Learning Together: ASIMO Developing an Interactive Learning Partnership with Children moreCitation: Okita, S. Y., V. Ng-Thow-Hing, and R. Sarvadevabhatla, Learning together: ASIMO developing an interactive learning partnership with children, in the 18th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN 2009). pp. 1125-1130, 2009 |
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The 18th IEEE International Symposium on
Robot and Human Interactive Communication
Toyama, Japan, Sept. 27-Oct. 2, 2009
ThD1.2
Learning Together: ASIMO Developing an Interactive Learning
Partnership with Children
Sandra Y. Okita, Teachers College, Columbia University, Victor Ng-Thow-Hing, Honda Research
Institute USA, Ravi Sarvadevabhatla, Honda Research Institute USA
Abstract—Humanoid robots consist of biologically inspired
features, human-like appearance, and intelligent behavior that
naturally elicit social responses. Complex interactions are now
possible, where children interact and learn from robots. A pilot
study attempted to determine which features in robots led to
changes in learning and behavior. Three common learning
styles, lecture, cooperative, and self-directed, were implemented
into ASIMO to see if children can learn from robots. General
features such as monotone robot-like voice and human-like
voice were compared. Thirty-seven children between the ages 4-
to 10- years participated in the study. Each child engaged in a
table-setting task with ASIMO that exhibited different learning
styles and general features. Children answered questions in
relation to a table-setting task with a learning measure.
Promissory evidence shows that learning styles and general
features matter especially for younger children.
i. Introduction
Robot technologies are now moving from industry into
homes as personal companions capable of complex
interactions. Humanoid robots can perform human-like motor
tasks like pushing [1] and walking [2]. As more biologically
inspired robots replicate human characteristics [3], the future
role of robots are examined. Robots as a social companion for
adults [4], children [5], elderly [6], and as an assistant for
those with special needs [7] are much needed areas for
application.
Humanoid robots present an array of interesting design
choices when modeling interaction with children. Their
bodies are designed to resemble a human in both form and
function. Humanoids invite interesting social responses from
children. A refined robot such as Honda Motor Corporation's
ASIMO [2] is sure to reveal important preconceived notions
in children, and present interesting behavioral responses.
Humanoid robots have the intelligence and capacity as a
powerful communication tool and educational learning
partner for children. Children differ from adults in many ways,
and relatively little research exists on extended interaction
between children and robots.
In pursuing the possibility of ASIMO as a learning partner,
the study focuses on three basic interests. The first interest is
This work was supported in part by Honda Research Institute USA in
Mountain View, and is collaboration with Teachers College, Columbia
University.
Sandra Y. Okita, Assistant Professor of Technology and Education at
Teachers College, Columbia University, NY 10027 USA (phone
212-678-4165, e-mail: okita@tc.columbia.edu).
Victor Ng-Thow-Hing, Principal Scientist at Honda Research Institute,
Mountain View, CA USA.
Ravi Sarvadevabhatla, Senior Research Scientist at Honda Research
Institute, Mountain View, CA USA.
to investigate learning practices that structure interaction in
moderately long, turn-taking scenarios with robots. The
second interest is to see how children respond to various
behavioral traits in ASIMO, ranging from the type of voice, to
the frequency of gestures. The third interest is to identify
important perceptual cues and responses for robots to
recognize and handle respectively. The set of characteristics
found may be potentially useful when incorporating the
findings into interactive scenarios. Reinforcing natural
communication should help increase the child's subjective
comfort toward robots. For practical use, these findings may
contribute to future development in perceptual detection
algorithms.
Young children lack in experience, patience, and have a
relatively low attention span compared to adults. When
interaction with the robot becomes moderately long
scenarios that are both engaging and familiar become
important. Research has found that for young children,
designers should explore building interaction patterns that
yield educational and psychological effects, than developing
intelligent, realistic, life-like robots. This is because young
children may place little value on realistic appearance, and
abstract concepts such as robot intelligence [8],
The study involves children taking part in a table-setting
task. The materials used are often familiar objects such as
forks and spoons are usually associated with a common script
of setting the dinner table. The content can also provide a
potential learning opportunity. For example, children may be
familiar with forks and plates, but may not have noticed the
features or the reasoning behind the design. The three
learning styles of lecture, cooperative, and self-directed, are
well know protocols applied in the classroom that is familiar
script.
