Understanding pedestrian proxemic utility and trust will help autonomous vehicles to plan and control interactions with pedestrians more safely and efficiently. When pedestrians cross the road in ...front of human-driven vehicles, the two agents use knowledge of each other’s preferences to negotiate and to determine who will yield to the other. Autonomous vehicles will require similar understandings, but previous work has shown a need for them to be provided in the form of
continuous
proxemic utility functions, which are not available from previous proxemics studies based on Hall’s
discrete
zones. To fill this gap, a new Bayesian method to infer continuous pedestrian proxemic utility functions is proposed, and related to a new definition of ‘physical trust requirement’ (PTR) for road-crossing scenarios. The method is validated on simulation data then its parameters are inferred empirically from two public datasets. Results show that pedestrian proxemic utility is best described by a hyperbolic function, and that trust by the pedestrian is required in a discrete ‘trust zone’ which emerges naturally from simple physics. The PTR concept is then shown to be capable of generating and explaining the empirically observed zone sizes of Hall’s discrete theory of proxemics.
To be successful, automated vehicles (AVs) need to be able to manoeuvre in mixed traffic in a way that will be accepted by road users, and maximises traffic safety and efficiency. A likely ...prerequisite for this success is for AVs to be able to communicate effectively with other road users in a complex traffic environment. The current study, conducted as part of the European project interACT, investigates the communication strategies used by drivers and pedestrians while crossing the road at six observed locations, across three European countries. In total, 701 road user interactions were observed and annotated, using an observation protocol developed for this purpose. The observation protocols identified 20 event categories, observed from the approaching vehicles/drivers and pedestrians. These included information about movement, looking behaviour, hand gestures, and signals used, as well as some demographic data. These observations illustrated that explicit communication techniques, such as honking, flashing headlights by drivers, or hand gestures by drivers and pedestrians, rarely occurred. This observation was consistent across sites. In addition, a follow-on questionnaire, administered to a sub-set of the observed pedestrians after crossing the road, found that when contemplating a crossing, pedestrians were more likely to use vehicle-based behaviour, rather than communication cues from the driver. Overall, the findings suggest that vehicle-based movement information such as yielding cues are more likely to be used by pedestrians while crossing the road, compared to explicit communication cues from drivers, although some cultural differences were observed. The implications of these findings are discussed with respect to design of suitable external interfaces and communication of intent by future automated vehicles.
Recent years have witnessed the rapid deployment of robotic systems in public places such as roads, pavements, workplaces and care homes. Robot navigation in environments with static objects is ...largely solved, but navigating around humans in dynamic environments remains an active research question for autonomous vehicles (AVs). To navigate in human social spaces, self-driving cars and other robots must also show social intelligence. This involves predicting and planning around pedestrians, understanding their personal space, and establishing trust with them. Most current AVs, for legal and safety reasons, consider pedestrians to be obstacles, so these AVs always stop for or replan to drive around them. But this highly safe nature may lead pedestrians to take advantage over them and slow their progress, even to a complete halt. We provide a review of our recent research on predicting and controlling human–AV interactions, which combines game theory, proxemics and trust, and unifies these fields
via
quantitative, probabilistic models and robot controllers, to solve this “freezing robot” problem.
OpenPodcar is a low-cost, open source hardware and software, autonomous vehicle research platform based on an off-the-shelf, hard-canopy, mobility scooter donor vehicle. Hardware and software build ...instructions are provided to convert the donor vehicle into a low-cost and fully autonomous platform. The open platform consists of (a) hardware components: CAD designs, bill of materials, and build instructions; (b) Arduino, ROS and Gazebo control and simulation software files which provide standard ROS interfaces and simulation of the vehicle; and (c) higher-level ROS software implementations and configurations of standard robot autonomous planning and control, including the move_base interface with Timed-Elastic-Band planner which enacts commands to drive the vehicle from a current to a desired pose around obstacles. The vehicle is large enough to transport a human passenger or similar load at speeds up to 15 km/h, for example for use as a last-mile autonomous taxi service or to transport delivery containers similarly around a city center. It is small and safe enough to be parked in a standard research lab and be used for realistic human-vehicle interaction studies. System build cost from new components is around USD7,000 in total in 2022. OpenPodcar thus provides a good balance between real world utility, safety, cost and research convenience.
Malaria incidence is generally lower in cities than rural areas. However, reported urban malaria incidence may not accurately reflect the level of ongoing transmission, which has potentially large ...implications for prevention efforts. To guide mosquito net distribution, we assessed the extent of malaria transmission in Conakry, Guinea, in 2018. We found evidence of active malaria transmission.
