581 research outputs found

    Boosting children's creativity through creative interactions with social robots

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    Creativity is an ability with psychological and developmental benefits. Creative levels are dynamic and oscillate throughout life, with a first major decline occurring at the age of 7 years old. However, creativity is an ability that can be nurtured if trained, with evidence suggesting an increase in this ability with the use of validated creativity training. Yet, creativity training for young children (aged between 6-9 years old) appears as scarce. Additionally, existing training interventions resemble test-like formats and lack of playful dynamics that could engage children in creative practices over time. This PhD project aimed at contributing to creativity stimulation in children by proposing to use social robots as intervention tools, thus adding playful and interactive dynamics to the training. Towards this goal, we conducted three studies in schools, summer camps, and museums for children, that contributed to the design, fabrication, and experimental testing of a robot whose purpose was to re-balance creative levels. Study 1 (n = 140) aimed at testing the effect of existing activities with robots in creativity and provided initial evidence of the positive potential of robots for creativity training. Study 2 (n = 134) aimed at including children as co-designers of the robot, ensuring the robot’s design meets children’s needs and requirements. Study 3 (n = 130) investigated the effectiveness of this robot as a tool for creativity training, showing the potential of robots as creativity intervention tools. In sum, this PhD showed that robots can have a positive effect on boosting the creativity of children. This places social robots as promising tools for psychological interventions.Criatividade é uma habilidade com benefícios no desenvolvimento saudável. Os níveis de criatividade são dinâmicos e oscilam durante a vida, sendo que o primeiro maior declínio acontece aos 7 anos de idade. No entanto, a criatividade é uma habilidade que pode ser nutrida se treinada e evidências sugerem um aumento desta habilidade com o uso de programas validados de criatividade. Ainda assim, os programas de criatividade para crianças pequenas (entre os 6-9 anos de idade) são escassos. Adicionalmente, estes programas adquirem o formato parecido ao de testes, faltando-lhes dinâmicas de brincadeira e interatividade que poderão motivar as crianças a envolverem-se em práticas criativas ao longo do tempo. O presente projeto de doutoramento procurou contribuir para a estimulação da criatividade em crianças propondo usar robôs sociais como ferramenta de intervenção, adicionando dinâmicas de brincadeira e interação ao treino. Assim, conduzimos três estudos em escolas, campos de férias, e museus para crianças que contribuíram para o desenho, fabricação, e teste experimental de um robô cujo objetivo é ser uma ferramenta que contribui para aumentar os níveis de criatividade. O Estudo 1 (n = 140) procurou testar o efeito de atividade já existentes com robôs na criatividade e mostrou o potencial positivo do uso de robôs para o treino criativo. O Estudo 2 (n = 134) incluiu crianças como co-designers do robô, assegurando que o desenho do robô correspondeu às necessidades das crianças. O Estudo 2 (n = 130) investigou a eficácia deste robô como ferramenta para a criatividade, demonstrando o seu potencial para o treino da criatividade. Em suma, o presente doutoramento mostrou que os robôs poderão ter um potencial criativo em atividades com crianças. Desta forma, os robôs sociais poderão ser ferramentas promissoras em intervenções na psicologia

    Boosting children's creativity through creative interactions with social robots

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    Creativity is one of the most important and pervasive of all human abilities. However, it seems to decline during school age years, in a phenomenon entitled “creative crisis”. As developed societies are shifting from an industrialized economy to a creative economy, there is a need to support creative abilities through life. With this work, we aim to use social robots as boosters for creative-driven behaviors with children.info:eu-repo/semantics/acceptedVersio

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination

    Developing Learning Scenarios to Foster Children's Handwriting Skills with the Help of Social Robots

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    Social robots are being used to create better educationalscenarios, boosting children’s motivation and engagement.The focus of the research is to explore new ways to supportchildren in acquisition of their handwriting skills with thehelp of a social robot. With this perspective, three studiesare discussed to investigate aspects related to the learningmodes of child-robot interaction, children’s impression of asocial robot and classification of children’s common hand-writing difficultie

    PLANNING AND EVALUATING THE EDUCATIONAL PROCESS OF PLAY WITHIN GREEK PRESCHOOL LEARNING ENVIRONMENTS - A COMPARATIVE STUDY ON PRESENT AND FUTURE EDUCATORS

