The role of long- and short-term dynamics towards salient object detection in videos is under-researched. We present a Transformer-based approach to learn a joint representation of video frames and past saliency information. Our model embeds long- and short-term information to detect dynamically shifting saliency in video. We provide our model with a stream of video frames and past saliency maps, which acts as a prior for the next prediction, and extract spatiotemporal tokens from both modalities. The decomposition of the frame sequence into tokens lets the model incorporate short-term information from within the token, while being able to make long-term connections between tokens throughout the sequence. The core of the system consists of a dual-stream Transformer architecture to process the extracted sequences independently before fusing the two modalities. Additionally, we apply a saliency-based masking scheme to the input frames to learn an embedding that facilitates the recognition of deviations from previous outputs. We observe that the additional prior information aids in the first detection of the salient location. Our findings indicate that the ratio of spatiotemporal long- and short-term features directly impacts the model's performance. While increasing the short-term context is beneficial up to a certain threshold, the model's performance greatly benefits from an expansion of the long-term context.
Scaling social robot studies is constrained due to the need for human interaction, making large participant recruitment impractical. Robotics simulators help mitigate this limitation but generally lack the realism to accurately simulate social cues. We introduce a cognitive robotic simulation scheme to evaluate social attention models in physical environments. By projecting ground-truth priority maps to a simulated environment, we can directly compare predicted maps using common saliency metrics. Using the iCub robot, we assess a dynamic scanpath model that predicts attention targets, simulating human scanpaths. Evaluations with the FindWho and MVVA datasets show strong correlations between robotcaptured metrics and direct-streamed video metrics. Our results indicate robustness of the social attention model to noise and real-world conditions, suggesting its practical usability for predicting personalized scanpaths in real settings. This approach reduces the need for extensive human-robot interaction studies in the early stages of study design, enabling the scalability and reproducibility of social robot evaluations.
Previous research on scanpath prediction has mainly focused on group models, disregarding the fact that the scanpaths and attentional behaviors of individuals are diverse. The disregard of these differences is especially detrimental to social human-robot interaction, whereby robots commonly emulate human gaze based on heuristics or predefined patterns. However, human gaze patterns are heterogeneous and varying behaviors can significantly affect the outcomes of such human-robot interactions. To fill this gap, we developed a deep learning-based social cue integration model for saliency prediction to instead predict scanpaths in videos. Our model learned scanpaths by recursively integrating fixation history and social cues through a gating mechanism and sequential attention. We evaluated our approach on gaze datasets of dynamic social scenes, observed under the free-viewing condition. The introduction of fixation history into our models makes it possible to train a single unified model rather than the resource-intensive approach of training individual models for each set of scanpaths. We observed that the late neural integration approach surpasses early fusion when training models on a large dataset, in comparison to a smaller dataset with a similar distribution. Results also indicate that a single unified model, trained on all the observers' scanpaths, performs on par or better than individually trained models. We hypothesize that this outcome is a result of the group saliency representations instilling universal attention in the model, while the supervisory signal and fixation history guide it to learn personalized attentional behaviors, providing the unified model a benefit over individual models due to its implicit representation of universal attention.
Mirroring non-verbal social cues such as affect or movement can enhance human-human and human-robot interactions in the real world. The robotic platforms and control methods also impact people's perception of human-robot interaction. However, limited studies have compared robot imitation across different platforms and control methods. Our research addresses this gap by conducting two experiments comparing people's perception of affective mirroring between the iCub and Pepper robots and movement mirroring between vision-based iCub control and Inertial Measurement Unit (IMU)-based iCub control. We discovered that the iCub robot was perceived as more humanlike than the Pepper robot when mirroring affect. A vision-based controlled iCub outperformed the IMU-based controlled one in the movement mirroring task. Our findings suggest that different robotic platforms impact people's perception of robots' mirroring during HRI. The control method also contributes to the robot's mirroring performance. Our work sheds light on the design and application of different humanoid robots in the real world.
Message oriented and robotics middleware play an important role in facilitating robot control, abstracting complex functionality, and unifying communication patterns between sensors and devices. However, using multiple middleware frameworks presents a challenge in integrating different robots within a single system. To address this challenge, we present Wrapyfi, a Python wrapper supporting multiple message oriented and robotics middleware, including ZeroMQ, YARP, ROS, and ROS 2. Wrapyfi also provides plugins for exchanging deep learning framework data, without additional encoding or preprocessing steps. Using Wrapyfi eases the development of scripts that run on multiple machines, thereby enabling cross-platform communication and workload distribution. We finally present the three communication schemes that form the cornerstone of Wrapyfi's communication model, along with examples that demonstrate their applicability.