Hall's theory of proxemics established distinct spatial zones around humans where they experience comfort or discomfort when interacting with others. Our previous work proposed a new model of ...proxemics and trust and it showed how to generate proxemics zone sizes using simple equations from human kinematic behaviour. But like most work, this assumed that the zones are circular. In this paper, we refine this model to take the initial heading of the agent into account and find that this results in a non-circular outer boundary of the social zone. These new analytical results from a generative model form a step towards more advanced quantitative proxemics in dual agents' interaction modelling.
Extending Quantitative Proxemics and Trust to HRI Camara, Fanta; Fox, Charles
2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN),
2022-Aug.-29
Conference Proceeding
Open access
Human-robot interaction (HRI) requires quantitative models of proxemics and trust for robots to use in negotiating with people for space. Hall's theory of proxemics has been used for decades to ...describe social interaction distances but has lacked detailed quantitative models and generative explanations to apply to these cases. In the limited case of autonomous vehicle interactions with pedestrians crossing a road, a recent model has explained the quantitative sizes of Hall's distances to 4% error and their links to the concept of trust in human interactions. The present study extends this model by generalising several of its assumptions to cover further cases including human-human and human-robot interactions. It tightens the explanations of Hall zones from 4% to 1% error and fits several more recent empirical HRI results. This may help to further unify these disparate fields and quantify them to a level which enables real-world operational HRI applications.
Autonomous vehicles (AVs) must share space with pedestrians, both in carriageway cases such as cars at pedestrian crossings and off-carriageway cases such as delivery vehicles navigating through ...crowds on pedestrianized high-streets. Unlike static obstacles, pedestrians are active agents with complex, interactive motions. Planning AV actions in the presence of pedestrians thus requires modelling of their probable future behavior as well as detecting and tracking them. This narrative review article is Part II of a pair, together surveying the current technology stack involved in this process, organising recent research into a hierarchical taxonomy ranging from low-level image detection to high-level psychological models, from the perspective of an AV designer. This self-contained Part II covers the higher levels of this stack, consisting of models of pedestrian behavior, from prediction of individual pedestrians' likely destinations and paths, to game-theoretic models of interactions between pedestrians and autonomous vehicles. This survey clearly shows that, although there are good models for optimal walking behavior, high-level psychological and social modelling of pedestrian behavior still remains an open research question that requires many conceptual issues to be clarified. Early work has been done on descriptive and qualitative models of behavior, but much work is still needed to translate them into quantitative algorithms for practical AV control.
Autonomous vehicles (AVs) must share space with pedestrians, both in carriageway cases such as cars at pedestrian crossings and off-carriageway cases such as delivery vehicles navigating through ...crowds on pedestrianized high-streets. Unlike static obstacles, pedestrians are active agents with complex, interactive motions. Planning AV actions in the presence of pedestrians thus requires modelling of their probable future behavior as well as detecting and tracking them. This narrative review article is Part I of a pair, together surveying the current technology stack involved in this process, organising recent research into a hierarchical taxonomy ranging from low-level image detection to high-level psychology models, from the perspective of an AV designer. This self-contained Part I covers the lower levels of this stack, from sensing, through detection and recognition, up to tracking of pedestrians. Technologies at these levels are found to be mature and available as foundations for use in high-level systems, such as behavior modelling, prediction and interaction control.
•Pedestrian crossing behaviour with a game theoretic autonomous vehicle (AV).•Paper shows the importance of virtual reality (VR) for pedestrian behaviour study.•First attempt to evaluate ...quantitatively pedestrian interaction preferences in VR.•A new method to infer specific numerical values for AV interaction control software.•Development and testing of autonomous vehicle algorithms in VR.
Localisation and navigation of autonomous vehicles (AVs) in static environments are now solved problems, but how to control their interactions with other road users in mixed traffic environments, especially with pedestrians, remains an open question. Recent work has begun to apply game theory to model and control AV-pedestrian interactions as they compete for space on the road whilst trying to avoid collisions. But this game theory model has been developed only in unrealistic lab environments. To improve their realism, this study empirically examines pedestrian behaviour during road crossing in the presence of approaching autonomous vehicles in more realistic virtual reality (VR) environments. The autonomous vehicles are controlled using game theory, and this study seeks to find the best parameters for these controls to produce comfortable interactions for the pedestrians. In a first experiment, participants’ trajectories reveal a more cautious crossing behaviour in VR than in previous laboratory experiments. In two further experiments, a gradient descent approach is used to investigate participants’ preference for AV driving style. The results show that the majority of participants were not expecting the AV to stop in some scenarios, and there was no change in their crossing behaviour in two environments and with different car models suggestive of car and last-mile style vehicles. These results provide some initial estimates for game theoretic parameters needed by future AVs in their pedestrian interactions and more generally show how such parameters can be inferred from virtual reality experiments.