II. Related Work
People learn in various forms of computerized instruction.
Computerized instruction in the past was more
machine-based demanding interaction with no direct social
exchange with the human learner. The system is "socially
indifferent" because there are no social functions, social
interests, or social abilities designed as part of the system. An
early example is Sidney Pressey's Testing and Teaching
Machine developed in the 1920's[17]. The interaction
involved a student turning to a machine, and taking a
multiple-choice test.
Recently, people have started to learn more from
computerized devices that blend properties of people and
objects. For example, people can learn from virtual people in
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virtual environments. Learning can even occur with life-sized
humanoid robots. On the other hand, more researchers are
now developing and incorporating social interests and social
abilities into machines for human learning.
One is "socially implicit" systems that tacitly draw on
social schemas for interaction, but usually do not include a
real social presence or metaphor. Anderson, Boyle, and
Reiser[16] developed an intelligent tutor called "Cognitive
Tutor" which was a computational model, representing
student thinking and cognition. Cognitive Tutors draw on the
idea of tutors helping and correcting students through the
learning process. The tutor is usually a disembodied text on a
screen. There is no visual character maximizing the social
metaphor of a tutor. Students have no discernible relationship
with the computer as they would with a human tutor. A
number of cognitive models on human thinking has been
successfully implemented for human learning. In many cases,
the study of machine learning and development has often
involved drawing insight from children's developmental
stages. Arthur Arsenio[9] proposes a learning framework for
humanoid robots that was inspired by cognitive development
in children. However, many of the systems in this category
use a command line for interaction and no visual
representation of a tutor character with social responses.
Another is "socially explicit" systems that build on explicit
social metaphors of interaction and appearances to invite
social interaction. Systems in this category consist of features
that maximize social metaphors and social presence so that an
affective social interaction can take place. Honda's ASIMO,
not only has human-like movement and appearance, but also
includes implicit features from cognitive models that invite
social interaction[10].
There are several important reasons why humanoid robots
are preferable social partners to learning. One reason is that
humanoids have human-like appearance and behavior.
Human-like appearance and behavior elicits strong social
responses that invite active engagement. Social interaction
plays an important role in learning, and has proven to be quite
effective in collaborative learning, peer learning [11],
reciprocal teaching [12], and behavior modeling [13].
Psychological reasons are that humanoid features and
gestures can potentially present a more natural
communication interface for people. This is especially
important for children and the elderly, who may be unfamiliar
with the latest gadgets, or physically impaired to operate
traditional mouse and keyboard interfaces. Some practical
reasons are the humanoid body form promises versatile
navigation around human work and living spaces, such as
climbing stairs, workspace accessibility and stepping around
or over obstacles on the floor [14]. Personal robots interact
with humans at a more individual level, offering a wider
range of services in the household as servants, educational
partners or social companions.
Kanda et. al [5], conducted a study with Robovie, a
humanoid robot in a school setting for 18 days. Robovie
helped practice English with Japanese children. A large drop
in engagement was found by the 2nd week. The findings
suggested the need to improve personal relationships between
the students
On a more general note, developing a new learning
partnership between people and robots, is an exciting area of
research that overlaps various fields. There is much to be
learned about the human partner in relation to the technical
partner. This pilot study is 1) a learning effectiveness study
that determines if social interactions with robots lead to
effective learning, and 2) a causal study that try to determine
which properties in robots or in the social interaction lead to
changes in learning and behavior.
