3,332 research outputs found

    Multimodal Shared-Control Interaction for Mobile Robots in AAL Environments

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    This dissertation investigates the design, development and implementation of cognitively adequate, safe and robust, spatially-related, multimodal interaction between human operators and mobile robots in Ambient Assisted Living environments both from the theoretical and practical perspectives. By focusing on different aspects of the concept Interaction, the essential contribution of this dissertation is divided into three main research packages; namely, Formal Interaction, Spatial Interaction and Multimodal Interaction in AAL. As the principle package, in Formal Interaction, research effort is dedicated to developing a formal language based interaction modelling and management solution process and a unified dialogue modelling approach. This package aims to enable a robust, flexible, and context-sensitive, yet formally controllable and tractable interaction. This type of interaction can be used to support the interaction management of any complex interactive systems, including the ones covered in the other two research packages. In the second research package, Spatial Interaction, a general qualitative spatial knowledge based multi-level conceptual model is developed and proposed. The goal is to support a spatially-related interaction in human-robot collaborative navigation. With a model-based computational framework, the proposed conceptual model has been implemented and integrated into a practical interactive system which has been evaluated by empirical studies. It has been particularly tested with respect to a set of high-level and model-based conceptual strategies for resolving the frequent spatially-related communication problems in human-robot interaction. Last but not least, in Multimodal Interaction in AAL, attention is drawn to design, development and implementation of multimodal interaction for elderly persons. In this elderly-friendly scenario, ageing-related characteristics are carefully considered for an effective and efficient interaction. Moreover, a standard model based empirical framework for evaluating multimodal interaction is provided. This framework was especially applied to evaluate a minutely developed and systematically improved elderly-friendly multimodal interactive system through a series of empirical studies with groups of elderly persons

    Improving elderly access to audiovisual and social media, using a multimodal human-computer interface

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    With the growth of Internet and especially, the proliferation of social media services, an opportunity has emerged for greater social and technological integration of the elderly. However, the adoption of new technologies by this segment of the population is not always straightforward mainly due to the physical and cognitive difficulties that are typically associated with ageing. Thus, for elderly to take advantage of new technologies and services that can help improve their quality of life, barriers must be broken by designing solutions with those needs in mind from the start. The aim of this work is to verify whether Multimodal Human-Computer Interaction (MHCI) systems designed with Universal Accessibility principles, taking into account elderly specific requirements, facilitate the adoption and access to popular Social Media Services (SMSs) and Audiovisual Communication Services, thus potentially contributing to the elderly social and technological integration. A user study was initially conducted in order to learn about the limitations and requirements of elderly people with existing HCI, concerning particularly SMSs and Audiovisual Communication Services, such as Facebook or Windows Live Messenger (WLM). The results of the study, basically a set of new MHCI requirements, were used to inform further development and enhancement of a multimodal prototype previously proposed for mobility-impaired individuals, now targeting the elderly. The prototype allows connecting users with their social networks through a text, audio and video communication service and integrates with SMSs, using natural interaction modalities, like speech, touch and gesture. After the development stage a usability evaluation study was conducted. The study reveals that such multimodal solution could simplify accessibility to the supported services, through the provision of simpler to use interfaces, by adopting natural interaction modalities and by being more satisfying to use by the elderly population, than most of the current graphical user interfaces for those same services, such as Facebook.Com o crescimento da Internet e, especialmente, das redes sociais surge a oportunidade para uma maior integração social e tecnológica dos idosos. No entanto, a adoção de novas tecnologias por essa população nem sempre é simples, principalmente devido às dificuldades físicas e cognitivas que estão associadas com o envelhecimento. Assim, e para que os idosos possam tirar proveito das novas tecnologias e serviços que podem ajudar a melhorar sua qualidade de vida, essas barreiras devem ser ultrapassadas desenhando soluções de raiz com essas necessidades em mente. O objetivo deste trabalho é verificar se interfaces humano-computador multimodais desenhadas com base em princípios de Acessibilidade Universal, tendo em conta requisitos específicos da população idosa, proporcionam um acesso simplificado a serviços de média social e serviços de comunicação audiovisuais, potencialmente contribuindo para a integração social e tecnológica desta população. Um estudo com utilizadores foi inicialmente conduzido a fim de apurar as necessidades especiais desses utilizadores com soluções de software, mais especificamente serviços de média social e serviços de conferência, como o Facebook ou o Windows Live Messenger. Os resultados do estudo foram utilizados para planear o desenvolvimento de um protótipo multimodal proposto anteriormente para utilizadores com mobilidade reduzida. Este permite ligar utilizadores às suas redes sociais através de um serviço de conferência por texto, áudio e vídeo, e um serviço integrado de média social, usando modalidades de interação natural, como o toque, fala e gestos. Após a fase de desenvolvimento foi realizado um estudo de usabilidade. Esse estudo revelou que este tipo de soluções pode simplificar a acessibilidade aos serviços considerados, dado ter interfaces mais simples, por adotar modalidades de interação mais naturais e por ser mais gratificante do que a maioria das interfaces gráficas atuais para os mesmos serviços, como por exemplo o Facebook

