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A Comparison of Visualisation Methods for Disambiguating Verbal Requests in Human-Robot Interaction
Elena Sibirtseva, Dimosthenis Kontogiorgos, Olov Nykvist, Hakan Karaoguz, Iolanda Leite, Joakim Gustafson, Danica Kragic
TL;DR
Ambiguous verbal requests can leave a robot uncertain which object a user means, and the effects of workspace visualisation for clarifying them remain unknown. The paper compares real-time candidate-object visualisation through augmented reality, mixed reality, and a monitor. Task time did not differ significantly; mixed reality had higher error rates but was most engaging, while augmented reality was preferred.
Problem
Workspace visualisation’s effects for disambiguating ambiguous verbal requests remained unknown, despite prior work on multimodal cues and follow-up questions.
Source: §1 · p. 1Method
Results
Task time did not differ significantly; mixed reality had higher error rates but was most engaging, while most participants preferred augmented reality.
Source: §8 · p. 7Takeaways & Limitations
For this setting, most participants found augmented reality easiest to use and less intrusive, and preferred it over the other modalities.
Source: §8 · p. 7Trials used similarly ambiguous requests, a flat workspace, and object arrangements with little occlusion, so results may not apply to harder tasks or complex scenes.
Source: §7.1 · p. 7
Abstract
from arXiv · showhide
Picking up objects requested by a human user is a common task in human-robot interaction. When multiple objects match the user's verbal description, the robot needs to clarify which object the user is referring to before executing the action. Previous research has focused on perceiving user's multimodal behaviour to complement verbal commands or minimising the number of follow up questions to reduce task time. In this paper, we propose a system for reference disambiguation based on visualisation and compare three methods to disambiguate natural language instructions. In a controlled experiment with a YuMi robot, we investigated real-time augmentations of the workspace in three conditions -- mixed reality, augmented reality, and a monitor as the baseline -- using objective measures such as time and accuracy, and subjective measures like engagement, immersion, and display interference. Significant differences were found in accuracy and engagement between the conditions, but no differences were found in task time. Despite the higher error rates in the mixed reality condition, participants found that modality more engaging than the other two, but overall showed preference for the augmented reality condition over the monitor and mixed reality conditions.
1 INTRODUCTION
Robots can struggle to identify a requested object when language understanding or scene perception is ambiguous. This paper evaluates three real-time visualisation modalities for helping users clarify object-retrieval requests, finding differences in accuracy and engagement but not task time.
1 INTRODUCTION
- The study addresses the still-unknown effects of workspace visualisation for disambiguating verbal requests, alongside approaches using follow-up questions or multimodal cues.Prior work found that verbal interactions increase task time and can influence accuracy.Source: §1 · p. 1
- The system highlights candidate objects and updates the selection as users refine ambiguous verbal requests, comparing projector-based augmented reality, HoloLens mixed reality, and a side monitor.The monitor serves as the baseline condition.Source: §1 · p. 2
- In the YuMi experiment, participants used block shape and colour to verbally identify targets while viewing the robot’s real-time hypothesis.The setup intentionally included blocks that produced ambiguous requests.Source: §1 · p. 2
- Task time did not differ significantly across conditions; mixed reality reduced accuracy but was most engaging, while augmented reality was most preferred.Participants also considered augmented reality more observable, less disruptive, natural, and easy to understand.Source: §1 · p. 2
2 RELATED WORK
Prior work approaches object-reference ambiguity through language grounding, multimodal behaviour, clarification dialogue, and visualisation of robot intent. The effects of workspace visualisation specifically for disambiguating verbal requests remain unknown.
2 RELATED WORK
- Object-retrieval language is mapped to semantic representations of physical space; language grounding means establishing common ground so both parties refer to the same object or concept.Earlier work explored simple machine-understood object references and multimodal features.Source: §2 · p. 2
- Multimodal studies use gaze and pointing gestures to disambiguate verbal references to objects in shared human-robot spaces.Other approaches include incremental reference resolution, spatial references, uncertainty modelling, and past visual observations.Source: §2 · p. 2
- Follow-up questions can gather information but may lengthen tasks and risk speech-to-text failures; Whitney et al. used a POMDP to balance these trade-offs.That approach may be infeasible with many objects, motivating visualisation of the robot’s current understanding.Source: §2 · p. 2
- Projector-based augmented reality has been used to display robot intentions, with prior studies reporting improved user effectiveness and satisfaction or increased trajectory predictability and transparency.These applications visualised robot activity in car assembly and future motion, rather than the current candidate objects in a verbal retrieval request.Source: §2 · p. 2
- For robot-arm collision detection, a prior study found mixed reality faster, more accurate, and more enjoyable than its comparison interfaces [19].The result concerns that specific task, not verbal-request disambiguation.Source: §2 · p. 3
3 HUMAN-HUMAN PILOT STUDY
A human-human pilot informed the verbal descriptors used in the disambiguation system. Participants commonly described Lego blocks by colour and shape, while speech-recognition errors led the researchers to wizard the language-understanding module.
