96 research outputs found

    Social Robots in Hospitals: A Systematic Review

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    Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design of social robots and their interaction with patients. To this end, a systematic review was conducted using WoS and MEDLINE, and the results were exhaustive analyzed. The authors found that most of the initiatives and projects serve the el- derly and children, and specifically, that they helped these groups fight diseases such as dementia, autism spectrum disorder (ASD), cancer, and diabetes

    Development of an autonomous mobile towing vehicle for logistic tasks

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    Frequently carrying high loads and performing repetitive tasks compromises the ergonomics of individuals, a recurrent scenario in hospital environments. In this paper, we design a logistic planner of a fleet of autonomous mobile robots for the automation of transporting trolleys around the hospital, which is independent of the space configuration, and robust to loss of network and deadlocks. Our robotic solution has an innovative gripping system capable of grasping and pulling nonmodified standard trolleys just by coupling a plate. Robots are able to navigate autonomously, to avoid obstacles assuring the safety of operators, to identify and dock a trolley, to access charging stations and elevators, and to communicate with the latter. An interface was built allowing users to command the robots through a web server. It is shown how the proposed methodology behaves in experiments conducted at the Faculty of Engineering of the University of Porta and Braga's Hospital.This work is financed by the ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation- COMPETE 2020 Programme, and by National Funds through the Portuguese funding agency, FCT-Fundação para a Ciência e a Tecnologia, within project SAICTPAC/0034/2015 - POCI-01- 0145-FEDER-016418. Authors would like to acknowledge to Trivalor, Itau and Gertal for the support of the project RDH.info:eu-repo/semantics/publishedVersio

    Social Robots in Hospitals: A Systematic Review

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    Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design of social robots and their interaction with patients. To this end, a systematic review was conducted using WoS and MEDLINE, and the results were exhaustive analyzed. The authors found that most of the initiatives and projects serve the elderly and children, and specifically, that they helped these groups fight diseases such as dementia, autism spectrum disorder (ASD), cancer, and diabetes.This work has been supported by the PERGAMEX ACTIVE project, Ref. RTI2018-096986- B-C32, funded by the Spanish Ministry of Science and Innovation

    Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients

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    Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to personal health records, that aim to support patients with chronic conditions and their caregivers in realizing the ideal of self-management. We describe a platform that integrates these tools to support young patients in diabetes self-management through educational game playing, monitoring and motivational feedback. We describe the design of the platform referring to principles from healthcare, persuasive system design and serious game design. The virtual coach is a game guide that can also provide personalized feedback about the user’s daily care related activities which have value for making progress in the game world. User evaluations with patients under pediatric supervision revealed that the use of mobile technology in combination with web-based elements is feasible but some assumptions made about how users would connect to the platform were not satisfied in reality, resulting in less than optimal user experiences. We discuss challenges with suggestions for further development of integrated pervasive coaching and gamification platforms in medical practice

    Active Estimation of 3D Lines in Spherical Coordinates

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    Straight lines are common features in human made environments, which makes them a frequently explored feature for control applications. Many control schemes, like Visual Servoing, require the 3D parameters of the features to be estimated. In order to obtain the 3D structure of lines, a nonlinear observer is proposed. However, to guarantee convergence, the dynamical system must be coupled with an algebraic equation. This is achieved by using spherical coordinates to represent the line's moment vector, and a change of basis, which allows to introduce the algebraic constraint directly on the system's dynamics. Finally, a control law that attempts to optimize the convergence behavior of the observer is presented. The approach is validated in simulation, and with a real robotic platform with a camera onboard.Comment: Accepted in 2019 American Control Conference (ACC) (Final Version

    Designing an educational interactive eBook for newly diagnosed children with type 1 diabetes: Mapping a new design space

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    peer-reviewedIn this paper, we report on a project investigating the role of Interactive Technologies (IT) and participatory design methods in supporting self-care practices in paediatric Type 1 Diabetes Mellitus (T1DM). In particular, we discuss the design of an educational interactive eBook to support newly diagnosed children and their families in learning about effective management outside the clinical–medical consultation. We use our design as an illustration of a potential new design space for type 1 diabetes learning resources. We map this space by identifying a series of oppositions that helps us to explore new design assumptions that could better support the education of newly diagnosed children and families: learning alone vs learning together, medical vs patient perspective, prescriptive language vs narratives and social stories, and static vs interactive educational contents. Through a discussion of these shifting of points of focus in the design of educational products in T1DM, we hope to open up new opportunities to rethink the design of tools to support the education of paediatric diabetes (and possibly of other chronic diseases and conditions)

    Social Robots to enhance therapy and interaction for children: From the design to the implementation "in the wild"

