5,354 research outputs found

    Utilizing social virtual reality robot (V2R) for music education to children with high-functioning autism

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    Virtual Reality (VR) technology is a growing technology that has been used in various fields of psychology, education, and therapy. One group of potential users of VR are children with autism who need education and have poor social interactions; this technology could help them improve their social skills through real-world simulation. In this study, we evaluated the feasibility of conducting virtual music education programs with automatic assessment system for children with autism at treatment/research centers without the need to purchase a robot, resulting in the possibility of offering schedules on a larger scale and at a lower cost. Intervention sessions were conducted for five children with high-functioning autism ranging in age from 6 to 8 years old during 20 weeks which includes a baseline session, a pre-test, training sessions, a post-test, and a follow-up test. Each music education sessions involved teaching different notes and pieces of music according to the child’s cooperation, accuracy, and skill level utilizing virtual reality robots and virtual musical instruments. Actually, by analysis of psychological tests, and questionnaires conducted by a psychologist, we observe slight improvements in cognitive skills because of the ceiling effect. Nevertheless, the effectiveness of the proposed method was proved by conducting statistical analysis on the child’s performance data during the music education sessions which were obtained by using both video coding and the proposed automatic assessment system. Consequently, a general upward trend in the musical ability of participants was shown to occur in these sessions, which warrants future studies in this field

    A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots

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    © 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe

    Impacts of using a social robot to teach music to children with low-functioning autism

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    This article endeavors to present the impact of conducting robot-assisted music-based intervention sessions for children with low-functioning (LF) autism. To this end, a drum/xylophone playing robot is used to teach basic concepts of how to play the instruments to four participants with LF autism during nine educational sessions. The main findings of this study are compared to similar studies conducted with children with high-functioning autism. Our main findings indicated that the stereotyped behaviors of all the subjects decreased during the course of the program with an approximate large Cohen’s d effect size. Moreover, the children showed some improvement in imitation, joint attention, and social skills from the Pre-Test to Post-Test. In addition, regarding music education, we indicated that while the children could not pass a test on the music notes or reading music phrases items because of their cognitive deficits, they showed acceptable improvements (with a large Cohen’s d effect size) in the Stambak Rhythm Reproduction Test, which means that some rhythm learning occurred for the LF participants. In addition, we indicated that parenting stress levels decreased during the program. This study presents some potential possibilities of performing robot-assisted interventions for children with LF autism

    Designing Sound for Social Robots: Advancing Professional Practice through Design Principles

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    Sound is one of the core modalities social robots can use to communicate with the humans around them in rich, engaging, and effective ways. While a robot's auditory communication happens predominantly through speech, a growing body of work demonstrates the various ways non-verbal robot sound can affect humans, and researchers have begun to formulate design recommendations that encourage using the medium to its full potential. However, formal strategies for successful robot sound design have so far not emerged, current frameworks and principles are largely untested and no effort has been made to survey creative robot sound design practice. In this dissertation, I combine creative practice, expert interviews, and human-robot interaction studies to advance our understanding of how designers can best ideate, create, and implement robot sound. In a first step, I map out a design space that combines established sound design frameworks with insights from interviews with robot sound design experts. I then systematically traverse this space across three robot sound design explorations, investigating (i) the effect of artificial movement sound on how robots are perceived, (ii) the benefits of applying compositional theory to robot sound design, and (iii) the role and potential of spatially distributed robot sound. Finally, I implement the designs from prior chapters into humanoid robot Diamandini, and deploy it as a case study. Based on a synthesis of the data collection and design practice conducted across the thesis, I argue that the creation of robot sound is best guided by four design perspectives: fiction (sound as a means to convey a narrative), composition (sound as its own separate listening experience), plasticity (sound as something that can vary and adapt over time), and space (spatial distribution of sound as a separate communication channel). The conclusion of the thesis presents these four perspectives and proposes eleven design principles across them which are supported by detailed examples. This work contributes an extensive body of design principles, process models, and techniques providing researchers and designers with new tools to enrich the way robots communicate with humans

    Design for Child-Robot Play The implications of Design Research within the field of Human-Robot Interaction studies for Children