3 HUMAN-HUMAN PILOT STUDY
- Ten participants in five pairs took turns requesting and fetching Lego blocks to build a model, using verbal instructions without pointing.The pilot was designed to inform a reference-disambiguation system for collaborative object retrieval.Source: §3 · p. 3
- Participants most often used colour and shape to describe blocks; speech recognition produced many incorrect descriptors, so a human wizard controlled language understanding.The researchers suggested non-native English speech may have contributed to transcription errors.Source: §3 · p. 3
4 SYSTEM DESCRIPTION
The system matches verbal object descriptors to a continuously updated workspace database, highlights candidate objects, and repeats the process as users refine ambiguous requests. Once a target is resolved, its coordinates are passed to the robot controller for pickup.
4 SYSTEM DESCRIPTION
- For ambiguous requests, the system highlights candidate objects and continues through verbal refinements until the target is unambiguous and ready for pickup.The process is summarised in Algorithm 1, titled “Visualisation of object highlighting extracted by object descriptors from human instructions.”Source: §4 · p. 3
- A human wizard extracts supported colour and shape descriptors from each verbal request; this is the system’s only wizarded component.The pilot found these were the most common descriptors.Source: §4 · p. 3
- The object database stores object attributes and 3D poses, with attributes updated by a Kinect-based vision system using colour segmentation and depth information.The database query returns objects matching the supplied descriptors.Source: §4 · p. 3
- When descriptors leave multiple candidates, the system highlights them and can display numbers; when one matching object remains, its coordinates and pickup command go to the controller.The controller plans and executes the pickup, selecting an arm based on target location.Source: §4 · p. 3
- The evaluated visualisation interfaces were a side monitor, augmented reality, and mixed reality.Figure 4 presents the three methods evaluated.Source: §4 · p. 3, Figure 4 · p. 4
5 EVALUATION
The evaluation compares monitor, augmented-reality, and mixed-reality visualisations during YuMi object retrieval. A within-subjects study measures task performance and participants’ perceptions and preferences.
5 EVALUATION
- Three conditions presented candidate-object highlights through a workspace monitor, a projector, or a mixed-reality head-mounted display.The mixed-reality workspace was calibrated with a fiducial marker and continuously tracked using the device’s spatial mapping.Source: §5 · p. 4
5.1 Hypotheses
- The hypotheses predicted slower and less accurate performance with the monitor, greater engagement with mixed reality, and lower disruption and preference for augmented reality.The authors expected monitor-based spatial mapping and attention shifts to increase cognitive load and errors.Source: §5.1 · p. 4
5.2 Participants
- Twenty-nine participants, aged 22–50, took part; eligibility required English fluency, no colour vision deficiency, and not wearing glasses.Glasses were excluded because of difficulties wearing the mixed-reality device.Source: §5.2 · p. 4
5.3 Procedure
- Participants requested Lego blocks using colour and shape descriptors in 15-turn trials, with eight participant requests and seven robot requests per trial.Condition order was counterbalanced with a Latin square, and block arrangements were randomised between sessions.Source: §5.3 · pp. 4–5
5.4 Measurements
- Request time excluded robot action completion and the first two human requests per trial; error rate counted incorrect executions per trial, normalised by turns.Participants also rated engagement, observability, and display interference on seven-point scales and reported modality preferences.Source: §5.4 · p. 5
6 RESULTS
This section presents results from the experiment’s objective and subjective measures.
6.1 Objective Measures
The objective results show no significant condition effect on request duration, while request duration varied by trial order. Error rates differed across conditions overall, with the lowest mean in augmented reality and highest in mixed reality.
