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            Social robots need to be able to interact effectively with small groups. While there is a significant interest in human-robot interaction in groups, little focus has been placed on developing autonomous social robot decision-making methods that operate smoothly with small groups of any size (e.g. 2, 3, or 4 interactants). In this work, we propose a Template- and Graph-based Modeling approach for robots interacting in small groups (TGM), enabling them to interact with groups in a way that is group-size agnostic. Critically, we separate the decision about the target of their communication, or ''whom to address?'' from the decision of ''what to communicate?'', which allows us to use template-based actions. We further use Graph Neural Networks (GNNs) to efficiently decide on ''whom'' and ''what''. We evaluated TGM using imitation learning and compared the structured reasoning achieved through GNNs to unstructured approaches for this two-part decision-making problem. On two different datasets, we show that TGM outperforms the baselines encouraging future work to invest in collecting larger datasets.more » « lessFree, publicly-accessible full text available March 4, 2026
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            Understanding human perceptions of robot performance is crucial for designing socially intelligent robots that can adapt to human expectations. Current approaches often rely on surveys, which can disrupt ongoing human–robot interactions. As an alternative, we explore predicting people’s perceptions of robot performance using non-verbal behavioral cues and machine learning techniques. We contribute the SEAN TOGETHER Dataset consisting of observations of an interaction between a person and a mobile robot in Virtual Reality, together with perceptions of robot performance provided by users on a 5-point scale. We then analyze how well humans and supervised learning techniques can predict perceived robot performance based on different observation types (like facial expression and spatial behavior features). Our results suggest that facial expressions alone provide useful information, but in the navigation scenarios that we considered, reasoning about spatial features in context is critical for the prediction task. Also, supervised learning techniques outperformed humans’ predictions in most cases. Further, when predicting robot performance as a binary classification task on unseen users’ data, the F1-Score of machine learning models more than doubled that of predictions on a 5-point scale. This suggested good generalization capabilities, particularly in identifying performance directionality over exact ratings. Based on these findings, we conducted a real-world demonstration where a mobile robot uses a machine learning model to predict how a human who follows it perceives it. Finally, we discuss the implications of our results for implementing these supervised learning models in real-world navigation. Our work paves the path to automatically enhancing robot behavior based on observations of users and inferences about their perceptions of a robot.more » « lessFree, publicly-accessible full text available April 18, 2026
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            In Human–Robot Interaction, researchers typically utilize in-person studies to collect subjective perceptions of a robot. In addition, videos of interactions and interactive simulations (where participants control an avatar that interacts with a robot in a virtual world) have been used to quickly collect human feedback at scale. How would human perceptions of robots compare between these methodologies? To investigate this question, we conducted a 2x2 between-subjects study (N=160), which evaluated the effect of the interaction environment (Real vs. Simulated environment) and participants’ interactivity during human-robot encounters (Interactive participation vs. Video observations) on perceptions about a robot (competence, discomfort, social presentation, and social information processing) for the task of navigating in concert with people. We also studied participants’ workload across the experimental conditions. Our results revealed a significant difference in the perceptions of the robot between the real environment and the simulated environment. Furthermore, our results showed differences in human perceptions when people watched a video of an encounter versus taking part in the encounter. Finally, we found that simulated interactions and videos of the simulated encounter resulted in a higher workload than real-world encounters and videos thereof. Our results suggest that findings from video and simulation methodologies may not always translate to real-world human–robot interactions. In order to allow practitioners to leverage learnings from this study and future researchers to expand our knowledge in this area, we provide guidelines for weighing the tradeoffs between different methodologies.more » « lessFree, publicly-accessible full text available December 31, 2025
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            This work studies the problem of predicting human intent to interact with a robot in a public environment. To facilitate research in this problem domain, we first contribute the People Approaching Robots Database (PAR-D), a new collection of datasets for intent prediction in Human-Robot Interaction. The database includes a subset of the ATC Approach Trajectory dataset [28] with augmented ground truth labels. It also includes two new datasets collected with a robot photographer on two locations of a university campus. Then, we contribute a novel human-annotated baseline for predicting intent. Our results suggest that the robot’s environment and the amount of time that a person is visible impacts human performance in this prediction task. We also provide computational baselines for intent prediction in PAR-D by comparing the performance of several machine learning models, including ones that directly model pedestrian interaction intent and others that predict motion trajectories as an intermediary step. From these models, we find that trajectory prediction seems useful for inferring intent to interact with a robot in a public environment.more » « lessFree, publicly-accessible full text available November 4, 2025