Fig. 1. Experimental Setting
III. Asimo as a Learning Partner for Children
In this study, ASIMO will be carrying out one of three
Learning Styles (Lecture, Cooperative, and Self-directed)
when engaging in a table setting task with a child. Both
ASIMO and the child have their own set of utensil cards to set
up their respective side of the table. Figure 1 shows the
experimental setting between ASIMO and the child. For
natural interaction, ASIMO will show low-level
micro-behaviors
The study will compare three different Learning Styles
(Lecture, Cooperative and Self-Directed) to see if the
interaction pattern with the robot has an effect on the child's
learning and behavior.
A. Lecture Style
ASIMO will take on a teacher-like role that shows and tells
the child where to put the table setting items. For each item,
ASIMO will show by demonstration, or by telling where to
place an item. For example, ASIMO will say, "Please place
the napkin here", and then pause to let the child carry the task
out, then respond by "Great! Now place the butter knife here".
ASIMO is showing the child how to set the table. At the end
of the task, ASIMO and the child should have the same
table-setting.
B. Cooperative Style
ASIMO will act as a classmate to the child and participate
in peer learning. ASIMO and the child set each side of the
table together, by taking turns deciding where the utensil goes.
The child is asked to engage in a copy you, copy me
cooperative task. They will take turns copying one another's
card placement. The child is asked to cooperate by placing the
same item in the same place as ASIMO. For example,
ASIMO will say, "I am going to put the napkin here. Can you
please help me by placing your napkin in the same place, but
on that side of the table?" In return, ASIMO will also
cooperate by placing the same item in the same place as the
child. ASIMO responds to the child, " I see you placed the
butter knife there. I will help you by placing the butter knife
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in the same place but on this side of the table." At the end of
the task, ASIMO and the child should have the same
table-setting.
C. Self-Directed Style
ASIMO and the child share the same environment, but
engage in the task separately. This you do, I do interaction is
similar to parallel play. Both ASIMO and the child set up
their own side of the table one item at a time. For example,
ASIMO would say, '1 am going to put the napkin here. Where
do you want to place your napkin? Please place it anywhere
you like." After the child places the card, ASIMO says,
"Great!, I think I'm going to put my card over here." At the
end of the task, ASIMO and the child should arrive at
different table-settings.
IV. Research Method and Design
A. Participants
Thirty-seven children from a local private school between
the ages 4- to 10-years-old participated in a one-to-one 20-25
minute interaction with Honda's humanoid robot ASIMO.
Monotone Feature Human-Like Feature
Lecture Show and Tell Robot-like mechanical voice Minimal Gestures Human-like child voice Index and ann gestures
Cooperative Copy you, Copy me Robot-like mechanical voice Minimal Gestures Human-like child voice Index and arm gestures
Self-Directed You do, I do Robot-like mechanical voice Minimal Gestures Human-like child voice Index and ann gestures
Fig. 2. Experimental Design
B. Design
This study is a 3 x 2 design (Figure 2) looking at the
Learning Style (Lecture vs. Cooperative vs. Self-directed), by
General Feature (monotone voice-gesture vs. human-like
voice-gesture) to see if the different features and learning
styles will have an effect on the child's behavior toward the
robot and learning gained from the interaction. Human-like
refers to ASIMO having a young child's voice, and gestures
include nodding, pointing, arm movement, and taking
one-step forward and back. The monotone refers to ASIMO
speaking with a monotone robot-like mechanical voice, and
minimal gestures limited to nodding and one-step forward
and back with no arm movements.
C. Procedure
Children are randomly assigned to one of 6 conditions.
Participants will engage in a one-to-one (robot) interaction
with ASIMO. The study involves a table-setting task using
card pictures of plates, napkins, forks, and spoons on the
child's side of the table. On ASIMO's side, the same card
images are projected and animated on the table instead of
being physically present because of ASIMO's current
restriction in manipulating small objects like forks and
spoons. During the interaction, ASIMO will be sharing four
facts about each utensil (See Table 1). Researchers will be
stationed behind a partition (to monitor) while the child
interacts with ASIMO. When the table-setting task is done,
the experimenter will conduct a post-test that asks the child
questions about each of the utensil items placed on the table.