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    This thesis investigates the intersections of three disciplines, that are Design Research, Human-Robot Interaction studies, and Child Studies. In particular, this doctoral research is focused on two research questions, namely, what is (or might be) the role of design research in HRI? And, how to design acceptable and desirable child-robot play applications? The first chapter introduces an overview of the mutual interest between robotics and design that is at the basis of the research. On the one hand, the interest of design toward robotics is documented through some exemplary projects from artists and designers that speculate on the human-robot coexistence condition. Vice versa, the robotics interest toward design is documented by referring to some tracks of robotic conferences, scienti c workshops and robotics journals which focused on the design-robotics relationship. Finally, a brief description of the background conditions that characterized this doctoral research are introduced, such as the fact of being a research founded by a company. The second chapter provides an overview of the state of the art of the intersections between three multidisciplinary disciplines. First, a de nition of Design Research is provided, together with its main trends and open issues. Then, the review focuses on the contribution of Design Research to the HRI eld, which can be summed up in actions focused on three aspects: artefacts, stakeholders, and contexts. This is followed by a focus on the role of Design Research within the context of children studies, in which it is possible to identify two main design-child relationships: design as a method for developing children’s learning experiences; and children as part of the design process for developing novel interactive systems. The third chapter introduces the Research through Design (RtD) approach and its relevance in conducting design research in HRI. The proposed methodology, based on this approach, is particularly characterized by the presence of design explorations as study methods. These, in turn, are developed through a common project’s methodology, also reported in this chapter. The fourth chapter is dedicated to the analysis of the scenario in which the child-robot interaction takes place. This was aimed at understanding what is edutainment robotics for children, its common features, how it relates to existing children play types, and where the interaction takes place. The chapter provides also a focus on the relationship between children and technology on a more general level, through which two themes and relative design opportunities were identi ed: physically active play and objects-to-think-with. These were respectively addressed in the two design explorations presented in this thesis: Phygital Play and Shybo. The Phygital Play project consists of an exploration of natural interaction modalities with robots, through mixed-reality, for fostering children’s active behaviours. To this end, a game platform was developed for allowing children to play with or against a robot, through body movement. Shybo, instead, is a low-anthropomorphic robot for playful learning activities with children that can be carried out in educational contexts. The robot, which reacts to properties of the physical environment, is designed to support different kinds of experiences. Then, the chapter eight is dedicated to the research outcomes, that were de ned through a process of reflection. The contribution of the research was analysed and documented by focusing on three main levels, namely: artefact, knowledge and theory. The artefact level corresponds to the situated implementations developed through the projects. The knowledge level consists of a set of actionable principles, emerged from the results and lessons learned from the projects. At the theory level, a theoretical framework was proposed with the aim of informing the future design of child- robot play applications. Thelastchapterprovidesa naloverviewofthe doctoral research, a series of limitations regarding the research, its process and its outcomes, and some indications for future research

    Advances in Human-Robot Interaction

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    Rapid advances in the field of robotics have made it possible to use robots not just in industrial automation but also in entertainment, rehabilitation, and home service. Since robots will likely affect many aspects of human existence, fundamental questions of human-robot interaction must be formulated and, if at all possible, resolved. Some of these questions are addressed in this collection of papers by leading HRI researchers

    Sound synthesis for communicating nonverbal expressive cues

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    Non-verbal sounds (NVS) constitute an appealing communicative channel for transmitting a message during a dialog. They provide two main benefits, such as they are not linked to any particular language, and they can express a message in a short time. NVS have been successfully used in robotics, cell phones, and science fiction films. However, there is a lack of deep studies on how to model NVS. For instance, most of the systems for NVS expression are ad hoc solutions that focus on the communication of the most prominent emotion. Only a small number of papers have proposed a more general model or dealt directly with the expression of pure communicative acts, such as affirmation, denial, or greeting. In this paper we propose a system, referred to as the sonic expression system (SES), that is able to generate NVS on the fly by adapting the sound to the context of the interaction. The system is designed to be used by social robots while conducting human robot interactions. It is based on a model that includes several acoustic features from the amplitude, frequency, and time spaces. In order to evaluate the capabilities of the system, nine categories of communicative acts were created. By means of an online questionnaire, 51 participants classified the utterances according to their meaning, such as agreement, hesitation, denial, hush, question, summon, encouragement, greetings, and laughing. The results showed how very different NVS generated by our SES can be used for communicating.Publicad
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