2,617 research outputs found
Assistive technology design and development for acceptable robotics companions for ageing years
© 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
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Understanding the behaviour and influence of automated social agents
Soft-bound submitted: Fri 23 Feb 2018
Corrections submitted: Mon 30 Jul 2018
Corrections approved: Tue 7 Aug 2018
Apollo submitted: Wed 22 Aug 2018
Hard-bound submitted: Fri 24 Aug 2018Online social networks (OSNs) have seen a remarkable rise in the presence of automated social agents, or social bots. Social bots are the new computing viral, that are surreptitious and clever. What facilitates the creation of social agents is the massive human user-base and business-supportive operating model of social networks. These automated agents are injected by agencies, brands, individuals, and corporations to serve their work and purpose; utilising them for news and emergency communication, marketing, social activism, political campaigning, and even spam and spreading malicious content. Their influence was recently substantiated by coordinated social hacking and computational political propaganda. The thesis of my dissertation argues that automated agents exercise a profound impact on OSNs that transforms into an array of influence on our society and systems. However, latent or veiled, these agents can be successfully detected through measurement, feature extraction and finely tuned supervised learning models. The various types of automated agents can be further unravelled through unsupervised machine learning and natural language processing, to formally inform the populace of their existence and impact.Sep'14-Aug'17, Marie Curie ITN METRICS, Early-Stage Researcher
Sep'17, UMobile, Research Associate
Oct'17-Mar'18, EPSRC Global Challenges Research Fund, Research Associat
Smartphone User Privacy Preserving through Crowdsourcing
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
Virtual Reality Games for Motor Rehabilitation
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
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