V. Materials and Measures
ASIMO gives four facts for each picture item placed on the
table: name of the item, the purpose, a feature of the item, and
how to apply it. Table 1 below gives an example.
table 1
information for each item
Question Type Object from Table Setting: Water Glass
Name "This is called a Water Glass"
Purpose "The water glass is used for drinking water during dinner"
Feature "If you look closely, you will notice that it has a large base so it doesn't tip over"
Application "When you drink from the glass, be sure to hold the water glass by the stem to keep the water cold. "
A. Learning Measures
The post-test will measure learning on how much
information the child can recall from the interaction with
ASIMO. There were twelve items with four facts for each
item. The utensil items included are water glass, breadbasket,
salt and pepper, dinner knife, dinner fork, spoon, dinner plate,
butter knife, soupspoon, cup and saucer, centerpiece, dessert
fork, and napkin.
B. Behavioral Measures
The study attempts to measure how children respond to
various behavioral traits in ASIMO. Due to the extensive
amount of data, this paper will only cover the initial
preliminary findings. The behavioral measures include facial
expression, attention, voice, eye gaze direction, and the type
of engagement seen with ASIMO. For example, if the child
initiates conversation, shows body language such as leans
forward, and whether children copy robot's behavior. The
study is also interested in identifying what important
perceptual cues and responses should the robot recognize and
handle respectively.
VI. Experimental Environment Set Up
A. System Architecture
All interactive task scenarios used the Cognitive Map robot
architecture [14]. The architecture allowed specialized
modules for perception, decision-making, and a common
information blackboard for communication (see Figure 3).
This architecture was used to manipulate the general feature,
such as human-sounding text-to-speech module with the
monotone, mechanical voice. The task matrix was used for
robot expression, modules for gesture creation, and speech
synthesis. The table projector included the projector module
that highlighted the card selection and moved card images
onto the table.
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Video from ASIMO on-board cameras
Fig. 3. Cognitive Map system architecture with modules for experimental
setup
j3 r
Fig. 4. Wizard-of-OZ Application.
B. Wizard of Oz
For the decision-making module, we decided to use a
Wizard-of-Oz (WOZ) approach where a human operator can
direct the robot's behavior through a remote console without
the child knowing. The children are lead to believe that the
robot is autonomous. The challenges in creating robust
speech recognition for children, correct detection, and
recognition of all cards on the table made the developers
realize that there is a need to gather more information on how
children behave, around ASIMO before automating the
decision making module. This led to the design of the
Wizard-of-OZ. Through this pilot investigation, the goal was
to discover the range of possible behaviors a child may have.
To do so, little restriction should be made on their speech. The
WOZ approach circumvents this problem by taking
advantage of a real human listener.
The WOZ module allows an XML-based script to be
specified that describes sequences of commands for speech
utterances, gestures and projector operations. Conditional
sequences can be triggered by key presses to provide the
operator a variety of different robot responses in reaction to
the child's behavior. Each experimental condition was
modeled with its own script. The operator can monitor several
camera views simultaneously as well as a virtual model of the
robot's current body configuration (Figure 4).
C. Recording Setup
To capture a complete range of behavior, seven cameras
were arranged in the observation room (Figure 5). Windows
on one wall allowed parents to observe the experiments.
Camera-1 is to capture facial expressions. Camera-2 is a side
camera for body posture. Camera-3 is an overhead view of
the table and child. Camera-4 features a head-mounted
camera. Camera-5 is view from ASIMO. Camera-6 is a
high-definition camera providing a wide field of view.
Camera-7 is another view of the face from a different angle.
Audio was captured separately using a wide-array receiver
microphone and lapel microphones attached on the child. In
future versions, the plan is to apply computer vision
algorithms to help automate this task as well as making the
evaluation of body lean and head gaze more objective.
