Abstract
1. Introduction
In recent years, human-robot interaction (HRI) has drawn more and more attention from researchers in multiple disciplines. HRI requires the robot not only to receive information passively from the environment, but also to make decisions appropriately and change the environment actively and thus be more autonomous and intelligent[1]. The robot should be aware of its surroundings, including people, location, time, events and so on, in order to generate proper interactive behaviours accordingly.
Moreover, frequently arising requests in the interaction, such as the explicit request for inputting the user identification, etc., will interrupt the interaction process and thus should be minimized or avoided. To make the interaction more natural and smoother, sufficient contextual information should be obtained unobtrusively and should be used and integrated tightly with the interaction decision. Applying context-ware computing [2] in HRI will promote the interaction performance significantly. Context-aware technology is used widely in many domains [3-5], while the research that integrates context-aware computing into HRI remains lacking. We believe this integration (i.e., a contextual interaction) is of great importance in performing well in interactions.
What is the start of a contextual interaction? For the interaction process the robot has with the environment, the robot should first “notice” an object and then the consequent cognitive activities (such as the interaction activities) concerning this “focus” are able to start. The shift from one attentional “focus” to another runs through the whole interaction process and also concerns the management of attentional resources. However, the environment that the robot interacts with is often dynamic and complex and the simultaneous interactors are always multiple [6]. How to allocate and manage the attentional resource in a proper manner and how to shift the attentional focus at the right time to the most important and urgent stimulus is currently a significant and difficult problem of HRI and is crucial to perform a successful contextual interaction for the robot.
A large research effort in attentional control has been limited to visual attention, aiming at selecting a proper visual focus in the vision and then moving it through the vision by a route according to the requests of the task [7-9]. At the architectural level [10, 11], however, the research in attentional control remains lacking and concentrates on developing mechanisms or approaches for agents to automatically ignore undesired/unrelated external events, to divert the attentional focus to more urgent and important stimulus and to manage the attentional resource effectively.
Most of the research mentioned previously is based on the work from a pure cognitive perspective. There is still a lack of investigations into attentional control from the point of view of affect (such as emotion) and its interaction with cognition, even though emotion plays an important role in cognition and interacts with cognition deeply [12-14]. Therefore, we are inspired to propose an approach of architectural attentional control based on emotion and personality, aiming to solve the problem mentioned above. Meanwhile, the influences of emotion and personality on the attention system and their integration with the interaction process are carefully considered.
Hence, in this paper we present a hybrid automatic control approach for interaction, which contributes in the following ways: 1) to endow the robot with the ability to perform personalized and proactive interactions, context-aware computing is combined with the interaction, 2) aiming at the challenge to control the robot's attention in a natural and proper manner, an architectural attentional control based on emotion and personality is proposed and 3) the integration of interaction control with other essential functions to perform a natural interaction is discussed in detail.
2. Contextual interaction integrated with attentional control and context-awareness
2.1. Context generation and computing
One goal of context-aware computing is to obtain contextual information and then utilize it to generate interactive behaviours proactively and intelligently that correspond to particular people, locations, times, events, etc., in the process of HRI. However, conventional HRI systems seldom automatically refer to context data, which is indispensable for proactive and intelligent interactions.
