TY - GEN
T1 - Statistics-based cognitive human-robot interfaces for board games - Let's play!
AU - Wallhoff, Frank
AU - Bannat, Alexander
AU - Gast, Jürgen
AU - Rehrl, Tobias
AU - Dausinger, Moritz
AU - Rigoll, Gerhard
PY - 2009
Y1 - 2009
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=76249102706&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-02559-4_77
DO - 10.1007/978-3-642-02559-4_77
M3 - Conference contribution
AN - SCOPUS:76249102706
SN - 3642025587
SN - 9783642025587
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 708
EP - 715
BT - Human Interface and the Management of Information
T2 - Human Interface and the Management of Information: Information and Interaction - Symposium on Human Interface 2009, Held as Part of HCI International 2009, Proceedings
Y2 - 19 July 2009 through 24 July 2009
ER -