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  1. Recent research in robot learning suggests that implicit human feedback is a low-cost approach to improving robot behavior without the typical teaching burden on users. Because implicit feedback can be difficult to interpret, though, we study different methods to collect fine-grained labels from users about robot performance across multiple dimensions, which can then serve to map implicit human feedback to performance values. In particular, we focused on understanding the effects of annotation order and frequency on human perceptions of the self-annotation process and the usefulness of the labels for creating data-driven models to reason about implicit feedback. Our results demonstrate that different annotation methods can influence perceived memory burden, annotation difficulty, and overall annotation time. Based on our findings, we conclude with recommendations to create future implicit feedback datasets in Human-Robot Interaction. 
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  2. We propose a demonstration of the Social Environment for Autonomous Navigation with Virtual Reality (VR) for advancing research in Human-Robot Interaction. In our demonstration, a user controls a virtual avatar in simulation and performs directed navigation tasks with a mobile robot in a warehouse environment. Our demonstration shows how researchers can leverage the immersive nature of VR to study robot navigation from a user-centered perspective in densely populated environments while avoiding physical safety concerns common with operating robots in the real world. This is important for studying interactions with robots driven by algorithms that are early in their development lifecycle. 
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  3. Koyejo, S. ; Mohamed, S. ; Agarwal, A. ; Belgrave, D. ; Cho, K. ; Oh, A. (Ed.)
    While neural network binary classifiers are often evaluated on metrics such as Accuracy and F1-Score, they are commonly trained with a cross-entropy objective. How can this training-evaluation gap be addressed? While specific techniques have been adopted to optimize certain confusion matrix based metrics, it is challenging or impossible in some cases to generalize the techniques to other metrics. Adversarial learning approaches have also been proposed to optimize networks via confusion matrix based metrics, but they tend to be much slower than common training methods. In this work, we propose a unifying approach to training neural network binary classifiers that combines a differentiable approximation of the Heaviside function with a probabilistic view of the typical confusion matrix values using soft sets. Our theoretical analysis shows the benefit of using our method to optimize for a given evaluation metric, such as F1-Score, with soft sets, and our extensive experiments show the effectiveness of our approach in several domains. 
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  4. We study two approaches for predicting an appropriate pose for a robot to take part in group formations typical of social human conversations subject to the physical layout of the surrounding environment. One method is model-based and explicitly encodes key geometric aspects of conversational formations. The other method is data-driven. It implicitly models key properties of spatial arrangements using graph neural networks and an adversarial training regimen. We evaluate the proposed approaches through quantitative metrics designed for this problem domain and via a human experiment. Our results suggest that the proposed methods are effective at reasoning about the environment layout and conversational group formations. They can also be used repeatedly to simulate conversational spatial arrangements despite being designed to output a single pose at a time. However, the methods showed different strengths. For example, the geometric approach was more successful at avoiding poses generated in nonfree areas of the environment, but the data-driven method was better at capturing the variability of conversational spatial formations. We discuss ways to address open challenges for the pose generation problem and other interesting avenues for future work. 
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  5. We study conversational group detection in varied social scenes using a message-passing Graph Neural Network (GNN) in combination with the Dominant Sets clustering algorithm. Our approach first describes a scene as an interaction graph, where nodes encode individual features and edges encode pairwise relationship data. Then, it uses a GNN to predict pairwise affinity values that represent the likelihood of two people interacting together, and computes non-overlapping group assignments based on these affinities. We evaluate the proposed approach on the Cocktail Party and MatchNMingle datasets. Our results suggest that using GNNs to leverage both individual and relationship features when computing groups is beneficial, especially when more features are available for each individual. 
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  6. null (Ed.)
    Robots' spatial positioning is a useful communication modality in social interactions. For example, in the context of group conversations, certain types of positioning signal membership to the group interaction. How does robot embodiment influence these perceptions? To investigate this question, we conducted an online study in which participants observed renderings of several robots in a social environment, and judged whether the robots were positioned to take part in a group conversation with other humans in the scene. Our results suggest that robot embodiment can influence perceptions of conversational group membership. An important factor to consider in this regard is whether robot embodiment leads to a discernible orientation for the agent. 
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  7. null (Ed.)
    The practice of social distancing during the COVID-19 pandemic resulted in billions of people quarantined in their homes. In response, we designed and deployed VectorConnect, a robot teleoperation system intended to help combat the effects of social distancing in children during the pandemic. VectorConnect uses the off-the-shelf Vector robot to allow its users to engage in physical play while being geographically separated. We distributed the system to hundreds of users in a matter of weeks. This paper details the development and deployment of the system, our accomplishments, and the obstacles encountered throughout this process. Also, it provides recommendations to best facilitate similar deployments in the future. We hope that this case study about Human-Robot Interaction practice serves as an inspiration to innovate in times of global crises. 
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