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– Face to Face –

– Face to Face –. Robot vision in social settings. Robot vision in social settings. Humans (and robots) recover information about objects from the light they reflect Human head and eye movements give clues to attention and motivation

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– Face to Face –

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  1. – Face to Face – Robot vision in social settings

  2. Robot vision in social settings • Humans (and robots) recover information about objects from the light they reflect • Human head and eye movements give clues to attention and motivation • In a social context, people constantly read each other’s actions for these clues • Anthropomorphic robots can partake in this implicit communication, giving smooth and intuitive interaction

  3. Humanoid robotics at MIT

  4. Camera with wide field of view Camera with narrow field of view Kismet Eye tilt Right eye pan Left eye pan

  5. Kismet • Built by Cynthia Breazeal to explore expressive social exchange between humans and robots • Facial and vocal expression • Vision-mediated interaction (collaboration with Brian Scassellati, Paul Fitzpatrick) • Auditory-mediated interaction (collaboration with Lijin Aryananda)

  6. Vision-mediated interaction • Visual attention • Driven by need for high-resolution view of a particular object, for example, to find eyes on a face • Marks the object around which behavior is organized • Manipulating attention is a powerful way to influence behavior • Pattern of eye/head movement • Gives insight into level of engagement

  7. Attention can be deduced from behavior Or can be expressed more directly Expressing visual attention

  8. Building an attention system Pre-attentive filters Current input Saliency map Tracker Primary information flow Modulatory influence Eye movement Behavior system

  9. Initiating visual attention Weighted by behavioral relevance Current input Skin tone Saliency map Color Motion Habituation Pre-attentive filters

  10. Example filter – skin tone

  11. Skin tone filter – details • Image pixel p(r,g,b) is NOT considered skin tone if: • r < 1.1g (red component fails to dominate green sufficiently) • r < 0.9  b (red component is excessively dominated by blue) • r > 2.0  max(g,b) (red component completely dominates) • r < 20 (red component too low to give good estimate of ratios) • r > 250 (too saturated to give good estimate of ratios) • Lots of things that are not skin pass these tests • But lots and lots of things that are not skin fail

  12. Modulating visual attention low skin gain, high color saliency gain high skin gain, low color saliency gain Looking time – 28% face, 72% block Looking time – 86% face, 14% block

  13. Manipulating visual attention

  14. Maintaining visual attention slipped… …recovered

  15. Persistence of attention • Want attention to be responsive to changing environment • Want attention to be persistent enough to permit coherent behavior • Trade-off between persistence and responsiveness needs to be dynamic

  16. Influences on attention Pre-attentive filters Current input Saliency map Tracker Primary information flow Modulatory influence Eye movement Behavior system

  17. Eye movement Ballistic saccade to new target Right eye Vergence angle Smooth pursuit and vergence co-operate to track object Left eye

  18. Eye/neck motor control • Neck movements combine :- • Attention-driven orientation shifts • Affect-driven postural shifts • Fixed action patterns • Eye movements combine :- • Attention-driven orientation shifts • Turn-taking cues

  19. Social amplification of motor acts • Active vision involves choosing a robot’s pose to facilitate visual perception. • Focus has been on immediate physical consequences of pose. • For anthropomorphic head, active vision strategies can be “read” by a human, assigned an intent which may then be completed beyond the robot’s immediate physical capabilities. • Robot’s pose has communicative value, to which human responds.

  20. Person backs off Person draws closer Beyond sensor range Too far – calling behavior Too close – withdrawal response Comfortable interaction distance Comfortable interaction speed Too fast – irritation response Too fast, Too close – threat response

  21. Video: Withdrawal response

  22. Camera with wide field of view Camera with narrow field of view Kismet’s cameras Eye tilt Right eye pan Left eye pan

  23. Simplest camera configuration • Single camera • Multiple camera systems require careful calibration for cross-camera correspondence • Wide field of view • Don’t know where to look beforehand • Moving infrequently relative to the rate of visual processing • Ego-motion complicates visual processing

  24. . .. 2 2 2 2 Q, Q, Q q , dq ,dq q , dq ,dq q , dq ,dq q , dq ,dq s p f v p s f v f p s v Wide Camera Left Foveal Camera Right Foveal Camera Wide Camera 2 Wide Frame Grabber Left Frame Grabber Left Frame Grabber Right Frame Grabber Skin Detector Color Detector Motion Detector Face Detector Distance to target Eye finder Foveal Disparity Tracked target W W W W Wide Tracker Attention Salient target Ballistic movement Disparity Locus of attention Behaviors Motivations Fixed Action Pattern Saccade w/ neck comp. VOR Smooth Pursuit & Vergence w/ neck comp. Affective Postural Shifts w/ gaze comp. Arbitor Eye-Head-Neck Control Motion Control Daemon Eye-Neck Motors

