interaction. Then, during live interactions, it chooses among appropriate actions according to its curiosity about the customer's expected behavior, continually updating its predictive model to learn and adapt to each individual. In a user study, we found that participants thought the curious robot was significantly more humanlike with respect to repetitiveness and diversity of behavior, more interesting, and better overall in comparison to a non-curious robot.
Malcolm Doering, Phoebe Liu, Dylan F. Glas, Takayuki Kanda 0001, Dana Kulic, Hiroshi Ishiguro
ACM Trans. Hum. Robot Interact.2
2016 Data-Driven HRI: Learning Social Behaviors by Example From Human-Human Interaction
abstract
Recent studies in human-robot interaction (HRI) have investigated ways to harness the power of the crowd for the purpose of creating robot interaction logic through games and teleoperation interfaces. Sensor networks capable of observing human-human interactions in the real world provide a potentially valuable and scalable source of interaction data that can be used for designing robot behavior. To that end, we present here a fully automated method for reproducing observed real-world social interactions with a robot. The proposed method includes techniques for characterizing the speech and locomotion observed in training interactions, using clustering to identify typical behavior elements and identifying spatial formations using established HRI proxemics models. Behavior logic is learned based on discretized actions captured from the sensor data stream, using a naïve Bayesian classifier. Finally, we propose techniques for reproducing robot speech and locomotion behaviors in a robust way, despite the natural variation of human behaviors and the large amount of sensor noise present in speech recognition. We show our technique in use, training a robot to play the role of a shop clerk in a simple camera shop scenario, and we demonstrate through a comparison experiment that our techniques successfully enabled the generation of socially appropriate speech and locomotion behavior. Notably, the performance of our technique in terms of correct behavior selection was found to be higher than the success rate of speech recognition, indicating its robustness to sensor noise.
Phoebe Liu, Dylan F. Glas, Takayuki Kanda 0001, Hiroshi Ishiguro
IEEE Trans. Robotics1
2014 How to train your robot - teaching service robots to reproduce human social behavior
abstract
Developing interactive behaviors for social robots presents a number of challenges. It is difficult to interpret the meaning of the details of people's behavior, particularly non-verbal behavior like body positioning, but yet a social robot needs to be contingent to such subtle behaviors. It needs to generate utterances and non-verbal behavior with good timing and coordination. The rules for such behavior are often based on implicit knowledge and thus difficult for a designer to describe or program explicitly. We propose to teach such behaviors to a robot with a learning-by-demonstration approach, using recorded human-human interaction data to identify both the behaviors the robot should perform and the social cues it should respond to. In this study, we present a fully unsupervised approach that uses abstraction and clustering to identify behavior elements and joint interaction states, which are used in a variable-length Markov model predictor to generate socially-appropriate behavior commands for a robot. The proposed technique provides encouraging results despite high amounts of sensor noise, especially in speech recognition. We demonstrate our system with a robot in a shopping scenario.
Phoebe Liu, Dylan F. Glas, Takayuki Kanda 0001, Hiroshi Ishiguro, Norihiro Hagita
RO-MAN1
2013 It's not polite to point: generating socially-appropriate deictic behaviors towards people
Phoebe Liu, Dylan F. Glas, Takayuki Kanda 0001, Hiroshi Ishiguro, Norihiro Hagita
HRI1