    State of the art of audio- and video based solutions for AAL

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    Working Group 3. Audio- and Video-based AAL ApplicationsIt is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living (AAL) technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred to as the use of innovative and advanced Information and Communication Technologies to create supportive, inclusive and empowering applications and environments that enable older, impaired or frail people to live independently and stay active longer in society. AAL capitalizes on the growing pervasiveness and effectiveness of sensing and computing facilities to supply the persons in need with smart assistance, by responding to their necessities of autonomy, independence, comfort, security and safety. The application scenarios addressed by AAL are complex, due to the inherent heterogeneity of the end-user population, their living arrangements, and their physical conditions or impairment. Despite aiming at diverse goals, AAL systems should share some common characteristics. They are designed to provide support in daily life in an invisible, unobtrusive and user-friendly manner. Moreover, they are conceived to be intelligent, to be able to learn and adapt to the requirements and requests of the assisted people, and to synchronise with their specific needs. Nevertheless, to ensure the uptake of AAL in society, potential users must be willing to use AAL applications and to integrate them in their daily environments and lives. In this respect, video- and audio-based AAL applications have several advantages, in terms of unobtrusiveness and information richness. Indeed, cameras and microphones are far less obtrusive with respect to the hindrance other wearable sensors may cause to one’s activities. In addition, a single camera placed in a room can record most of the activities performed in the room, thus replacing many other non-visual sensors. Currently, video-based applications are effective in recognising and monitoring the activities, the movements, and the overall conditions of the assisted individuals as well as to assess their vital parameters (e.g., heart rate, respiratory rate). Similarly, audio sensors have the potential to become one of the most important modalities for interaction with AAL systems, as they can have a large range of sensing, do not require physical presence at a particular location and are physically intangible. Moreover, relevant information about individuals’ activities and health status can derive from processing audio signals (e.g., speech recordings). Nevertheless, as the other side of the coin, cameras and microphones are often perceived as the most intrusive technologies from the viewpoint of the privacy of the monitored individuals. This is due to the richness of the information these technologies convey and the intimate setting where they may be deployed. Solutions able to ensure privacy preservation by context and by design, as well as to ensure high legal and ethical standards are in high demand. After the review of the current state of play and the discussion in GoodBrother, we may claim that the first solutions in this direction are starting to appear in the literature. A multidisciplinary 4 debate among experts and stakeholders is paving the way towards AAL ensuring ergonomics, usability, acceptance and privacy preservation. The DIANA, PAAL, and VisuAAL projects are examples of this fresh approach. This report provides the reader with a review of the most recent advances in audio- and video-based monitoring technologies for AAL. It has been drafted as a collective effort of WG3 to supply an introduction to AAL, its evolution over time and its main functional and technological underpinnings. In this respect, the report contributes to the field with the outline of a new generation of ethical-aware AAL technologies and a proposal for a novel comprehensive taxonomy of AAL systems and applications. Moreover, the report allows non-technical readers to gather an overview of the main components of an AAL system and how these function and interact with the end-users. The report illustrates the state of the art of the most successful AAL applications and functions based on audio and video data, namely (i) lifelogging and self-monitoring, (ii) remote monitoring of vital signs, (iii) emotional state recognition, (iv) food intake monitoring, activity and behaviour recognition, (v) activity and personal assistance, (vi) gesture recognition, (vii) fall detection and prevention, (viii) mobility assessment and frailty recognition, and (ix) cognitive and motor rehabilitation. For these application scenarios, the report illustrates the state of play in terms of scientific advances, available products and research project. The open challenges are also highlighted. The report ends with an overview of the challenges, the hindrances and the opportunities posed by the uptake in real world settings of AAL technologies. In this respect, the report illustrates the current procedural and technological approaches to cope with acceptability, usability and trust in the AAL technology, by surveying strategies and approaches to co-design, to privacy preservation in video and audio data, to transparency and explainability in data processing, and to data transmission and communication. User acceptance and ethical considerations are also debated. Finally, the potentials coming from the silver economy are overviewed.publishedVersio

