For the past 15 years, I have been building robots that teach social and cognitive skills to children. Typically, we construct these robots to be social partners, to engage individuals with social skills that encourage that person to respond to the robot as a social agent rather than as a mechanical device. Most of the time, interactions with artificial agents (both robots and virtual characters) follow the same rules as interactions with people.
The first part of this talk will focus on how human-robot interactions are uniquely different from both human-agent interactions and human-human interactions. These differences, taken together, provide a case for why robots might be unique tools for learning.
The second part of this talk will describe some of our ongoing work on building robots that teach. In particular, I will describe some of the efforts to use robots to enhance the therapy and diagnosis of autism spectrum disorder.
Brian Scassellati is a Professor of Computer Science, Cognitive Science, and Mechanical Engineering at Yale University and Director of the NSF Expedition on Socially Assistive Robotics. His research focuses on building embodied computational models of human social behavior, especially the developmental progression of early social skills.
Dr. Scassellati received his Ph.D. in Computer Science from the Massachusetts Institute of Technology in 2001. His dissertation work (Foundations for a Theory of Mind for a Humanoid Robot) with Rodney Brooks used models drawn from developmental psychology to build a primitive system for allowing robots to understand people. His work at MIT focused mainly on two well-known humanoid robots named Cog and Kismet.
Dr. Scassellati's research in social robotics and assistive robotics has been recognized within the robotics community, the cognitive science community, and the broader scientific community. He was named an Alfred P. Sloan Fellow in 2007 and received an NSF CAREER award in 2003. His work has been awarded five best-paper awards. He was the chairman of the IEEE Autonomous Mental Development Technical Committee from 2006 to 2007, the program chair of the IEEE International Conference on Development and Learning (ICDL) in both 2007 and 2008, and the program chair for the IEEE/ACM International Conference on Human-Robot Interaction (HRI) in 2009.
Prior Talks in 2017:
Measuring Sleep, Stress and Wellbeing with Wearable Sensors and Mobile Phones
Sleep, stress and mental health have been major health issues in
modern society. Poor sleep habits and high stress, as well as
reactions to stressors and sleep habits, can depend on many factors.
Internal factors include personality types and physiological factors
and external factors include behavioral, environmental and social
factors. What if 24/7 rich data from mobile devices could identify
which factors influence your bad sleep or stress problem and provide
personalized early warnings to help you change behaviors, before
sliding from a good to a bad health condition such as depression?
In my talk, I will present a series of studies and systems we have
developed to investigate how to leverage multi-modal data from
mobile/wearable devices to measure, understand and improve mental
Akane Sano is a Research Scientist at MIT Media Lab, Affective
Computing Group. Her research focuses on mobile health and affective
computing. She has been working on measuring and understanding stress,
sleep, mood and performance from ambulatory human long-term data and
designing intervention systems to help people be aware of their
behaviors and improve their health conditions. She completed her PhD
at the MIT Media Lab in 2015. Before she came to MIT, she worked for
Sony Corporation as a researcher and software engineer on wearable
computing, human computer interaction and personal health care. Recent
awards include the AAAI Spring Symposium Best Presentation Award and
MIT Global Fellowship.
This talk explores the physical and cognitive limits of crowds, by following a number of real-world experiments that utilized social media to mobilize the masses in tasks of unprecedented complexity. From finding people in remote cities, to reconstructing shredded documents, the power of crowdsourcing is real, but so are exploitation, sabotage, and hidden biases that undermine the power of crowds.
Iyad Rahwan is the AT&T Career Development Professor and an Associate Professor of Media Arts & Sciences at the MIT Media Lab, where he leads the Scalable Cooperation group. He holds a PhD from the University of Melbourne, Australia, and is an affiliate faculty at the MIT Institute of Data, Systems and Society (IDSS).
In this talk, I am going to present and demo our award winning research initiative on creating custom animations - Project Draco. Project Draco was recently released as Sketchbook Motion, and was featured by Apple as "The best iPad app of the year 2016".
With Project Draco, we investigate the question of how we can enable everyone to bring life to otherwise static drawings—how can we make animation as easy as sketching a static image?
Most of us experience the power of animated media every day: animation makes it easy to communicate complex ideas beyond verbal language. However, only few of us have the skills to express ourselves through this medium. By making animation as easy, accessible, and fluid as sketching, I intend to make dynamic drawings a powerful medium to think, create, and communicate rapidly.
Rubaiat Habib is a Sr. Research Scientist, artist, and designer at Autodesk Research. His research interest lies at the intersection of Computer Graphics and HCI for creative thinking, design, and storytelling. Rubaiat received several awards for his work including two ACM CHI Best Paper Nominations, ACM CHI and ACM UIST Peoples’ choice best talk awards, and ACM CHI Golden Mouse awards for best research videos. For his PhD at the National University of Singapore, Rubaiat also received a Microsoft Research Asia PhD fellowship. Rubaiat’s research in dynamic drawings and animation is regularly turned into new products reaching a global audience. As a freelance cartoonist and designer, he contributed to a number of magazines, books, and newspapers.