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Simon plays Simon says: The timing of turn-taking in an imitation game

机译:西蒙扮演西蒙说:模仿游戏中回合的时机

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Turn-taking is fundamental to the way humans engage in information exchange, but robots currently lack the turn-taking skills required for natural communication. In order to bring effective turn-taking to robots, we must first understand the underlying processes in the context of what is possible to implement. We describe a data collection experiment with an interaction format inspired by “Simon says,” a turn-taking imitation game that engages the channels of gaze, speech, and motion. We analyze data from 23 human subjects interacting with a humanoid social robot and propose the principle of minimum necessary information (MNI) as a factor in determining the timing of the human response.We also describe the other observed phenomena of channel exclusion, efficiency, and adaptation. We discuss the implications of these principles and propose some ways to incorporate our findings into a computational model of turn-taking.
机译:转向是人类参与信息交换方式的基础,但是机器人目前缺乏自然交流所需的转向技能。为了使机器人有效地转向,我们必须首先在可能实现的范围内了解基础流程。我们以“ Simon说”为灵感的互动格式描述了一种数据收集实验,该互动式模仿游戏吸引了凝视,言语和动作的各种渠道。我们分析了来自23个与类人型社交机器人互动的人类受试者的数据,并提出了最低限度必要信息(MNI)原则,作为确定人类反应时间的因素,我们还描述了其他观察到的渠道排他性,效率和适应。我们讨论了这些原则的含义,并提出了一些方法将我们的发现纳入转弯的计算模型中。

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