Robot facial expressions and gaze are important factors for enhancing human-robot interaction (HRI), but their effects on human collaboration and perception are not well understood, for instance, in collaborative game scenarios. In this study, we designed a collaborative triadic HRI game scenario where two participants worked together to insert objects into a shape sorter. One participant assumed the role of a guide. The guide instructed the other participant, who played the role of an actor, to place occluded objects into the sorter. A humanoid robot issued instructions, observed the interaction, and displayed social cues to elicit changes in the two participants’ behavior. We measured human collaboration as a function of task completion time and the participants’ perceptions of the robot by rating its behavior as intelligent or random. Participants also evaluated the robot by filling out the Godspeed questionnaire. We found that human collaboration was higher when the robot displayed a happy facial expression at the beginning of the game compared to a neutral facial expression. We also found that participants perceived the robot as more intelligent when it displayed a positive facial expression at the end of the game. The robot’s behavior was also perceived as intelligent when directing its gaze toward the guide at the beginning of the interaction, not the actor. These findings provide insights into how robot facial expressions and gaze influence human behavior and perception in collaboration.
To enhance human-robot social interaction, it is essential for robots to process multiple social cues in a complex real-world environment. However, incongruency of input information across modalities is inevitable and could be challenging for robots to process. To tackle this challenge, our study adopted the neurorobotic paradigm of crossmodal conflict resolution to make a robot express human-like social attention. A behavioural experiment was conducted on 37 participants for the human study. We designed a round-table meeting scenario with three animated avatars to improve ecological validity. Each avatar wore a medical mask to obscure the facial cues of the nose, mouth, and jaw. The central avatar shifted its eye gaze while the peripheral avatars generated sound. Gaze direction and sound locations were either spatially congruent or incongruent. We observed that the central avatar's dynamic gaze could trigger crossmodal social attention responses. In particular, human performance was better under the congruent audio-visual condition than the incongruent condition. Our saliency prediction model was trained to detect social cues, predict audio-visual saliency, and attend selectively for the robot study. After mounting the trained model on the iCub, the robot was exposed to laboratory conditions similar to the human experiment. While the human performance was overall superior, our trained model demonstrated that it could replicate attention responses similar to humans.
We present a follow-up study on our unified visuomotor neural model for the robotic tasks of identifying, localizing, and grasping a target object in a scene with multiple objects. Our Retinanet-based model enables end-to-end training of visuomotor abilities in a biologically inspired developmental approach. In our initial implementation, a neural model was able to grasp selected objects from a planar surface. We embodied the model on the NICO humanoid robot. In this follow-up study, we expand the task and the model to reaching for objects in a 3-D space with a novel data set based on augmented reality and a simulation environment. We evaluate the influence of training with auxiliary tasks, i.e., if learning of the primary visuomotor task is supported by learning to classify and locate different objects. We show that the proposed visuomotor model can learn to reach for objects in a 3-D space. We analyze the results for biologically plausible biases based on object locations or properties. We show that the primary visuomotor task can be successfully trained simultaneously with one of the two auxiliary tasks. This is enabled by a complex neurocognitive model with shared and task-specific components, similar to models found in biological systems.
Human eye gaze plays an important role in delivering information, communicating intent, and understanding others' mental states. Previous research shows that a robot's gaze can also affect humans' decision-making and strategy during an interaction. However, limited studies have trained humanoid robots on gaze-based data in human-robot interaction scenarios. Considering gaze impacts the naturalness of social exchanges and alters the decision process of an observer, it should be regarded as a crucial component in human-robot interaction. To investigate the impact of robot gaze on humans, we propose an embodied neural model for performing human-like gaze shifts. This is achieved by extending a social attention model and training it on eye-tracking data, collected by watching humans playing a game. We will compare human behavioral performances in the presence of a robot adopting different gaze strategies in a human-human cooperation game.
Saliency prediction refers to the computational task of modeling overt attention. Social cues greatly influence our attention, consequently altering our eye movements and behavior. To emphasize the efficacy of such features, we present a neural model for integrating social cues and weighting their influences. Our model consists of two stages. During the first stage, we detect two social cues by following gaze, estimating gaze direction, and recognizing affect. These features are then transformed into spatiotemporal maps through image processing operations. The transformed representations are propagated to the second stage (GASP) where we explore various techniques of late fusion for integrating social cues and introduce two sub-networks for directing attention to relevant stimuli. Our experiments indicate that fusion approaches achieve better results for static integration methods, whereas non-fusion approaches for which the influence of each modality is unknown, result in better outcomes when coupled with recurrent models for dynamic saliency prediction. We show that gaze direction and affective representations contribute a prediction to ground-truth correspondence improvement of at least 5% compared to dynamic saliency models without social cues. Furthermore, affective representations improve GASP, supporting the necessity of considering affect-biased attention in predicting saliency.
