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Rishub Jain

dblp:195/6920 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0002-8212-9427ORCID · corroborated

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

Artificial intelligence and machine learning · 2Human-computer interaction and ubiquitous computing · 2

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
1 paper
Human-robot interaction · 77% Games and playful interaction · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › game control
voice-controlled games
0.112017
Creating Prosodic Synchrony for a Robot Co-player in a Speech-controlled Game for Children · HRI 2017

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

prosodic feature measurement · 0.3dynamic bayesian network · 0.3
YearPublicationVenuePosition
2017 Creating Prosodic Synchrony for a Robot Co-player in a Speech-controlled Game for Children
abstract
Synchrony is an essential aspect of human-human interactions. In previous work, we have seen how synchrony manifests in low-level acoustic phenomena like fundamental frequency, loudness, and the duration of keywords during the play of child-child pairs in a fast-paced, cooperative, language-based game. The correlation between the increase in such low-level synchrony and increase in enjoyment of the game suggests that a similar dynamic between child and robot co-players might also improve the child's experience. We report an approach to creating on-line acoustic synchrony by using a dynamic Bayesian network learned from prior recordings of child-child play to select from a predefined space of robot speech in response to real-time measurement of the child's prosodic features. Data were collected from 40 new children, each playing the game with both a synchronizing and non-synchronizing version of the robot. Results show a significant order effect: although all children grew to enjoy the game more over time, those that began with the synchronous robot maintained their own synchrony to it and achieved higher engagement compared with those that did not.
Najmeh Sadoughi, André Pereira 0001, Rishub Jain, Iolanda Leite, Jill Fain Lehman
HRI3
2017 Learning and Reusing Dialog for Repeated Interactions with a Situated Social Agent
James Kennedy 0001, Iolanda Leite, André Pereira 0001, Boyang Li 0001, Rishub Jain, Ricson Cheng, Eli Pincus, Elizabeth J. Carter, Jill Fain Lehman
IVA6