6.1 Objective Measures
- Request duration showed no significant condition effect, F(2, 14) = 1.19, p = .33, η2 = .15.The duration figure presents averages by trial number and condition.Source: §6.1.1 · p. 5, Figure 5 · p. 5
- Request duration was higher in trial 1 (M = 20.61, SE = 1.48) than trial 2 (M = 16.84, SE = .53) and trial 3 (M = 14.36, SE = .44), with a significant order effect.The condition-by-trial interaction was not significant; post hoc tests found differences between trials 1 and 3 and trials 2 and 3, but not trials 1 and 2.Source: §6.1.1 · p. 5
6.1.1 Request Time.
- Error rates averaged .01 in AR, .02 in MO, and .04 in MR; the reported condition effect was significant, F(2, 56) = 3.22, p < .05, η2 = .10.The passage reports AR as significantly lower than MR in post hoc tests, but gives p = 1.0 for that comparison; no significant differences were found for MO comparisons.Source: §6.1.2 · p. 5
6.2 Subjective Measures
The subjective results distinguish the modalities: mixed reality was rated most engaging, while augmented reality scored best for observability and least interference. Participants also preferred augmented reality overall and found it easiest for the task.
6.2.1 Engagement.
- Engagement ratings were higher for MR (M = 4.89, SE = .32) than MO (M = 4.25, SE = .27) and AR (M = 4.25, SE = .26).The condition effect was significant, F(2, 54) = 4.93, p < .05, η2 = .15; post hoc comparisons found MR higher than both other conditions.Source: §6.2.1 · p. 6, Figure 6 · p. 6
6.2.2 Observability.
- AR provided the highest perceived observability (M = 6.48, SE = .14), followed by MO (M = 6.07, SE = .19) and MR (M = 5.62, SE = .24).AR was rated significantly above both MO and MR; MO and MR did not differ significantly.Source: §6.2.2 · p. 6
6.2.3 Display interference.
- Display interference was lowest in AR (M = 1.86, SE = .29), then MO (M = 3.45, SE = .40), and highest in MR (M = 4.03, SE = .36).The AR differences from MO and MR were significant; MO and MR did not differ significantly.Source: §6.2.3 · p. 6
6.2.4 Overall Preferences.
- Participants most preferred AR, found it significantly easier than the other conditions, and most often chose it for future work with the robot.The reported tests were χ2 = 36.69, p < 0.001 for preference, χ2 = 18.29, p < 0.001 for ease, and χ2 = 27.79, p < 0.001 for future choice.Source: §6.2.4 · p. 6
7 DISCUSSION
The discussion reports no task-time difference across modalities, higher errors but greater engagement in mixed reality, and a preference for augmented reality. It qualifies these findings with limits on the study setting and outlines trade-offs that may guide modality choice.
7 DISCUSSION
- No condition changed request time; first-trial requests took longer, likely because participants initially used unsupported spatial descriptions.Source: §7 · p. 6
- MR produced more mistakes than MO despite AR having the smallest error rate; authors attribute MR errors mainly to participants losing workspace perspective through limited field of view.Source: §7 · p. 6
- MR was most engaging despite higher errors, though novelty may explain some engagement and freedom to move was another possible contributor.Source: §7 · p. 6
- AR was least disruptive and most preferred; participants linked disruption to MR wearables and MO attention-switching, and described AR as natural and easy.Source: §7 · pp. 6–7
- The experiment compared visualizations against a monitor, not pointing or follow-up questions; all trials required disambiguation because some objects shared shape and color.Source: §7 · p. 7
7.1 Limitations
- Trials used similar ambiguity, a flat surface, and mostly unoccluded viewpoints, so transfer to harder, complex scenes remains untested; MR 3D projections may matter more there.Source: §7.1 · p. 7
- Participants had no MR-device practice before trials; excluding the first two turns did not resolve whether prior interface experience affected performance, which larger samples could clarify.Source: §7.1 · p. 7
7.2 Design implications
- Choice should depend on task and setting: MR may suit focus-heavy, occluded or non-flat work, but its weight and field of view and fixed projector or monitor installations constrain long tasks and mobile use.Source: §7.2 · p. 7
8 CONCLUSIONS
The paper compares mixed reality, augmented reality, and monitor visualizations for showing which objects a robot considers in response to verbal requests. Task time did not differ significantly, while mixed reality increased errors and engagement and participants mostly preferred augmented reality.
- The controlled comparison tested MR, AR, and monitor visualizations for robot-considered objects, measuring request time, error rate, engagement, observability, interference, and preferences.Source: §8 · p. 7
- Task time did not differ significantly by condition; MR increased errors but engaged participants more, while most preferred AR as easiest and less intrusive in this setting.Source: §8 · p. 7
- Future work will examine mixed reality for irregular surfaces and occlusion, and combine visualizations with cues such as pointing and gaze direction.Source: §8 · p. 8