    Tools in and out of sight : an analysis informed by Cultural-Historical Activity Theory of audio-haptic activities involving people with visual impairments supported by technology

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    The main purpose of this thesis is to present a Cultural-Historical Activity Theory (CHAT) based analysis of the activities conducted by and with visually impaired users supported by audio-haptic technology.This thesis covers several studies conducted in two projects. The studies evaluate the use of audio-haptic technologies to support and/or mediate the activities of people with visual impairment. The focus is on the activities involving access to two-dimensional information, such as pictures or maps. People with visual impairments can use commercially available solutions to explore static information (raised lined maps and pictures, for example). Solu-tions for dynamic access, such as drawing a picture or using a map while moving around, are more scarce. Two distinct projects were initiated to remedy the scarcity of dynamic access solutions, specifically focusing on two separate activities.The first project, HaptiMap, focused on pedestrian outdoors navigation through audio feedback and gestures mediated by a GPS equipped mobile phone. The second project, HIPP, focused on drawing and learning about 2D representations in a school setting with the help of haptic and audio feedback. In both cases, visual feedback was also present in the technology, enabling people with vision to take advantage of that modality too.The research questions addressed are: How can audio and haptic interaction mediate activ-ities for people with visual impairment? Are there features of the programming that help or hinder this mediation? How can CHAT, and specifically the Activity Checklist, be used to shape the design process, when designing audio haptic technology together with persons with visual impairments?Results show the usefulness of the Activity Checklist as a tool in the design process, and provide practical application examples. A general conclusion emphasises the importance of modularity, standards, and libre software in rehabilitation technology to support the development of the activities over time and to let the code evolve with them, as a lifelong iterative development process. The research also provides specific design recommendations for the design of the type of audio haptic systems involved

    Interactivity Improves Usability of Geographic Maps for Visually Impaired People

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    International audienceTactile relief maps are used by visually impaired people to acquire mental representation of space, but they retain important limitations (limited amount of information, braille text, etc.). Interactive maps may overcome these limitations. However, usability of these two types of maps had never been compared. It is then unknown whether interactive maps are equivalent or even better solutions than traditional raised-line maps. This study presents a comparison of usability of a classical raised-line map vs. an interactive map composed by a multi-touch screen, a raised-line overlay and audio output. Both maps were tested by 24 blind participants. We measured usability as efficiency, effectiveness and satisfaction. Our results show that replacing braille with simple audio-tactile interaction significantly improved efficiency and user satisfaction. Effectiveness was not related to the map type but depended on users' characteristics as well as the category of assessed spatial knowledge. Long-term evaluation of acquired spatial information revealed that maps, whether interactive or not, are useful to build robust survey-type mental representations in blind users. Altogether, these results are encouraging as they show that interactive maps are a good solution for improving map exploration and cognitive mapping in visually impaired people

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Real-time generation and adaptation of social companion robot behaviors

