185 research outputs found

    A Systematic Review on Social Robots in Public Spaces: Threat Landscape and Attack Surface

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    There is a growing interest in using social robots in public spaces for indoor and outdoor applications. The threat landscape is an important research area being investigated and debated by various stakeholders. Objectives: This study aims to identify and synthesize empirical research on the complete threat landscape of social robots in public spaces. Specifically, this paper identifies the potential threat actors, their motives for attacks, vulnerabilities, attack vectors, potential impacts of attacks, possible attack scenarios, and mitigations to these threats. Methods: This systematic literature review follows the guidelines by Kitchenham and Charters. The search was conducted in five digital databases, and 1469 studies were retrieved. This study analyzed 21 studies that satisfied the selection criteria. Results: Main findings reveal four threat categories: cybersecurity, social, physical, and public space. Conclusion: This study completely grasped the complexity of the transdisciplinary problem of social robot security and privacy while accommodating the diversity of stakeholders’ perspectives. Findings give researchers and other stakeholders a comprehensive view by highlighting current developments and new research directions in this field. This study also proposed a taxonomy for threat actors and the threat landscape of social robots in public spaces.publishedVersio

    Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose

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    The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil. The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research. The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling. To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum

    Mobile Robots in Human Environments:towards safe, comfortable and natural navigation

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    The design of a Tesla automotive factory for the Coega Development Corporation

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    This treatise will explore the suitable design of a 21st century fully sustainable automotive manufacturing facility for the company: Tesla Motors. It will investigate how the factory will sit in its cosmic context in conjunction with creating public and industrial spaces, based on the nature of the building and corporation. This proposal seeks to: Have a relevant expression and public interface for a factory of that type belonging in a cosmic landscape. Embark upon a critical investigate on of factories as a typology and related issues and concerns. Establish a stimulating and creative platform through which highly skilled international and local automotive leaders, academia, students and entrepreneurs can be in dialogue. Through the critical engagement of these fields a well-structured methodology will be formulated, as well as a hypothetical architectural response relating to the 21st century factory

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    RISK AND SACRAMENT: BEING HUMAN IN A COVID‐19 WORLD

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    In this article we examine the changing relationship to risk as revealed by the COVID‐19 pandemic and the ways this has, and may in future, alter sacramental practice, considering the radical effects this could have on traditional Christian practice. We consider the cultural trends that may lie behind this developing approach to risk, examining this in the context of an emergent transhuman identity that is technologically moderated and seeks to overcome risks of human mortality

    Invisible but Understandable: In Search of the Sweet Spot between Technology Invisibility and Transparency in Smart Spaces and Beyond

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    Smart technology is already present in many areas of everyday life. People rely on algorithms in crucial life domains such as finance and healthcare, and the smart car promises a more relaxed driving experience—all the while, the technology recedes further into the background. The smarter the technology, the more intransparent it tends to become. Users no longer understand how the technology works, what its limits are, and what consequences regarding autonomy and privacy emerge. Both extremes, total invisibility and total transparency, come with specific challenges and do not form reasonable design goals. This research explores the potential tension between smart and invisible versus transparent and understandable technology. We discuss related theories from the fields of explainable AI (XAI) as well as trust psychology, and then introduce transparency in smart spaces as a special field of application. A case study explores specific challenges and design approaches through the example of a so-called room intelligence (RI), i.e., a special kind of smart living room. We conclude with research perspectives for more general design approaches and implications for future research

    Urban Play and the Playable City:A Critical Perspective

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