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    En les últimes dues dècades els robots socials s'han convertit en un camp emergent en el qual encara hi ha molt per fer. Aquest camp requereix coneixements en mecànica, control, intel·ligència artificial, sistemes, etc., però també en psicologia, disseny, ètica, etc. El nostre grup de recerca de perfil interdisciplinari ha estat treballant en el disseny de robots socials en diferents aplicacions per a nens amb necessitats especials. L'objectiu d'aquesta tesi és investigar diferents escenaris en teràpia o educació on els robots socials podrien ser una eina útil per als nens. Es van realitzar 4 estudis amb diferents propòsits: (1) dissenyar activitats amb robòtica de LEGO per avaluar el comportament social dels nens amb trastorn de l'espectre autista (TEA) (entre companys i amb adults) i analitzar la seva efectivitat, (2) dissenyar un robot social per recuperar les funcionalitats més afectades a causa de traumatismes cranioencefàlics (TCE) en nens i veure l'eficàcia del tractament, (3) proporcionar un robot mascota per alleujar els sentiments d'ansietat, solitud i estrès en nens hospitalitzats, i (4) comprovar com un robot amb comportament social i amb una personalització versus robots sense aquestes característiques mostra diferències en termes d'interacció amb nens i, per tant, pot ajudar en l'efectivitat de diferents tractaments com hem esmentat anteriorment. Els resultats van revelar diferents resultats depenent de l'aplicació: (1) efectivitat amb la plataforma robòtica social que vam dissenyar en el tractament neuropsicològic per a aquells nens afectats per TCE, (2) eficàcia amb les activitats de robòtica de LEGO dissenyades per un grup de terapeutes en termes de millora d'habilitats socials (3) un efecte positiu entre els mediadors i facilitadors de la interacció i les relacions entre els diferents agents involucrats en el procés de la cura: pacients hospitalitzats, familiars, voluntaris i personal clínic, i (4) una interacció diferent, en termes de temps, entre els dos grups durant període de dues setmanes.En las últimas dos décadas los robots sociales se han convertido en un campo emergente en el que todavía hay mucho por hacer. Este campo requiere conocimientos en mecánica, control, inteligencia artificial, sistemas, etc., pero también en psicología, diseño, ética, etc. Nuestro grupo de investigación de perfil interdisciplinar ha estado trabajando en el diseño de robots sociales en diferentes aplicaciones para niños con necesidades especiales. El objetivo de esta tesis es investigar diferentes escenarios en terapia o educación donde los robots sociales podrían ser una herramienta útil para los niños. Se realizaron 4 estudios con diferentes propósitos: (1) diseñar actividades con robótica de LEGO para evaluar el comportamiento social de los niños con trastorno del espectro autista (TEA) (entre compañeros y con adultos) y analizar su efectividad, (2) diseñar un robot social para recuperar las funcionalidades más afectadas a causa de traumatismos craneoencefálicos (TCE) en niños y ver la eficacia del tratamiento, (3) proporcionar un robot mascota para aliviar los sentimientos de ansiedad, soledad y estrés en niños hospitalizados, y (4) comprobar como un robot con comportamiento social y con una personalización versus robots sin esas características muestra diferencias en términos de interacción con niños y, por tanto, puede ayudar en la efectividad de diferentes tratamientos como mencionamos anteriormente. Los resultados revelaron diferentes resultados dependiendo de la aplicación: (1) efectividad con la plataforma robótica social que diseñamos en el tratamiento neuropsicológico para aquellos niños afectadas por TCE, (2) eficacia con las actividades de robótica de LEGO diseñadas por un grupo de terapeutas en términos de mejora de habilidades sociales (3) un efecto positivo entre los mediadores y facilitadores de la interacción y las relaciones entre los diferentes agentes involucrados en el proceso del cuidado: pacientes hospitalizados, familiares, voluntarios y personal clínico, y (4) una interacción diferente, en términos de tiempo, entre ambos grupos en el promedio de un período de dos semanas.Over the past two decades social robots have become an emerging field where there are many things still to work on. This field not only requires knowledge in mechanics, control, artificial intelligence, systems, etc., but also in psychology, design, ethics, etc. Our multidisciplinary research group has been working on designing social robotic platforms in different applications for children with special needs. The aim of this thesis is to investigate different scenarios in therapy or education where social robots could be a useful tool for children. We ran 4 studies with different purposes: (1) to design activities with LEGO robotics to assess children with autism spectrum disorder (ASD) social behaviour (between peers and with adults) and to analyze the effectiveness, (2) to design a social robotic platform to recover the functionalities most affected by traumatic brain injuries (TBI) in children and see the effectiveness of the treatment, (3) to provide a pet robot to alleviate feelings of anxiety, loneliness and stress of long-term children inpatient and their bystanders, and (4) to verify how a robot with social behaviour and personalization verses those robots without, shows differences in terms of interaction with children and thus, helps the effectiveness of different treatments as we mention above. The results revealed different outcomes depending on the application: (1) effectiveness with the social robotic platform that we designed in neuropsychological treatment in those areas affected by TBI, (2) effectiveness with the LEGO robotics activities designed by a group of therapists in terms of improvement of the social skills and engagement, (3) a positive effect within mediators and facilitators of interaction and relationships between the different agents involved in the caring process: in-patients, relatives, volunteers and clinical staff (4) slight evidence towards a different interaction, in terms of time, between both groups in the average of a two-week period

    On-Board Human-Aware Navigation for Indoor Resource-Constrained Robots: A Case-Study with the Ranger

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    Introducing simple robotic platforms into domes- tic environments is faced with the challenge of social accept- ability. Therefore human-aware navigation is a must for robots operating in environments shared with human users. In this work, we focus on the human-aware navigation problem in a structured environment for a robot with limited sensing and constrained maneuvering called Ranger. The Ranger is a simple domestic robotic platform designed for interacting with children. The system combines person detection and tracking —which is the result of fusing laser-scan and depth-image based detectors provided by an RGB-D camera—, basic autonomous navigation and the concept of personal space. We rely only on the on-board sensors for mapping, localization, human tracking, and navigation. Systematic experiments are carried out with a real robot in the presence of a human in order to compare our human-aware navigation with a non human-aware simple approach. The results show that human-aware navigation is able to achieve trajectories which are respecting the personal spaces of the human and are thus more acceptable for the users
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