Continual or lifelong learning has been a long-standing challenge in machine learning to date, especially in natural language processing (NLP). Although state-of-the-art language models such as BERT have ushered in a new era in this field due to their outstanding performance in multitask learning scenarios, they suffer from forgetting when being exposed to a continuous stream of data with shifting data distributions. In this paper, we introduce DRILL, a novel continual learning architecture for open-domain text classification. DRILL leverages a biologically inspired self-organizing neural architecture to selectively gate latent language representations from BERT in a task-incremental manner. We demonstrate in our experiments that DRILL outperforms current methods in a realistic scenario of imbalanced, non-stationary data without prior knowledge about task boundaries. To the best of our knowledge, DRILL is the first of its kind to use a self-organizing neural architecture for open-domain lifelong learning in NLP.
A practical mathematical programming based approach is introduced for solving the examination timetabling problem at the German Jordanian University (GJU), whereby the complex process of acquiring a feasible examination timetable is simplified by subdividing it into three smaller sub-problems (phases). Accordingly, the exams are initially allocated to time slots in phase one, the time slots are then allotted to days in phase two, and finally in phase three the exams are assigned to rooms based on the number of students taking each exam and capacities of the rooms. The solution for each phase is acquired based on an integer linear programming (ILP) formulation, while satisfying a set of hard constraints that ensure comfortable exam timetables for all students and meet the desired requirements set by GJU administrative staff. Furthermore, the solver can be controlled and launched from a student information system named MyGJU Admin, which enabled registrars at the university to easily, quickly, and accurately generate final exam timetables in several standard formats. Moreover, the approach was validated based on recent GJU registration information as well as real-world benchmark data.
We present a unified visuomotor neural architecture for the robotic task of identifying, localizing, and grasping a goal object in a cluttered scene. The RetinaNet-based neural architecture enables end-to-end training of visuomotor abilities in a biological-inspired developmental approach. We demonstrate a successful development and evaluation of the method on a humanoid robot platform. The proposed architecture outperforms previous work on single object grasping as well as a modular architecture for object picking. An analysis of grasp errors suggests similarities to infant grasp learning: While the end-to-end architecture successfully learns grasp configurations, sometimes object confusions occur: when multiple objects are presented, salient objects are picked instead of the intended object.
In this paper, we present an autonomous AI system designed for a Human-Robot Interaction (HRI) study, set around a dice game scenario. We conduct a case study to answer our research question: Does a robot with a socially engaged personality lead to a higher acceptance than a competitive personality? The flexibility of our proposed system allows us to construct and attribute two different personalities to a humanoid robot: a socially engaged personality that maximizes its user interaction and a competitive personality that is focused on playing and winning the game. We evaluate both personalities in a user study, in which the participants play a turn-taking dice game with the robot. Each personality is assessed with four different evaluation tools: 1) the Godspeed Questionnaire, 2) the Mind Perception Questionnaire, 3) a custom questionnaire concerning the overall HRI experience, and 4) a Convolutional Neural Network analyzing the emotions on the participants’ facial feedback throughout the game. Our results show that the socially engaged personality evokes stronger emotions among the participants and is rated higher in likability and animacy than the competitive one. We conclude that designing the robot with a socially engaged personality contributes to a higher acceptance within an HRI scenario.
Learning hierarchical abstractions from sequences is a challenging and open problem for recurrent neural networks (RNNs). This is mainly due to the difficulty of detecting features that span over long time distances with also different frequencies. In this paper, we address this challenge by introducing surprisal-based activation , a novel method to preserve activations and skip updates depending on encoding-based information content. The preserved activations can be considered as temporal shortcuts with perfect memory. We present a preliminary analysis by evaluating surprisal-based activation on language modeling with the Penn Treebank corpus and find that it can improve performance when compared to baseline RNNs and Long Short-Term Memory (LSTM) networks.
A prototype of a low-cost, wearable system is presented to assist persons with hearing impairments by detecting in-house alert sounds and estimating their direction of arrival (DOA). The prototype is composed of a circular microphone array, a small microcomputer, and motors for vibration alerting. The array includes five microphones uniformly distributed on the outer surface of a ring with circumference comparable to human waist. Each microphone is connected to one of the analog inputs of the microcomputer. The power of the microphone signals is analyzed to detect alert sounds. Upon the detection of an alert sound, a low-complexity time-difference of arrival method is used to determine the sound DOA with mean error of 14.1°. The user is notified about the detection of alert sound and its DOA by vibrating the closest motor to the sounds source. The time required to detect and localize an alert sound is around 35 msec.