  25. Missing components • High acuity vision – for example, to find eyes within a face • Need cameras that sample a narrow field of view at high resolution • Binocular view, for stereoscopic vision • Need paired cameras • May need wide or narrow fields of view, depending on application

  26. Missing: high acuity vision • Typical visual tasks require both high acuity and a wide field of view • High acuity is needed for recognition tasks and for controlling precise visually guided motor movements • A wide field of view is needed for search tasks, for tracking multiple objects, compensating for involuntary ego-motion, etc.

  27. Biological solution • A common trade-off found in biological systems is to sample part of the visual field at a high enough resolution to support the first set of tasks, and to sample the rest of the field at an adequate level to support the second set. • This is seen in animals with foveate vision, such as humans, where the density of photoreceptors is highest at the center and falls off dramatically towards the periphery.

  28. Simulated example • Compare size of eyes and ears in transformed image – eyes are closer to center, and so are better represented

  29. Foveated vision (From C. Graham, “Vision and Visual Perception”)

  30. Mechanical approximations • Imaging surface with varying sensor density (Sandini et al) • Distorting lens projecting onto conventional imaging surface (Kuniyoshi et al) • Multi-camera arrangements (Scassellati et al) • Cameras with zoom control directly trade-off acuity with field of view (but can’t have both) • Or do something completely different!

  31. Multi-camera arrangement Wide view camera gives context used to select region at which to point narrow view camera If target is close and moving, must respond quickly and accurately, or won’t gain any information at all Wide field of view, low acuity Narrow field of view, high acuity

  32. Small distance between cameras with wide and narrow field of views, simplifying mapping between the two Central location of wide camera allows head to be oriented accurately independently of the distance to an object Allows coarse open-loop control of eye direction from wide camera – improves gaze stability Mixing fields of view Fixed with respect to head Eye tilt Right eye pan Left eye pan

  33. Tip-toeing around 3D New field of view Field of view Object of interest Wide View camera Narrow view camera Rotate camera

  34. Using 3D Eye tilt Right eye pan Left eye pan Fixed with respect to head

  35. . .. 2 2 2 2 Q, Q, Q q , dq ,dq q , dq ,dq q , dq ,dq q , dq ,dq s p f v p s f v f p s v Wide Camera Left Foveal Camera Right Foveal Camera Wide Camera 2 Wide Frame Grabber Left Frame Grabber Left Frame Grabber Right Frame Grabber Skin Detector Color Detector Motion Detector Face Detector Distance to target Eye finder Foveal Disparity Tracked target W W W W Wide Tracker Attention Salient target Ballistic movement Disparity Locus of attention Behaviors Motivations Fixed Action Pattern Saccade w/ neck comp. VOR Smooth Pursuit & Vergence w/ neck comp. Affective Postural Shifts w/ gaze comp. Arbitor Eye-Head-Neck Control Motion Control Daemon Eye-Neck Motors

  36. Kismet’s little secret

  37. Cameras Eye, neck, jaw motors Ear, eyebrow, eyelid, lip motors QNX L Motor ctrl Attent. system Eye finder dual-port RAM sockets, CORBA Face Control Percept & Motor Tracker Dist. to target Motion filter Emotion Drives & Behavior NT speech synthesis affect recognition Skin filter Color filter audio speech comms Speakers Linux Speech recognition CORBA CORBA Microphone

  38. Robots looking at humans • Responsiveness to the human face is vital for a robot to partake in natural social exchange • Need to locate and track facial features, and recover their semantic content

  39. Match oriented regions on face against vertical model to isolate eye/brow region Match eye/brow region against horizontal model to find eyes, bridge Each model scans one spatial dimension, so can formulate as HMM, allowing fast optimization of match TOP Forehead Hair Eye/brow Cheeks/nose Mouth/jaw Hair Hair BOTTOM LEFT Skin Eye Bridge Eye Skin RIGHT Modeling the face Vertical face model Horizontal eye/brow model

  40. Robots looking at robots • It is useful to link the robot’s representation of its own face with that of humans. • Bonus: Allows robot-robot interaction via human protocol.

  41. Conclusion • Vision community working on improving machine perception of human • But equally important to consider human perception of machine • Robot’s point of view must be clear to human, so they can communicate effectively – and quickly!

  42. Video: Turn taking

  43. Video: Affective intent

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