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Notes on: "ELEGNT: Expressive and Functional Movement Design for Non-Anthropomorphic Robot"

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Summary

If your social feeds are anything like mine, you've probably seen those videos last week of a Luxo Jr. inspired lamp interacting with a human, they come from this recent paper from Apple.

Although it provides some insights into implementing autonomous policies for ‘expressive and functional movements,’ the paper mainly focuses on:

  • defining a framework for robot expressiveness in relation to its function,
  • a user study that shows the impact of such expressiveness.

I hope we get more paper like this and that, in turn, they are used to set targets for human-machine collaboration in more implementation-oriented work!

TLDR: you won't learn how to implement what you see but you'll get new tools to design, describe and evaluate your (or anyone else's) future implementations.

Let's get into it.

Reading notes

Scope

  • An interesting focus of the paper is its emphasis on non-anthropomorphism. They argue that non-anthropomorphic robots are usually seen as "utilitarian" but they also interact with humans.

    While much of the research separates pragmatic robotics—such as robotic arms performing household tasks—from social robotics, like therapeutic robots providing emotional support, we argue that any robot interacting with humans, even if designed primarily for practical functions, embodies social value and should have its design and behaviors shaped accordingly.

  • They are particularly interested in nonverbal behaviors needed for interactions with humans and how non-anthropomorphic robots could integrate those expressive qualities that are usually associated with humanoid entities.
  • A significant base for this work is the "Heider-Simmel Illusion" from the 1944 paper "An Experimental Study of Apparent Behavior" where participants in the study were presented with a very stylized animation of a few geometric shapes and attributed human-like qualities to them. We can also think of a lot of fiction work, like the primary inspiration for this paper: Pixar's Luxo Jr. Those basically show that humans can map human-qualities (character, purpose) to non-human entities.
  • One caveat to this, that they indeed mention, is that there might be an alignment between form and user expectations, with humanoid robots being expected to support more social engagement.
  • I find the premise fascinating; I've worked on AI systems in simulation, games and movies where "smoke and mirrors" are the norm. We aim at creating the "illusion of life" for the sake of engagement, immersion and storytelling. However I'm decidely not a fan of projecting human-like quality to machines. There's a very fine line between making a technology more accessible or transparent through better affordances or interaction cues and manipulating users through emotional responses to elicit more consumption or get more control on the outcome of the collaborative task. That's a challenge addressed in fiction work: are Droid characters in Star Wars pets? tools? peers? How should we react to C-3PO memory being wiped-out in Revenge of the Sith? Did they just killed their friend because it was inconvenient for it (him?) to have that much information? We digress a little, but that's interesting to consider WHY would we want a machine to "feel" more human.

Formulation

  • The authors propose a formal framework for what they try to achieve: combining achieving the task with maximal efficiency with what they call "expressive" utility.
  • Both aspects are combined in a Markov Decision Process (MDP) with a reward function decomposed in two parts: functional utility and expressive utility.
  • Expressive utility aims at communicating the robot’s traits, state and intents to its user. They argue it should capture 4 dimensions:
    • intention: ability for the user to anticipate actions / movements.
    • attention: ability for the user to understand where is the focus of the robot.
    • attitude: stance towards a person, object or event: expressing agreement, confidence, ...
    • emotion: they clearly state that this is not about actual emotion but they argue it is needed to simulate emotional expressions to create intuitive and engaging interactions.
  • Given the scope of the paper, they don’t go into detail about how these dimensions would be quantitatively measured.

Movement building blocks

  • An interesting aspects of this work is that the movements of the robot are not generated by a planning algorithm but authored by animators. They created a series of building blocks that can be combined to created expressive movements
  • They differ between two types of movement primitives: kinesics, ie body movements, and proxemics, ie movements in relation to the environment, especially objects of interest.

  • While this "manual" authoring of movement is a function of the nature of the experiments they aim at conducting, I'd argue that this could be used in a generative system too. This is how a lot of animation in computer graphics are handled, an animator creates base motions that are stitched together and deformed to follow autonomously generated trajectory, this ensures a high degree of control on the style / personality of the animation.

