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Statistics-Based Cognitive Human-Robot Interfaces for Board Games - Let's Play!

机译:基于统计数据的认知人体机器人接口用于棋盘游戏 - 让我们玩!

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The archetype of many novel research activities is called cognition. Although separate definitions exist to define a technical cognitive system, it is typically characterized by the (mental) process of knowing, including aspects such as awareness, perception, reasoning, and judgment. This especially includes the question of how to deal with previously unknown events. In order to further improve today's human-machine interfaces, which often suffer from deficient flexibilities, we present a cognitive human-robot interface using speech and vision. The advancements against regular rule-based approaches will become obvious by its new interaction strategies that will be explained in the use case of a board-game and a robot manipulator. The motivation behind the use of cognition for human-machine interfaces is to learn from and adapt to the user leading to an increased level of comfort. For our approach, it showed proof that it is effective to separate the entire process into three steps: the perception of external events, the cognition including understanding and the execution of an appropriate action.
机译:许多新型研究活动的原型被称为认知。尽管存在单独的定义来定义技术认知系统,但它通常是(心理)的特征在于知道的过程,包括诸如意识,感知,推理和判断的方面。这尤其包括如何处理以前未知的事件的问题。为了进一步改善当今的人机界面,这些接口经常遭受缺陷的灵活性,我们介绍了使用语音和视觉的认知人体机器人界面。通过其新的互动策略,对常规规则的方法的进步将是显而易见的,这些互动策略将在董事会游戏和机器人操纵器的用例中解释。对人机界面使用认知背后的动机是从用户学习并适应用户导致舒适度提高。对于我们的方法,它表明证据表明,将整个过程分为三个步骤有效:对外部事件的看法,认知包括理解和执行适当的行动。

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