82 research outputs found

    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

    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

    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

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computationâ€, “Embodimentâ€, and “Biology†to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computationâ€, “Embodimentâ€, and “Biologyâ€. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural designâ€. These three major topics will be introduced in this Summary. “Computationâ€, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form†has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form†in architecture as a continual “information processor†rather than the result of information processing. In other words, “Form†should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formationâ€. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities? “Embodiment†in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension†(McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs†(Gilles Deleuze and Félix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology†proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities. “Biologyâ€, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural processâ€. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complexâ€, “Geometric Information Distributionâ€, and “On/Off Switch and Trigger.†The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential Systembased approach from the “Simple to Complex†principle of Evo-Devo B. Extract the idea of “Collective Intelligence†from “Geometric information Distribution†principle of Evo-Devo C. Extract the principle of “Assembly Regulation†from “On/Off switch and trigger†principle of Evo-Devo The “HyperCell†research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBodyâ€. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell†will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    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

    Para além do controle: estratégias para a agência do design no Antropoceno

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    This thesis provides a moral appeal. It sets out to inspire makers, doers and thinkers to strategically act, beyond control, in knocking at the door of socio-ecological crisis in Anthropocene. What is the role of design in the Anthropocene? What kind of ethical principles can be considered? And what does this imply for ‘response-able’ practices? These questions bind together the non-linear assemblage that this thesis is. Action, reflection, problem and solution are interdependent and unfold together, like the petals of a blooming rose. Complexity may be absorbed with honesty rather than with confidence. The voice in this thesis is an ‘I’, and ‘I’ am an ecological constructivist. The grounds for ecological constructivism are inter-personal or rather inter-actor relationships. Places, objects, processes and organisms are seen as entangled entities and are approached with a ‘tentacular’ sensitivity: the humanities’ object of study is no longer ‘man.’ Research and researcher, life and the living, site and situation are inevitably interwoven. Every ‘thing’ and every ‘action’ are data. The data is collected through a personal, subjective lens combining design practice with theory. It is assumed that when carried out trough time, with honesty and integrity, research (about, through and for design) can bring us closer to morphs of truth. With a creative hunch, I collect clues as a hunter-gather. By coding, categorizing and interpreting like a detective, with frames such as ‘entanglement’, ‘submergence’ and ‘contamination’ the research employs the method of abduction to develop constructs and theories. These are then used to build the argument for seven moral pleas meant as persuasions: normative aspirations for design agency in the Anthropocene. Design actions may focus on themes such as: unfolding together; responding beyond control; loving our monsters; an obligation to disobedience; form follows potential and being into Anthropocene fiction. The journey then concludes with a re-enchantment of decency towards all that matters, an animistic approach with pragmatic logic that sees the wellbeing of humans, animals and environments as deeply connected. Human interventions would preferably set out to enable autonomous ‘sympoeitic’ stewardship of the planet by including intentions for the unintentional. The implications of this research are related to context and method. A recursive use of a myriad of methodologies, playing their role at different moments of the research, may have given completely different results in another context, which may not appeal to all researchers. Eventually the exploratory, rather than explanatory nature of this research, revealed one thing: the main aim is not to achieve results, but to create a stage on which many perspectives can unfold: the result is that results are not all that counts. Attitude, rather than telos, lies at the heart of design agency beyond control.Esta tese oferece um apelo moral. Tem como objetivo inspirar os criadores, realizadores e pensadores a agirem estrategicamente, além do controle, batendo à porta da crise socioecológica no Antropoceno. Qual é o papel do design no Antropoceno? Que tipo de princípios éticos podem ser considerados? E o que isso significa para práticas "capazes de responder"? Essas questões a não linearidade metodológica desta tese. Ação, reflexão, problema e solução são interdependentes e desdobram-se juntos, como as pétalas de uma rosa desabrochando. A complexidade pode ser absorvida com honestidade e não com confiança. A voz nesta tese é um 'eu' e 'eu' sou um construtivista ecológico. As bases para o construtivismo ecológico são as relações interpessoais, ou melhor, entre os atores. Lugares, objetos, processos e organismos são vistos como entidades entrosadas e são abordadas com uma sensibilidade 'tentacular': o objeto de estudo das humanidades não é mais 'homem'. Pesquisa e pesquisador, vida e vivência, local e situação estão inevitavelmente entrelaçados. Cada "coisa" e cada "ação" são dados. Os dados são coletados por meio de lentes subjetivas e pessoais, combinando a prática do design com a teoria. Presume-se que, quando realizada ao longo do tempo, com honestidade e integridade, a investigação (sobre, por meio de, e, para design) pode aproximar-nos de formas de verdade. Com um palpite criativo, coleto pistas como um caçador-coletor. Ao codificar, categorizar e interpretar como um detetive, com quadros como "entrosamento", "submersão" e "contaminação", a pesquisa emprega o método de abdução para desenvolver construções e teorias. Estas são então usadas para construir o argumento para os sete fundamentos morais significados como persuasões: aspirações normativas para agência de design no Antropoceno. As ações de design podem concentrar-se em temas como: desdobramento conjunto; respondendo além do controle; amar nossos monstros; uma obrigação de desobediência; a forma segue o potencial e o ser (existência) na ficção do Antropoceno. A viagem então termina com um reencantamento da decência em relação a tudo o que importa, uma abordagem animista com uma lógica pragmática que vê o bem-estar de humanos, animais e ambientes profundamente conectados. Intervenções humanas seriam preferencialmente estabelecidas para permitir a administração "simpoeítica" autónoma do planeta, incluindo as intenções para o não ntencional. As implicações desta investigação estão relacionadas com o contexto e com o método. O uso recursivo de uma miríade de metodologias, desempenhando o seu papel em diferentes momentos da investigação, poderá dar resultados diferentes em outros contextos, o que poderá não ser consensual na comunidade científica. Por fim, o caráter exploratório, ao invés de explicativo, desta investigação revelou que o objetivo principal não é alcançar resultados, mas criar um palco no qual muitas perspetivas possam desdobrar-se: o resultado é que os resultados não são tudo o que conta em investigação mas a jornada é em si também um aspeto importante. Atitude, ao invés de perseguir um fim (telos), está na essência de design agency consciente da impossibilidade de controle.Programa Doutoral em Desig

    SEEDS - 2015

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    Contributors include: Scott Brehman, Elbert Tavon Briggs, Alisa Burris, Larry O. Dean, I. Feigle, Cynthia Garcia, Kasia B. Garzel, Tania Gonzalez, Abrahim Harb, Najlah Iqbal, Eric Kraybill, Mary Kroeck, Joshua Lustig, Alexandria Obrony, Nick Pecucci, Stacie Polk, Brandon Sherrod, Joseph Tinaglia, Jacob Topp, Joanna Zunohttps://neiudc.neiu.edu/seeds/1008/thumbnail.jp

    Urban Play and the Playable City:A Critical Perspective

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