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            Robot-moderated group discussions have the potential to facilitate engaging and productive interactions among human participants. Previous work on topic management in conversational agents has predominantly focused on human engagement and topic personalization, with the agent having an active role in the discussion. Also, studies have shown the usefulness of including robots in groups, yet further exploration is still needed for robots to learn when to change the topic while facilitating discussions. Accordingly, our work investigates the suitability of machine-learning models and audiovisual non-verbal features in predicting appropriate topic changes. We utilized interactions between a robot moderator and human participants, which we annotated and used for extracting acoustic and body language-related features. We provide a detailed analysis of the performance of machine learning approaches using sequential and non-sequential data with different sets of features. The results indicate promising performance in classifying inappropriate topic changes, outperforming rule-based approaches. Additionally, acoustic features exhibited comparable performance and robustness compared to the complete set of multimodal features. Our annotated data is publicly available at https://github.com/ghadj/topic-change-robot-discussions-data-2024.more » « less
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            To enable sophisticated interactions between humans and robots in a shared environment, robots must infer the intentions and strategies of their human counterparts. This inference can provide a competitive edge to the robot or enhance human-robot collaboration by reducing the necessity for explicit communication about task decisions. In this work, we identify specific states within the shared environment, which we refer to as Critical Decision Points, where the actions of a human would be especially indicative of their high-level strategy. A robot can significantly reduce uncertainty regarding the human’s strategy by observing actions at these points. To demonstrate the practical value of Critical Decision Points, we propose a Receding Horizon Planning (RHP) approach for the robot to influence the movement of a human opponent in a competitive game of hide-and-seek in a partially observable setting. The human plays as the hider and the robot plays as the seeker. We show that the seeker can influence the hider to move towards Critical Decision Points, and this can facilitate a more accurate estimation of the hider’s strategy. In turn, this helps the seeker catch the hider faster than estimating the hider’s strategy whenever the hider is visible or when the seeker only optimizes for minimizing its distance to the hider.more » « less
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            A major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to associal robot navigation. While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this article, we pave the road toward common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots, and datasets.more » « lessFree, publicly-accessible full text available June 30, 2026
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            We interviewed 8 individuals from industry and academia to better understand how they valued different aspects of social robot navigation. Interviewees were asked to rank the importance of 10 measures commonly used to evaluate social navigation policies. Interviewees were then asked open-ended questions about social navigation, and how they think about evaluating the challenges they face. Our interviews with industry and academic experts in social navigation revealed that avoiding collisions was the only universally important measure. Beyond the safety consideration of avoiding collisions, roboticists have varying priorities regarding social navigation. Given the high priority interviewees placed on safety, we recommend that social navigation approaches should first aim to ensure safety. Once safety is ensured, we recommend that each social navigation algorithm be evaluated using the measures most relevant to the intended application domain.more » « less
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            Current methods of measuring fairness in human-robot interaction (HRI) research often gauge perceptions of fairness at the conclu- sion of a task. However, this methodology overlooks the dynamic nature of fairness perceptions, which may shift and evolve as a task progresses. To help address this gap, we introduce a platform designed to help investigate the evolution of fairness over time: the Multiplayer Space Invaders game. This three-player game is structured such that two players work to eliminate as many of their own enemies as possible while a third player makes decisions about which player to support throughout the game. In this paper, we discuss different potential experimental designs facilitated by this platform. A key aspect of these designs is the inclusion of a robot that operates the supporting ship and must make multiple decisions about which player to aid throughout a task. We discuss how capturing fairness perceptions at different points in the game could give us deeper insights into how perceptions of fairness fluctuate in response to different variables and decisions made in the game.more » « less
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            Deploying robots in-the-wild is critical for studying human-robot interaction, since human behavior varies between lab settings and public settings. Though robots that have been used in-the-wild exist, many of these robots are proprietary, expensive, or unavailable. We introduce Shutter, a low-cost, flexible social robot platform for in-the-wild experiments on human-robot interaction. Our demonstration will include a Shutter robot, which consists of a 4-DOF arm with a face screen, and a Kinect sensor. We will demonstrate two different interactions with Shutter: a photo-taking interaction and an embodied explanations interaction. Both interactions have been publicly deployed on the Shutter system.more » « less
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