Fig. 5. Camera setup in observation room
VII. Result and Discussion
Preliminary analysis of the pilot study showed several
promising trends in both learning and behavior. Because this
was an exploratory study, several variables were added in
spite of the small sample size of N= 37 participants (n= 6-7
participants in each condition). For this reason, the analysis
did not involve rigorous statistical analysis.
A. Learning Measure
When comparing the Learning Styles, children who
interacted with the cooperative ASIMO learned more than the
other conditions (See Figure 6). The Self-Directed group
learned the least.
When comparing General Features, there was a trend
observed where children learned more when interacting with
the human-like voice and index gesture ASIMO than the
robot-like voice (monotone voice) minimal gesture ASIMO.
A similar pattern was seen across all three Learning Styles.
B. Effect of Age
There was a trend seen by age on accuracy level. See
Figure 7. In the figure, "Younger" referred to children
between the ages of 4 to 6 years, and "Older" referred to
children from 7 to 10 years. Overall, older children had
higher accuracy than younger children. The interesting
finding was that younger participants in the Cooperative
condition scored as high as the older participants. This was
not observed in the other two conditions. Possibly the
Cooperative interaction with ASIMO engaged the children
more, leading to higher accuracy. It was interesting to note
that the cooperative condition did not result in a similar
improvement in learning performance in the older children.
Possibly, the choice of task had an effect. The table-setting
task may have been too easy for older children, so they were
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able to learn quickly regardless of learning style.
100% T—
75%
25%
0%
Lecture
Self Directed
Cooperative
Fig. 6. Effect of Learning Style and General Feature on Percent Accuracy
100% -,—
■ Younger 4-to 6-year old
voider 7 to 10 year old
75%
50%
25%
Fig.
Lecture Cooperative Self Directed
Fig. 7. Effect of Learning Style by Age Group
100%
75%
50%
25%
0%
4 years 5 years 6 years
Effect of General Feature by Ages 4- 5- 6- years old on Accuracy
C. General Feature
The General Feature (Human voice and gesture vs.
Monotone Robot like voice and limited gesture) also showed
a difference where participants scored higher when
interacting with Human voice and gesture ASIMO. This was
consistent across the different Learning Types (Figure 6).
Originally, we felt that the biggest effect of General Feature
would be with younger children Our hypothesis was
somewhat correct. Figure 8 shows the accuracy level by ages
4-, 5-, 6- years. You can see that the feature has an effect on 4-
and 5- year olds where they did better with the Human-like
voice and gesture. As children get older, the difference
decreases, but overall, participants do better with the Human
voice and gesture. The results from this study do not identify
which modality (voice or gesture) had a significant influence
in the learning performance. Further experiments to test
between these two factors are necessary. Observation during
the study showed several cases where the young participants
felt uneasy when interacting with ASIMO when hearing the
monotone robotic voice. Possibly the younger children found
the robot-like mechanical voice unusual and difficult to
understand. The intonation of words in the human-like voice
may have been more familiar and easier to understand.
Consequently, the voice may have been the more important of
the two factors, but further experiments are needed.
D. Behavior Measures
The behavior data involves extensive coding and is
currently being analyzed. This paper will not cover the entire
analysis, but qualitative observations seen repeatedly in the
interactions with ASIMO will be shared.
Children seemed to respond both positively and negatively
to ASIMO's specific features. Positive responses include
ASIMO's greetings and encouragement (e.g. good job).
Children seem engaged and attentive when ASIMO shows
movement with gestures and questions the child about
experiences. For example, children may smile in response to
ASIMO, or imitate ASIMO's gestures as if they are trying to
communicate. When encountering unnatural pauses in the
robot, children attempt to troubleshoot by talking louder,
waving their hands in front of ASIMO's eyes, or initiate
conversations. Developing a robot to be aware of these
"corrective" behaviors can help to improve its robustness and
responsiveness.