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    Despite the importance of play as an instructional medium and its contribution on children's learning, development and creativity at all levels of education, research data extracted from Greek literature demonstrate that teaching does not depend on play at the extend that it should. The current study was conducted during the 2019 academic year and investigates on the views of current Kindergarten Educators (N:100) working on faculties of the Region of Epirus as well as Senior Students (N:100) at the Department of Early Education of the University of Ioannina, and it scrutinizes on the planning and evaluation of the educational process in terms of play within preschool cognitive environments and also on the role play holds in the Kindergarten’s educational procedure. The findings of this research pointed out the significance of play’s role towards learning and development of preschool aged children. Nonetheless, the current Educators do not acknowledge the importance of children’s participation in the actual planning of play scholar environments in opposition to the prospective Educators who deem such as vital. Both groups, Educators and Students show an encouraging attitude towards their pupils when it comes to them desiring to design play activities, however the Students show limited confidence on educational planning issues, due to their lacking teaching experience within actual Kindergarten faculties. Educators as well as Students who have undertaken training courses regarding the educational merit of play, evaluate children’s learning through play to a higher degree than their colleagues who have not attended such courses. Finally, the current research points out the pedagogical expertise of the Instructors needed towards a more comprehensive use of play in the educational praxis.  Article visualizations

    Towards a framework to make robots learn to dance

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    A key motive of human-robot interaction is to make robots and humans interact through different aspects of the real world. As robots become more and more realistic in appearance, so has the desire for them to exhibit complex behaviours. A growing area of interest in terms of complex behaviour is robot dancing. Dance is an entertaining activity that is enjoyed either by being the performer or the spectator. Each dance contain fundamental features that make-up a dance. It is the curiosity for some researchers to model such an activity for robots to perform in human social environments. From current research, most dancing robots are pre-programmed with dance motions and few have the ability to generate their own dance or alter their movements according to human responses while dancing. This thesis explores the question Can a robot learn to dance? . A dancing framework is proposed to address this question. The Sarsa algorithm and the Softmax algorithm from traditional reinforcement learning form part of the dancing framework to enable a virtual robot learn and adapt to appropriate dance behaviours. The robot follows a progressive approach, utilising the knowledge obtained at each stage of its development to improve the dances that it generates. The proposed framework addresses three stages of development of a robot s dance: learning ability; creative ability of dance motions, and adaptive ability to human preferences. Learning ability is the ability to make a robot gradually perform the desired dance behaviours. Creative ability is the idea of the robot generating its own dance motions, and structuring them into a dance. Adaptive ability is where the robot changes its dance in response to human feedback. A number of experiments have been conducted to explore these challenges, and verified that the quality of the robot dance can be improved through each stage of the robot s development

    Religion and brand activism: Faith-based segments in the UK and their engagement in boycotting behaviour.

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    At present, brand activism has become an emerging marketing strategy for companies who aim to distinguish themselves in a fragmented marketplace by publicly addressing social and political issues. In a bid to foster loyalty and nurture lifelong customers, brands are aligning their values with meaning causes to spark change and inspire action. However, several brands have faced criticism or faced boycotts because of their decisions to support contentious causes. The contrasting positions adopted by brands such as Huda Beauty and McDonald's Israel amid the ongoing Israeli-Palestinian conflict serve as a notable example. Existing works have focused on consumer motives for, responses to, and the effectiveness of brand boycotting. Also examined is the role of consumer affinity and animosity play in the context of boycotting campaigns. In addition to this, social media has simplified the process for activists to connect with a broader audience and garner more substantial support for their causes. With this said, the impact of religious animosity on people's attitudes toward macro boycotts is said to be culturally dependent. Yet, little research was located on the boycotting behaviour of faith-based segment in secular societies like the UK. Thus, the purpose of the paper is to examine the impact religion (and religious commitment) has on faith-based segments when boycotting brands. The objectives of the paper are threefold. First, to uncover individual motives and expectations (i.e., from personal views to social expectations). Second, identify their engagement and participation (i.e., communication, product, purchase and response) in boycotts online and offline. Third, to understand how faith-based segment perceive or measure the success of their boycotts (i.e., business impact vs. society impact). The study will encompass followers of Christianity, Islam, Hinduism, Judaism, and Sikhism, and includes respondents with no religious affiliation. variations will be assessed among religion and religiosity group, with the latter being measured through two dimensions (i.e., intrinsic and extrinsic). The implication of this research enables companies to understand the mechanism of consumer boycotting behaviour in instances of brand activism
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