2,617 research outputs found

    Assistive technology design and development for acceptable robotics companions for ageing years

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    © 2013 Farshid Amirabdollahian et al., licensee Versita Sp. z o. o. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs license, which means that the text may be used for non-commercial purposes, provided credit is given to the author.A new stream of research and development responds to changes in life expectancy across the world. It includes technologies which enhance well-being of individuals, specifically for older people. The ACCOMPANY project focuses on home companion technologies and issues surrounding technology development for assistive purposes. The project responds to some overlooked aspects of technology design, divided into multiple areas such as empathic and social human-robot interaction, robot learning and memory visualisation, and monitoring persons’ activities at home. To bring these aspects together, a dedicated task is identified to ensure technological integration of these multiple approaches on an existing robotic platform, Care-O-Bot®3 in the context of a smart-home environment utilising a multitude of sensor arrays. Formative and summative evaluation cycles are then used to assess the emerging prototype towards identifying acceptable behaviours and roles for the robot, for example role as a butler or a trainer, while also comparing user requirements to achieved progress. In a novel approach, the project considers ethical concerns and by highlighting principles such as autonomy, independence, enablement, safety and privacy, it embarks on providing a discussion medium where user views on these principles and the existing tension between some of these principles, for example tension between privacy and autonomy over safety, can be captured and considered in design cycles and throughout project developmentsPeer reviewe

    Smartphone User Privacy Preserving through Crowdsourcing

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    In current Android architecture, users have to decide whether an app is safe to use or not. Expert users can make savvy decisions to avoid unnecessary private data breach. However, the majority of regular users are not technically capable or do not care to consider privacy implications to make safe decisions. To assist the technically incapable crowd, we propose a permission control framework based on crowdsourcing. At its core, our framework runs new apps under probation mode without granting their permission requests up-front. It provides recommendations on whether to accept or not the permission requests based on decisions from peer expert users. To seek expert users, we propose an expertise rating algorithm using a transitional Bayesian inference model. The recommendation is based on aggregated expert responses and their confidence level. As a complete framework design of the system, this thesis also includes a solution for Android app risks estimation based on behaviour analysis. To eliminate the negative impact from dishonest app owners, we also proposed a bot user detection to make it harder to utilize false recommendations through bot users to impact the overall recommendations. This work also covers a multi-view permission notification design to customize the app safety notification interface based on users\u27 need and an app recommendation method to suggest safe and usable alternative apps to users

    Cheat detection and security in video games

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Annotated Bibliography: Anticipation

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