Abstract

This paper describes a novel dataset of iconic gestures, together with a publicly available robot-based elicitation method to record these gestures, which consists of playing a game of charades with a humanoid robot. The game was deployed at a science museum (NEMO) and a large popular music festival (Lowlands) in the Netherlands. This resulted in recordings of 428 participants, both adults and children, performing 3715 silent iconic gestures for 35 different objects in a naturalistic setting. Our dataset adds to existing collections of iconic gesture recordings in two important ways. First, participants were free to choose how they represented the broad concepts using gestures, and they were asked to perform a second attempt if the robot did not recognize their gesture the first time. This provides insight into potential repair strategies that might be used. Second, by making the interactive game available we enable other researchers to collect additional recordings, for different concepts, and in diverse cultures or contexts. This can be done in a consistent manner because a robot is used as a confederate in the elicitation procedure, which ensures that every data collection session plays out in the same way. The current dataset can be used for research into human gesturing behavior, and as input for the gesture recognition and production capabilities of robots and virtual agents.

Highlights

  • With the aim of collecting such a dataset of iconic gestures in a naturalistic setting, we developed a game of charades with a humanoid robot

  • We recently investigated whether gestures are able to support a robot’s teaching efforts and found that children of 4–6 years old were more engaged with the interaction and showed higher learning gains when they interacted with a robot tutor that performed iconic gestures while teaching second language vocabulary, compared to one that did not use gestures

  • We aim to address the limitations of currently available iconic gesture datasets in two different ways: 1) by publishing a dataset that includes recordings from children and adults, who were free to choose their preferred mode of representation, and who were asked to perform a second gesture in case miscommunication occurred; 2) by making the game of charades publicly available, thereby allowing other researchers to further extend the dataset with different concepts, or in different cultures and contexts

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Summary

Introduction

To support studies into non-verbal behavior, and in order to imbue robots and virtual agents with the ability to communicate with us in a human-like way, there is a need for structured, labeled, and large-scale datasets of human-performed gestures With the aim of collecting such a dataset of iconic gestures in a naturalistic setting, we developed a game of charades with a humanoid robot This game was used to record a large number of iconic gestures from a diverse group of participants at the NEMO science museum and at the Lowlands Science event, as part of the Lowlands music festival.

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