Some children seemed to view ASIMO as somewhere
in-between an alive being and an active machine. For instance,
on encountering ASIMO, one child said, "Have you tested
him out before?" Instead of saying "it", the child uses the
"him", however the question refers to "testing him out" which
is awkward if the child believed that ASIMO was a alive
living being.
Negative responses include young children's reaction to
the monotone voice as being unfriendly, and hard to
understand. Some children commented confusion and
awkwardness that ASIMO can talk without a visible or
moving mouth. Some robot motions seem to trigger cautious
reactions, especially when ASIMO took one-step forward and
back (Taking one-step forward when it was ASIMO's turn,
and one step back when it was the child's turn). The child was
told at the beginning of the study that ASIMO will take a step
forward, but will not get any closer. However, it seems as
though children forget, and may need a verbal warning.
Having ASIMO simply state his intention to walk closer, ask
for permission, or create slow-moving anticipatory motions
may help alleviate these problems. The study revealed some
ASIMO behaviors that children considered unpredictable.
Unpredictable actions seemed to invite eager engagement
from older children. Many tried to "test" the perceptual
capabilities of ASIMO and often tried to troubleshoot by
trying to trigger a response from ASIMO (e.g. making faces,
hiding under the table, deliberately dropping things on the
floor). This pilot study helped to see what kind of attention
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seeking behavior children show to get ASIMO's attention.
There is a need to respond appropriately to these outreach
actions to raise the expectations and believability of agency in
robots. One possible reason why older children are often
skeptical of the robot's abilities may be due to their
experience with low-functioning robot toys currently
available in the market.
Some reactions during the study implied that ASIMO
should pay more attention to certain reactions. Children often
look up when they are done with the task, or cannot keep up
with ASIMO's speed. Depending on the context, looking up
can be interpreted as a signal of confusion or a desire for help.
Some children start the task before ASIMO finishes giving
instruction, which implies they are not listening. Just as with
humans, if ASIMO can detect this premature motion, it can
ask the child to pay attention, or even suggest the child to pay
attention.
We noticed that younger children continue to initiate
conversation with ASIMO even if they receive unsuccessful
responses. Older children make fewer attempts, and are less
receptive. If there is a parent by their side, young children
resort to asking their parents for assistance and not ASIMO.
To encourage more dialogs, ASIMO can detect and
acknowledge the parent's presence, and get involved with the
conversation. For example, " your mother makes a great point,
but can I try answering your question too?"
We are currently exploring the video and audio data more
thoroughly, looking at body posture, and facial expressions.
The comments that children make are also being transcribed
and coded. The number of interactions and attention data will
also be included in the behavioral assessment.
VIII. Future Work and Conclusion
Learning and behavior data will be used to better design
behavior models for ASIMO, incorporate more awareness,
and develop tools to automate analysis of head motion and
body movement. Improving ASIMO's attention system and
better synchronization of gesture and speech, should help
create a richer interaction experiences for the child.
Our pilot study examined what features can be built into
ASIMO to help children learn. Children engaged in a
table-setting task with ASIMO that exhibited different
learning styles (Lecture, cooperative, self-directed) and
general features (voice and gestures). Results showed that
children did better when the interaction was cooperative, and
when ASIMO's voice and gestures were more human-like.
Overall, selection of Learning Style and General Feature
mattered, possibly more so for younger children. Behavioral
observations suggested future possible interventions and
responses for ASIMO to increase continuous engagement
with the child.
There is much to learn about the human partner in relation
to the technical partner. Sheridan[15] states that "design
engineers have to be taught that the object is not design of a
thing, but design of a relationship between a human and a
thing." Possibly the next step in this partnership is to figure
out how the learner can become part of the system and part of
the design. It is important to note, that successful learning
partnership between robots and humans do not depend on a
single learning mechanism or innovative technology. Instead,
it depends on situations that bring together a well-chosen
confluence of effective learning resources and the choice of
partnership with a technology that can help unfold the
potential knowledge of the user.
Acknowledgment
We appreciate the participants taking time for this study.
The research was supported by Honda Research Institute,
USA.
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