Taking the characteristics of HRI into account, we roughly group the contexts of HRI into four categories: 1)
Some of this context data can be obtained directly through perceptual data, such as time and temperature. However, due to the diversity of sensors, the sensed data varies in format and content. Some of it is too primitive to be used directly and so the converting of primitive contextual data into an inferred context is necessary. The reasoning contexts can be divided into three categories: backward reasoning, forward reasoning and mixed reasoning. During the interaction, some supposed contexts must be verified and inferred as targets. In contrast, the primitive context and some specific perceptual data should be reasoned to get a more meaningful inferred context. Both backward and forward reasoning are used in our work.
The generated primitive and inferred contexts will be delivered to high-level contextual applications for further use. This delivery process can be implemented in a passive manner or in an active manner. In a passive manner, the contexts will be delivered whenever they are requested. In an active manner, contexts will be first checked if they can meet the constraints of the precedence of behavioural triggering rules. Only the ones that have passed this filtering will be delivered to the high-level contextual application to trigger or promote its running.
2.2. Attentional control of interaction
2.2.1. Attentional definition and management
The parameter
2.2.2. Architectural attention shift
The management of
where α+β=1,
Herein, θ is a proportional coefficient and
The function to delete an
According to the attention theory in psychology, the attentional intensity of each
where
In general, the
It should be noticed that both increases and the decreases in the attentional intensity are monitored. For example, when the robot's emotion changes to
2.3. Automatic control of contextual interaction
2.3.1. Interaction decision
Interaction decision aims at promoting and controlling the whole interaction process with the support of context-aware computing, attentional control, detection of user intention, etc. It processes the perceptual information, contexts, users' intention and active
We group the users' intentions into two categories: explicit and implicit intention. The user's commands and requests and some well-defined information from the user will be considered as explicit intentions. While the intentions obtained by means of analysing the user's interactive behaviours are called implicit intentions. For the sake of simplicity, the implicit intentions are reduced and only several limited but frequently used intentions are considered. We implemented the following intentions: 1)
As the interaction process may last for a long time, the process state of the interaction will be maintained to control the interaction course, as discussed bellow. The judgment of the current status of the interaction will be made first for an interaction decision. If the robot is not interacting with an interactor, it generates the behavioural instructions, such as
When an interaction begins, several factors concern the interaction decisions. The intention of a user is used to regulate the process state of the interaction or to generate behaviours directly. Other factors, such as perceptual information, can also change the process state. Reversely, the process state can help the interaction decision generate behavioural instructions accordingly. For example, the process state of
The perceptual information and contexts are primarily used to generate the detailed interactive behaviours. In the case that the active
The active
The classification of interactive behaviours may benefit the understanding of the interaction processes. Inspired by the behaviour classification of ethological models, we primarily grouped the robot's interactive behaviours into five categories:
2.3.2. Control of long time-span interaction process
A method based on process state is presented to control the long time-span interaction process. The transferring of process states is illustrated in Figure 1, in which the robot has five states:

Transferring of process states
By influencing the interaction decision, each process state has corresponding generated behaviours, which are summarized in Table 1.
Summary of the process states and corresponding behaviours
2.3.3. Interaction interruption
We proposed a method based on priority and personality to solve interaction interruptions. If the priorities are available, they will be computed and used to make a decision on whether to interrupt the current interaction, or else the decision will be made based on the robot's personality.
Several factors contribute to the computation of priority, such as the personal information of the interactor, the familiarity with the interactor and the importance of the corresponding activity. The interactor's identity and status are selected as the personal information to compute the priority. The importance of an activity depends on its classification and how desirable it is to the robot under the current interaction context. The computation of familiarity is based on previous interaction records. The total time (in hours) and the total days that the person spends interacting with the robot are used to calculate the familiarity rating as follows.
All these factors are calculated to get a weighted average priority. If one of them is not available, then the computation of this factor will be cancelled.

Interaction interruption processing based on priority and personality
We set the robot to have two typical personalities:

An interaction integrated architecture
Description of the interaction process
2.4. An integrated architecture for hybrid interaction
We present an integrated architecture for contextual interaction, as illustrated in Figure 3, which aims to integrate the interaction control mechanism with other essential functions tightly, to perform effective interactions. It consists of two layers, namely an affective layer and a cognitive layer. The cognitive layer is primarily composed of a perceptual system, context-aware computing, contextual interaction, an attention system and a behaviour system and aims to implement the main function of the interaction model. The affective layer consists of emotion and personality components, which mainly contribute to interactive focus shifting and attentional control, influencing the interaction process and generating emotional responses.
Tight and close relations exist between intention detection, allocation and control of attention, interaction control, and context-aware computing, and all these elements cooperate together to perform a successful interaction.
3. Integrating interaction with emotion and personality
3.1. Introducing emotion into interaction
We implemented a categorical model of emotions [16, 17]. Several basic emotions suggested by [16] include sadness, joy, anger and fear and only some of them are implemented in this work. Since this model is intended for social interactive robots, emotions are triggered primarily by the events or objects of the interaction. Hence, we established several emotional triggers for the robot to evaluate events, objects, etc. and emotions occur when the stimuli are intense enough to pass the evaluation.
All the triggering thresholds of emotions form a vector
As the intensity of an emotion
where
The activated emotions can influence specific
Herein
For each emotion
In order to distinguish whether an emotion is active or not, we adopt a dependency vector to describe this,
Therefore, after taking the influence of emotions into account, the intensity of attentional object
where
3.2. The role of personality in interaction
One of the most widely accepted models of personality is the Five Factor Model (FFM) [20]. We chose to implement two typical dimensions of the FFM for the robot: extraversion and agreeableness. Agreeableness is used to determine whether the robot is willing to interact with others actively and ranges from warmth (willing to interact) to hostility (hates to interact). A warm robot (i.e., agreeable) tends to interact with others actively and is more conversational and polite. A hostile robot tends to avoid such behaviours.
The robot's personality influences the triggering thresholds (i.e., δ) of emotions and can also influence the allocation of attentional resources and the assignment of attentional parameters. We chose the personality of extraversion to determine the modes of allocation of attentional resources and parameter assignment: 1)
4. Experiments
4.1. Control of interaction in typical interaction scenario
The experiments are implemented and tested on the interactive heard robot (IHR) [15], which has two cameras and can rotate like a human neck. We implemented the reception service as a typical application for IHR.
Here is a scenario of reception process (see Figure 4). The lab room is empty and the robot is originally in a state of
Obviously, this
The person went on approaching this robot until the distance was within the threshold, then the intention detection module explained this behaviour as the intention “trying to start an interaction” and sent it to the interaction decision and the process state of the robot changed to
During the interaction, the user could communicate with the robot via speech or GUI and many kinds of behaviours were generated and combined to provide services. When the user intended to end the interaction and left the robot, the process state moved to
4.2. Interaction integrated with emotion and personality
We implemented a subset of the basic emotions:
We now introduce emotions and personality into the interaction process. Consider the following interaction scenario. There were a user (named

Illustration of an interaction process
At first, the robot's initial active emotion was
Figure 5 shows the shift of attentional focus and changes in active emotions of the robot. For simplicity, we denote “
In the first period of time (
At the time t=67s, the punishment information was added to the robot, which released the

Attention shift and emotions variant (

Variant of attention intensity (

Illustration of an affective interaction process

Attention shift and the variant of emotions (
At the time of
We changed the personality to
5. Summary and conclusions
In our work, to endow the robot with the ability to be aware of its surroundings and to perform personalized and proactive interactions, context-aware computing is utilized and combined with the interaction decision and the behaviour system. Aiming at the challenges of controlling attention when interacting with the environment, an architectural attentional control based on emotion and personality has been presented, with a focus on shifting attentional focus at the right time, to the right thing and in an appropriate manner.
Emotions and personality are adopted to realize certain affective characteristics for the robot and their influencing mechanism on attention system is explored. To control the whole interaction process and perform well in an interaction, interaction control has been carefully designed. Specifically, a process state-based method is presented to control the interaction process, especially the long time-span interaction. For solving interaction interruptions, a method based on personality and priority is proposed. The integration of an interaction decision with other essential functions has been discussed in detail.
We have presented our implementation of the proposal on the interactive head robot (IHR), along with findings giving insight into how interactions progress and during the interaction, how it runs along with the interplays between its main portions. Furthermore, we hope to extend the testing of our proposal to other robots and to more applications, which will benefit its potential use.