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    Social robots will be part of our future homes. They will assist us in everyday tasks, entertain us, and provide helpful advice. However, the technology still faces challenges that must be overcome to equip the machine with social competencies and make it a socially intelligent and accepted housemate. An essential skill of every social robot is verbal and non-verbal communication. In contrast to voice assistants, smartphones, and smart home technology, which are already part of many people's lives today, social robots have an embodiment that raises expectations towards the machine. Their anthropomorphic or zoomorphic appearance suggests they can communicate naturally with speech, gestures, or facial expressions and understand corresponding human behaviors. In addition, robots also need to consider individual users' preferences: everybody is shaped by their culture, social norms, and life experiences, resulting in different expectations towards communication with a robot. However, robots do not have human intuition - they must be equipped with the corresponding algorithmic solutions to these problems. This thesis investigates the use of reinforcement learning to adapt the robot's verbal and non-verbal communication to the user's needs and preferences. Such non-functional adaptation of the robot's behaviors primarily aims to improve the user experience and the robot's perceived social intelligence. The literature has not yet provided a holistic view of the overall challenge: real-time adaptation requires control over the robot's multimodal behavior generation, an understanding of human feedback, and an algorithmic basis for machine learning. Thus, this thesis develops a conceptual framework for designing real-time non-functional social robot behavior adaptation with reinforcement learning. It provides a higher-level view from the system designer's perspective and guidance from the start to the end. It illustrates the process of modeling, simulating, and evaluating such adaptation processes. Specifically, it guides the integration of human feedback and social signals to equip the machine with social awareness. The conceptual framework is put into practice for several use cases, resulting in technical proofs of concept and research prototypes. They are evaluated in the lab and in in-situ studies. These approaches address typical activities in domestic environments, focussing on the robot's expression of personality, persona, politeness, and humor. Within this scope, the robot adapts its spoken utterances, prosody, and animations based on human explicit or implicit feedback.Soziale Roboter werden Teil unseres zukünftigen Zuhauses sein. Sie werden uns bei alltäglichen Aufgaben unterstützen, uns unterhalten und uns mit hilfreichen Ratschlägen versorgen. Noch gibt es allerdings technische Herausforderungen, die zunächst überwunden werden müssen, um die Maschine mit sozialen Kompetenzen auszustatten und zu einem sozial intelligenten und akzeptierten Mitbewohner zu machen. Eine wesentliche Fähigkeit eines jeden sozialen Roboters ist die verbale und nonverbale Kommunikation. Im Gegensatz zu Sprachassistenten, Smartphones und Smart-Home-Technologien, die bereits heute Teil des Lebens vieler Menschen sind, haben soziale Roboter eine Verkörperung, die Erwartungen an die Maschine weckt. Ihr anthropomorphes oder zoomorphes Aussehen legt nahe, dass sie in der Lage sind, auf natürliche Weise mit Sprache, Gestik oder Mimik zu kommunizieren, aber auch entsprechende menschliche Kommunikation zu verstehen. Darüber hinaus müssen Roboter auch die individuellen Vorlieben der Benutzer berücksichtigen. So ist jeder Mensch von seiner Kultur, sozialen Normen und eigenen Lebenserfahrungen geprägt, was zu unterschiedlichen Erwartungen an die Kommunikation mit einem Roboter führt. Roboter haben jedoch keine menschliche Intuition - sie müssen mit entsprechenden Algorithmen für diese Probleme ausgestattet werden. In dieser Arbeit wird der Einsatz von bestärkendem Lernen untersucht, um die verbale und nonverbale Kommunikation des Roboters an die Bedürfnisse und Vorlieben des Benutzers anzupassen. Eine solche nicht-funktionale Anpassung des Roboterverhaltens zielt in erster Linie darauf ab, das Benutzererlebnis und die wahrgenommene soziale Intelligenz des Roboters zu verbessern. Die Literatur bietet bisher keine ganzheitliche Sicht auf diese Herausforderung: Echtzeitanpassung erfordert die Kontrolle über die multimodale Verhaltenserzeugung des Roboters, ein Verständnis des menschlichen Feedbacks und eine algorithmische Basis für maschinelles Lernen. Daher wird in dieser Arbeit ein konzeptioneller Rahmen für die Gestaltung von nicht-funktionaler Anpassung der Kommunikation sozialer Roboter mit bestärkendem Lernen entwickelt. Er bietet eine übergeordnete Sichtweise aus der Perspektive des Systemdesigners und eine Anleitung vom Anfang bis zum Ende. Er veranschaulicht den Prozess der Modellierung, Simulation und Evaluierung solcher Anpassungsprozesse. Insbesondere wird auf die Integration von menschlichem Feedback und sozialen Signalen eingegangen, um die Maschine mit sozialem Bewusstsein auszustatten. Der konzeptionelle Rahmen wird für mehrere Anwendungsfälle in die Praxis umgesetzt, was zu technischen Konzeptnachweisen und Forschungsprototypen führt, die in Labor- und In-situ-Studien evaluiert werden. Diese Ansätze befassen sich mit typischen Aktivitäten in häuslichen Umgebungen, wobei der Schwerpunkt auf dem Ausdruck der Persönlichkeit, dem Persona, der Höflichkeit und dem Humor des Roboters liegt. In diesem Rahmen passt der Roboter seine Sprache, Prosodie, und Animationen auf Basis expliziten oder impliziten menschlichen Feedbacks an
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