Hee-Seung Moon

h-index6
2papers
185citations

2 Papers

9.3HCApr 24Code
Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration

Xuejing Luo, Hee-Seung Moon, Christian Holz et al.

Selecting out-of-reach objects is a fundamental task in mixed reality (MR). Existing methods rely on a single cue or deterministically fuse multiple cues, leading to performance degradation when the dominant cue becomes unreliable. In this work, we introduce a probabilistic cue integration framework that enables flexible combination of multiple user-generated cues for intent inference. Inspired by natural grasping behavior, we instantiate the framework with pointing direction and grasp gestures as a new interaction technique, Point&Grasp. To this end, we collect the Out-of-Reach Grasping (ORG) dataset to train a robust likelihood model of the gestural cue, which captures grasping patterns not present in existing in-reach datasets. User studies demonstrate that our selection method with cue integration not only improves accuracy and speed over single-cue baselines, but also remains practically effective compared to state-of-the-art methods across various sources of ambiguity. The dataset and code are available at https://github.com/drlxj/point-and-grasp.

8.3ROAug 12, 2020
Sample-Efficient Training of Robotic Guide Using Human Path Prediction Network

Hee-Seung Moon, Jiwon Seo

Training a robot that engages with people is challenging; it is expensive to directly involve people in the training process, which requires numerous data samples. This paper presents an alternative approach for resolving this problem. We propose a human path prediction network (HPPN) that generates a user's future trajectory based on sequential robot actions and human responses using a recurrent-neural-network structure. Subsequently, an evolution-strategy-based robot training method using only the virtual human movements generated using the HPPN is presented. It is demonstrated that our proposed method permits sample-efficient training of a robotic guide for visually impaired people. By collecting only 1.5 K episodes from real users, we were able to train the HPPN and generate more than 100 K virtual episodes required for training the robot. The trained robot precisely guided blindfolded participants along a target path. Furthermore, using virtual episodes, we investigated a new reward design that prioritizes human comfort during the robot's guidance without incurring additional costs. This sample-efficient training method is expected to be widely applicable to future robots that interact physically with humans.