2,046 research outputs found

    Charlie: A New Robot Prototype for Improving Communication and social Skills in Children with Autism and a New Single-point Infrared Sensor Technique for Detecting bBeathing and Heart Rate Remotely

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    This research delivers a new, interactive game-playing robot named CHARLIE and a novel technique for remotely detecting breathing and heart rate using a single-point, thermal infrared sensor (IR). The robot is equipped with a head and two arms, each with two degrees of freedom, and a camera. We trained a human hands classifier and used this classifier along with a standard face classifier to create two autonomous interactive games: single-player ( Imitate Me, Imitate You ) and two-player ( Pass the Pose ). Further, we developed and implemented a suite of new interactive games in which the robot is teleoperated by remote control. Each of these features has been tested and validated through a field study including eight children diagnosed with autism and speech delays. Results from that study show that significant improvements in speech and social skills can be obtained when using CHARLIE with the methodology described herein. Moreover, gains in communication and social interaction are observed to generalize from child-to-robot to co-present others through the scaffolding of communication skills with the systematic approach developed for the study. Additionally, we present a new IR system that continuously targets the sub-nasal region of the face and measures subtle temperature changes corresponding to breathing and cardiac pulse. This research makes four novel contributions: (1) A low-cost, field-tested robot for use in autism therapy, (2) a suite of interactive robot games, (3) a hand classifier created for performing hand detection during the interactive games, and (4) an IR sensor system which remotely collects temperatures and computes breathing and heart rate. Interactive robot CHARLIE is physically designed to be aesthetically appealing to young children between three and six years of age. The hard, wood and metal robot body is covered with a bright green, fuzzy material and additional padding so that it appears toylike and soft. Additionally, several structural features were included to ensure safety during interactive play and to enhance the robustness of the robot. Because children with autism spectrum disorder (ASD) often enjoy exploring new or interesting objects with their hands, the robot must be able to withstand a moderate amount of physical manipulation without causing injury to the child or damaging the robot or its components. CHARLIE plays five distinct interactive games that are designed to be entertaining to young children, appeal to children of varying developmental ability and promote increased speech and social skill through imitation and turn-taking. Remote breathing and heart rate detection Stress is a compounding factor in autism therapy which can inhibit progress toward specific therapeutic goals. The ability to non-invasively detect physical indicators of increasing stress, especially when they can be correlated to specific activities and measured in terms of length and frequency, can relay important metrics about the antecedents that cause stress for a particular child and can be used to help automate the evaluation of a child\u27s progress between sessions. Further, collecting and measuring critical physiological indicators such as breathing and heart rate can enable robots to adjust their behavior based on the perceived emotional, psychological or physical state of their user. The utility and acceptance of robots can be further increased when they are able to learn typical physiological patterns and use these patterns as a baseline for identifying anomalies or possible warning signs of various problems in their human users. We present a new technique for remotely collecting and analyzing breathing and heart rates in real time using an autonomous, low cost infrared (IR) sensor system. This is accomplished by continuously targeting a high precision IR sensor, tracking changes in the sub-nasal skin surface temperature and employing a sinusoidal curve-fitting function, Fast Fourier Transform (FFT), and Discrete Wavelet Transform (DWT) to extract the breathing and heart rate from recorded temperatures

    Tactile Interactions with a Humanoid Robot : Novel Play Scenario Implementations with Children with Autism

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    Acknowledgments: This work has been partially supported by the European Commission under contract number FP7-231500-ROBOSKIN. Open Access: This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feedback provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play scenarios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.Peer reviewedFinal Published versio

    A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism

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    This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe

    Interaction Histories and Short-Term Memory: Enactive Development of Turn-Taking Behaviours in a Childlike Humanoid Robot

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    In this article, an enactive architecture is described that allows a humanoid robot to learn to compose simple actions into turn-taking behaviours while playing interaction games with a human partner. The robot’s action choices are reinforced by social feedback from the human in the form of visual attention and measures of behavioural synchronisation. We demonstrate that the system can acquire and switch between behaviours learned through interaction based on social feedback from the human partner. The role of reinforcement based on a short-term memory of the interaction was experimentally investigated. Results indicate that feedback based only on the immediate experience was insufficient to learn longer, more complex turn-taking behaviours. Therefore, some history of the interaction must be considered in the acquisition of turn-taking, which can be efficiently handled through the use of short-term memory.Peer reviewedFinal Published versio

    Motion and emotion estimation for robotic autism intervention.

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    Robots have recently emerged as a novel approach to treating autism spectrum disorder (ASD). A robot can be programmed to interact with children with ASD in order to reinforce positive social skills in a non-threatening environment. In prior work, robots were employed in interaction sessions with ASD children, but their sensory and learning abilities were limited, while a human therapist was heavily involved in “puppeteering” the robot. The objective of this work is to create the next-generation autism robot that includes several new interactive and decision-making capabilities that are not found in prior technology. Two of the main features that this robot would need to have is the ability to quantitatively estimate the patient’s motion performance and to correctly classify their emotions. This would allow for the potential diagnosis of autism and the ability to help autistic patients practice their skills. Therefore, in this thesis, we engineered components for a human-robot interaction system and confirmed them in experiments with the robots Baxter and Zeno, the sensors Empatica E4 and Kinect, and, finally, the open-source pose estimation software OpenPose. The Empatica E4 wristband is a wearable device that collects physiological measurements in real time from a test subject. Measurements were collected from ASD patients during human-robot interaction activities. Using this data and labels of attentiveness from a trained coder, a classifier was developed that provides a prediction of the patient’s level of engagement. The classifier outputs this prediction to a robot or supervising adult, allowing for decisions during intervention activities to keep the attention of the patient with autism. The CMU Perceptual Computing Lab’s OpenPose software package enables body, face, and hand tracking using an RGB camera (e.g., web camera) or an RGB-D camera (e.g., Microsoft Kinect). Integrating OpenPose with a robot allows the robot to collect information on user motion intent and perform motion imitation. In this work, we developed such a teleoperation interface with the Baxter robot. Finally, a novel algorithm, called Segment-based Online Dynamic Time Warping (SoDTW), and metric are proposed to help in the diagnosis of ASD. Social Robot Zeno, a childlike robot developed by Hanson Robotics, was used to test this algorithm and metric. Using the proposed algorithm, it is possible to classify a subject’s motion into different speeds or to use the resulting SoDTW score to evaluate the subject’s abilities

    Artificial Vision Algorithms for Socially Assistive Robot Applications: A Review of the Literature

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    Today, computer vision algorithms are very important for different fields and applications, such as closed-circuit television security, health status monitoring, and recognizing a specific person or object and robotics. Regarding this topic, the present paper deals with a recent review of the literature on computer vision algorithms (recognition and tracking of faces, bodies, and objects) oriented towards socially assistive robot applications. The performance, frames per second (FPS) processing speed, and hardware implemented to run the algorithms are highlighted by comparing the available solutions. Moreover, this paper provides general information for researchers interested in knowing which vision algorithms are available, enabling them to select the one that is most suitable to include in their robotic system applicationsBeca Conacyt Doctorado No de CVU: 64683

    Methodology and themes of human-robot interaction: a growing research field

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    Original article can be found at: http://www.intechweb.org/journal.php?id=3 Distributed under the Creative Commons Attribution License. Users are free to read, print, download and use the content or part of it so long as the original author(s) and source are correctly credited.This article discusses challenges of Human-Robot Interaction, which is a highly inter- and multidisciplinary area. Themes that are important in current research in this lively and growing field are identified and selected work relevant to these themes is discussed.Peer reviewe
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