1,012 research outputs found

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    Conversational commerce: entering the next stage of AI-powered digital assistants

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    Digital assistant is a recent advancement benefited through data-driven innovation. Though digital assistants have become an integral member of user conversations, but there is no theory that relates user perception towards this AI powered technology. The purpose of the research is to investigate the role of technology attitude and AI attributes in enhancing purchase intention through digital assistants. A conceptual model is proposed after identifying three major AI factors namely, perceived anthropomorphism, perceived intelligence, and perceived animacy. To test the model, the study employed structural equation modeling using 440 sample. The results indicated that perceived anthropomorphism plays the most significant role in building a positive attitude and purchase intention through digital assistants. Though the study is built using technology-related variables, the hypotheses are proposed based on various psychology-related theories such as uncanny valley theory, the theory of mind, developmental psychology, and cognitive psychology theory. The study’s theoretical contributions are discussed within the scope of these theories. Besides the theoretical contribution, the study also offers illuminating practical implications for developers and marketers’ benefit

    Embodied Robot Models for Interdisciplinary Emotion Research

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    Due to their complex nature, emotions cannot be properly understood from the perspective of a single discipline. In this paper, I discuss how the use of robots as models is beneficial for interdisciplinary emotion research. Addressing this issue through the lens of my own research, I focus on a critical analysis of embodied robots models of different aspects of emotion, relate them to theories in psychology and neuroscience, and provide representative examples. I discuss concrete ways in which embodied robot models can be used to carry out interdisciplinary emotion research, assessing their contributions: as hypothetical models, and as operational models of specific emotional phenomena, of general emotion principles, and of specific emotion ``dimensions''. I conclude by discussing the advantages of using embodied robot models over other models.Peer reviewe

    Multimodal interface for an intelligent wheelchair

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    Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 201

    Groups of humans and robots: Understanding membership preferences and team formation

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    Although groups of robots are expected to interact with groups of humans in the near future, research related to teams of humans and robots still appears scarce. This paper contributes to the study of human-robot teams by investigating how humans choose robots to partner with in a multi-party game context. The novelty of our work concerns the successful design and development of two social robots that are able to autonomously interact with a group of two humans in the execution of a social and entertaining task. The development of these two characters was motivated by psychological research on learning goal theory, according to which we interpret and approach a given task differently depending on our learning goal (oriented more towards either relationship building or competition). Thus, we developed two robotic characters implemented in two robots: Emys (competitive robot) and Glin (relationship-driven robot). In our study, a group of four (two humans and two autonomous robots) engaged in a social and entertaining card game. Our study yields several important conclusions regarding groups of humans and robots. (1) When a partner is chosen without previous partnering experience, people tend to prefer robots with relationship-driven characteristics as their partners compared with competitive robots. (2) After some partnering experience has been gained, the choice becomes less clear and additional driving factors emerge: (2a) participants with higher levels of competitiveness (personal characteristics) tend to prefer Emys, whereas those with lower levels prefer Glin, and (2b) the choice of which robot to partner with also depends on team performance, with the winning team being the preferred choice.info:eu-repo/semantics/publishedVersio

    Mini: A New Social Robot for the Elderly

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    The unceasing aging of the population is leading to new problems in developed countries. Robots represent an opportunity to extend the period of independent living of the elderly as well as to ameliorate their economic burden and social problems. We present a new social robot, Mini, specifically designed to assist and accompany the elderly in their daily life either at home or in a nursing facility. Based on the results of several meetings with experts in this field, we have built a robot able to provide services in the areas of safety, entertainment, personal assistance and stimulation. Mini supports elders and caregivers in cognitive and mental tasks. We present the robot platform and describe the software architecture, particularly focussing on the human–robot interaction. We give in detail how the robot operates and the interrelation of the different modules of the robot in a real use case. In the last part of the paper, we evaluated how users perceive the robot. Participants reported interesting results in terms of usability, appearance, and satisfaction. This paper describes all aspects of the design and development of a new social robot that can be used by other researchers who face the multiple challenges of creating a new robotic platform for older people.The research leading to these results has received funding from the projects: Development of social robots to help seniors with cognitive impairment (ROBSEN), funded by the Ministerio de Economía y Competitividad; and Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), funded by the Ministerio de Ciencia, Innovación y Universidades.Publicad

    Randomness, AI Art, and Copyright

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    I am attracted to my Cool Smart Assistant! Analyzing attachment-aversion in AI-human relationships

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    The conversation between humans and Artificial Intelligence (AI)-enabled intelligent voice assistants (IVA) can create bonds that go beyond a mere utilitarian purpose. The emotional cues in a Human-AI conversation can lead consumers to feel connected with the AI-agents and even consider such a relationship as cool. Although brand coolness is known to affect consumer behavior, little is known about how consumers perceive a close relationship with IVAs and what the drivers of their use or avoidance are. Therefore, the current paper adds to the literature by analyzing how AI-enabled voice assistant experience affects IVA coolness and customer-brand relationships using the attachment-aversion (A-A) theory. A total of 308 consumers showed that affective, behavioral, and intellectual experiences with the intelligent voice assistant affect IVA coolness. IVA coolness was also found to affect A-A relationships positively, influencing consumers’ motivational strength to adopt, maintain and enhance the relationship in the future.info:eu-repo/semantics/publishedVersio

    “I Choose... YOU!” Membership preferences in human–robot teams

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    Although groups of robots are expected to interact with groups of humans in the near future, research related to teams of humans and robots is still scarce. This paper contributes to the study of human–robot teams by describing the development of two autonomous robotic partners and by investigating how humans choose robots to partner with in a multi-party game context. Our work concerns the successful development of two autonomous robots that are able to interact with a group of two humans in the execution of a task for social and entertainment purposes. The creation of these two characters was motivated by psychological research on learning goal theory, according to which we interpret and approach a given task differently depending on our learning goal. Thus, we developed two robotic characters implemented in two robots: Emys (a competitive robot, based on characteristics related to performance-orientation goals) and Glin (a relationship-driven robot, based on characteristics related to learning-orientation goals). In our study, a group of four (two humans and two autonomous robots) engaged in a card game for social and entertainment purposes. Our study yields several important conclusions regarding groups of humans and robots. (1) When a partner is chosen without previous partnering experience, people tend to prefer robots with relationship-driven characteristics as their partners compared with competitive robots. (2) After some partnering experience has been gained, the choice becomes less clear, and additional driving factors emerge as follows: (2a) participants with higher levels of competitiveness (personal characteristics) tend to prefer Emys, whereas those with lower levels prefer Glin, and (2b) the choice of which robot to partner with also depends on team performance, with the winning team being the preferred choice.info:eu-repo/semantics/acceptedVersio

    Indices for Virtual Service Agent Design: Cross-Cultural Evaluation

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    While localization helps to create websites and mobile apps for specific target markets, not as much attention was devoted to the area of affective virtual service agents. The situation is changing due to advances in affective computing and artificial intelligence. Virtual service agents have the potential to change the way how people interact with information technology by transforming control method from physical gestures to natural language conversation. By having human-like characteristics, the agents can transform impersonal service experience to personal and make an emotional impression on the user or customer. Such message can take different forms and interpretations, depending on national culture and other context. Qualitative data from interviews with experts were used to identify differences in how they are viewed in Sweden and Japan. A survey was then used to quantify the differences using a sample of participants, who were asked to rate the likability and trustworthiness of agents with varying ethnicity, gender and age. The impact of visible visual attributes on their trustworthiness and likability is analysed on a familiar example with virtual service agents at an airport. It was found that each group favours their familiar communication style and recommendations on virtual service agent localization are given
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