3,805 research outputs found

    Creating Interaction Scenarios With a New Graphical User Interface

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    The field of human-centered computing has known a major progress these past few years. It is admitted that this field is multidisciplinary and that the human is the core of the system. It shows two matters of concern: multidisciplinary and human. The first one reveals that each discipline plays an important role in the global research and that the collaboration between everyone is needed. The second one explains that a growing number of researches aims at making the human commitment degree increase by giving him/her a decisive role in the human-machine interaction. This paper focuses on these both concerns and presents MICE (Machines Interaction Control in their Environment) which is a system where the human is the one who makes the decisions to manage the interaction with the machines. In an ambient context, the human can decide of objects actions by creating interaction scenarios with a new visual programming language: scenL.Comment: 5th International Workshop on Intelligent Interfaces for Human-Computer Interaction, Palerme : Italy (2012

    Intuitive adaptive orientation control of assistive robots for people living with upper limb disabilities

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    Robotic assistive devices enhance the autonomy of individuals living with physical disabilities in their day-to-day life. Although the first priority for such devices is safety, they must also be intuitive and efficient from an engineering point of view in order to be adopted by a broad range of users. This is especially true for assistive robotic arms, as they are used for the complex control tasks of daily living. One challenge in the control of such assistive robots is the management of the end-effector orientation which is not always intuitive for the human operator, especially for neophytes. This paper presents a novel orientation control algorithm designed for robotic arms in the context of human-robot interaction. This work aims at making the control of the robot's orientation easier and more intuitive for the user, in particular, individuals living with upper limb disabilities. The performance and intuitiveness of the proposed orientation control algorithm is assessed through two experiments with 25 able-bodied subjects and shown to significantly improve on both aspects

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    User modelling for robotic companions using stochastic context-free grammars

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    Creating models about others is a sophisticated human ability that robotic companions need to develop in order to have successful interactions. This thesis proposes user modelling frameworks to personalise the interaction between a robot and its user and devises novel scenarios where robotic companions may apply these user modelling techniques. We tackle the creation of user models in a hierarchical manner, using a streamlined version of the Hierarchical Attentive Multiple-Models for Execution and Recognition (HAMMER) architecture to detect low-level user actions and taking advantage of Stochastic Context-Free Grammars (SCFGs) to instantiate higher-level models which recognise uncertain and recursive sequences of low-level actions. We discuss a couple of distinct scenarios for robotic companions: a humanoid sidekick for power-wheelchair users and a companion of hospital patients. Next, we address the limitations of the previous scenarios by applying our user modelling techniques and designing two further scenarios that fully take advantage of the user model. These scenarios are: a wheelchair driving tutor which models the user abilities, and the musical collaborator which learns the preferences of its users. The methodology produced interesting results in all scenarios: users preferred the actual robot over a simulator as a wheelchair sidekick. Hospital patients rated positively their interactions with the companion independently of their age. Moreover, most users agreed that the music collaborator had become a better accompanist with our framework. Finally, we observed that users' driving performance improved when the robotic tutor instructed them to repeat a task. As our workforce ages and the care requirements in our society grow, robots will need to play a role in helping us lead better lives. This thesis shows that, through the use of SCFGs, adaptive user models may be generated which then can be used by robots to assist their users.Open Acces

    An Intelligent Robot and Augmented Reality Instruction System

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    Human-Centered Robotics (HCR) is a research area that focuses on how robots can empower people to live safer, simpler, and more independent lives. In this dissertation, I present a combination of two technologies to deliver human-centric solutions to an important population. The first nascent area that I investigate is the creation of an Intelligent Robot Instructor (IRI) as a learning and instruction tool for human pupils. The second technology is the use of augmented reality (AR) to create an Augmented Reality Instruction (ARI) system to provide instruction via a wearable interface. To function in an intelligent and context-aware manner, both systems require the ability to reason about their perception of the environment and make appropriate decisions. In this work, I construct a novel formulation of several education methodologies, particularly those known as response prompting, as part of a cognitive framework to create a system for intelligent instruction, and compare these methodologies in the context of intelligent decision making using both technologies. The IRI system is demonstrated through experiments with a humanoid robot that uses object recognition and localization for perception and interacts with students through speech, gestures, and object interaction. The ARI system uses augmented reality, computer vision, and machine learning methods to create an intelligent, contextually aware instructional system. By using AR to teach prerequisite skills that lend themselves well to visual, augmented reality instruction prior to a robot instructor teaching skills that lend themselves to embodied interaction, I am able to demonstrate the potential of each system independently as well as in combination to facilitate students\u27 learning. I identify people with intellectual and developmental disabilities (I/DD) as a particularly significant use case and show that IRI and ARI systems can help fulfill the compelling need to develop tools and strategies for people with I/DD. I present results that demonstrate both systems can be used independently by students with I/DD to quickly and easily acquire the skills required for performance of relevant vocational tasks. This is the first successful real-world application of response-prompting for decision making in a robotic and augmented reality intelligent instruction system

    Bridging the Research Gap: Making HRI Useful to Individuals with Autism

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    While there is a rich history of studies involving robots and individuals with autism spectrum disorders (ASD), few of these studies have made substantial impact in the clinical research community. In this paper we first examine how differences in approach, study design, evaluation, and publication practices have hindered uptake of these research results. Based on ten years of collaboration, we suggest a set of design principles that satisfy the needs (both academic and cultural) of both the robotics and clinical autism research communities. Using these principles, we present a study that demonstrates a quantitatively measured improvement in human-human social interaction for children with ASD, effected by interaction with a robot

    An Overview of Self-Adaptive Technologies Within Virtual Reality Training

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    This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    Assessment and counseling to get the best efficiency and effectiveness of the assistive technology (MATCH): study protocol

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    Clinical Trials ID: NCT04723784[Abstract] Aims: To determine the psychosocial impact of assistive technology(AT) based on robotics and artificial intelligence in the life of people with disabilities. Background: The best match between any person with disabilities and its AT only can be gotten through a complete assessment and monitoring of his/her needs, abilities, priorities, difficulties and limitations. Without this analysis, it's possible that the device won't meet the individual's expectations. Therefore, it is important that any project focused on the development of innovating AT for people with disabilities includes the perspective of outcome measures as an important phase of the research. In this sense, the integration of the assessment, implementation process and outcome measures is crucial to guarantee the transferability for the project findings and to get the perspective from the final user. Methods: Pilot study, with prospective, longitudinal and analytical cohort. The study lasts from July 2020 until April 2023. The sample is formed by people with disabilities, ages from 2-21, that will participate from the first stage of the process (initial assessment of their abilities and needs) to the final application of outcome measures instruments (with a complete implication during the test of technology). Discussion: Only with the active participation of the person is possible to carry out a user-centered approach. This fact will allow us to define and generate technological solutions that really adjust to the expectations, needs and priorities of the people with disabilities, avoiding the AT from being abandoned, with the consequent health and social spending.Ministerio de Ciencia e Innovación (España); PID2019-104323RB-C31Ministerio de Ciencia e Innovación (España); PID2019-104323RB-C32Ministerio de Ciencia e Innovación (España); PID2019-104323RB-C33Ministerio de Ciencia e Innovación (España); PID2019-104323RB-C3

    Virtual Reality Games for Motor Rehabilitation

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    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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