Experiments

ELEGNT Tasks Classification

  • To get a good coverage on different types of tasks, the authors select 6 tasks spread out over 2 classifying axises:
    • reactive vs proactive: ie does the robot react to a user query or does it initiate the interaction,
    • function vs social: ie does the robot perform a task that position it like a pure tool or more like a pet or friend.
  • They want to address 2 research questions in their study: do users care about the expressivity? does it depends on the task? Their hypotheses being that yes user care (shocking) and that this expressivity is favored on more social tasks.
  • Users are presented with 2 videos for each of the selected tasks (the one above) where the robot perform task with and without expressive utility.
  • They then ask users to rate the robot performance over 6 dimensions:
    • human-likeliness
    • perceived intelligence
    • perceived emotion/character
    • interaction engagement
    • the sense of connection
    • willingness to use the robot
  • Their quantitative results are supporting the hypotheses, which is to be expected. Their qualitative results are interesting too:
    • Expressive robots seem to get better at having users inferencing the robot state but users also map intentions / state to the functional robot.
    • Noting the balance between expressivity and efficiency "stick to only the task relevant motion which is angle and the light"
    • Also interesting (predicable, but interesting) "many participants were less acceptable to robot taking proactive roles than reactive roles"
    • But playfullness could increase the acceptance of robot behavior "Without the playfulness, I might find this type of interaction with a robot annoying rather than welcome and engaging."
  • The videos are "acted": the robot follows a prerecorded trajectory but the human is also acting. Given that the robot is just following a prerecorded script, the user had to synchronize their performance with the robot, they probably rehearsed and filmed multiple takes. This means that they're a perception bias induced by the human performance. I'm not sure it's avoidable unless the robot actually works and can interact with the participants but I think it should be addressed and maybe balanced out by having multiple version of that interactions showed to the participant (this would require more participant to get something statistically sound though).
  • I'm not the biggest fan on how they treated the results on the different evaluation dimensions. As discussed in a previous note I don't think "human-likeliness" is a measure of quality of anything (except if your goal is to have human-like behavior, duh) but more a way to achieve something. I think most of the other dimensiosn are similar, the only one that truly support the hypotheses is, IMO, "willingness to use the robot", the others are interesting to correlate to this willingness: e.g. is "human-likeliness" more or less correlated to that willingness than, say, the appearance of a connection between the user and the robot?. Moreover, the dimensions are really skewed towards expression and not really functionnality it would have been interesting to capture how people were perceiving utility or efficiency. This is adressed in the future work section that "should balance the trade-off between task efficiency and characterfulness in human- robot interaction", I 100% agree but I'm not sure why it wasn't done here with a few additional dimensions.

Final Thoughts

  • Strengths:
    • The paper introduces a solid framework for integrating expressive and functional movement in non-anthropomorphic robots, making a strong case that expressiveness isn’t just a “nice to have” but plays a crucial role in human-robot interaction.
    • The study design is well-structured, covering a variety of task types (functional vs. social, proactive vs. reactive), a classification that I find particularly insightful.
    • The experimental results confirm what we might intuitively expect: people care about expressiveness, especially in social interactions. Seeing it quantified is useful.
  • Limitations:
    • The user study relies on pre-recorded videos where the human actor synchronizes their actions with the robot. This means user reactions might be influenced by human performance rather than just the robot’s movements.
    • The evaluation metrics skew towards expressiveness. The paper does not directly measure perceived efficiency or task success, which would have been useful for balancing trade-offs between expressiveness and function.
  • Odds and ends:
    • One of the most interesting takeaways is the subtle tension between designed expressiveness vs. emergent human perception. Even when the robot only had function-driven movements, users still attributed intentions and emotions—which reinforces that, sometimes, humans will “see” expressiveness even if it isn’t explicitly designed.
    • The way the Pixar-inspired animation principles were applied here is particularly refreshing for a robotics paper. It’s easy to see how a similar approach could be used to fine-tune expressiveness in many robotics applications, from industrial robots giving clearer affordances to autonomous vehicles signaling intent more naturally. I can't wait for Flash McQueen-style expressive displays on windshields everywhere!