8,051 research outputs found

    Robotic Technology: An Experience of Care for Hospitalized Children in a Situation of Illness

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    In recent years robotics has experienced a growing interest in different areas With the development of robotics and research experience new technological challenges have appeared aimed at bringing new technologies closer to the different scenarios of daily life In this sense in this work using the type of documentary research some initiatives will be described on the incorporation of Robotic Technology in educational care distraction rehabilitation and recovery of children in a situation of hospitalized illness or with some type of trauma These initiatives have been developed in countries such as the United States Spain Canada Japa

    Miniaturisation and the representation of military geographies in recreational wargaming

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    Miniaturisation affects space in many ways: projecting it, transforming it and co-producing it with those who make and gaze upon models. This paper draws on Stewart's work On Longing: Narratives of the Miniature, the Gigantic, the Souvenir, the Collection (Durham: Duke University Press, 1993) to demonstrate how concepts of miniaturisation have the ability to contribute to geographical study. The empirical focus for the paper is a study of scale models deployed in the hobby of miniature or figure wargames in which players fight battles on the table top using model terrain and miniature figures. In this paper, I use examples of scaled terrain and figures to explore the process of miniaturisation and how this represents and transforms space. In doing so, the paper contributes to understanding the ways in which military geographies are represented through the media of models and performances of playing with them

    An Exploration of the Role of Virtual Reality in Early Childhood: A Qualitative Study Focusing on Parents’ and Carers’ Perspectives

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    This study aims to investigate the potential role of virtual reality (VR) in the early childhood development (ages four to six) of Saudi children based on a qualitative approach: subjective data were collected by interviewing 20 parents or carers of Saudi children who use VR. Each child’s parents or carers were selected for the interview as a couple. A semi-structured interview was held with each mother, father or carer. Traditional views in Saudi Arabia were compared with those of Saudis living in the UK, which has a different culture. Participants reported some positive effects of VR on their children: they perceived it as a source of distraction from pain and fear, in some cases at the physiological level. Participants considered VR to be beneficial for developing cognitive and academic skills, self-awareness, self-confidence and empathy. VR also improved self-regulation at the emotional and behavioural levels, including attention control, working memory, impulse inhibition, waiting for one’s turn and task completion. However, participants also reported adverse effects, indicating specific health risks, false memories and addiction at the physiological level; reservations existed concerning inappropriate content at the cognitive level. Other undesirable effects attributed to VR included social isolation, inability to control emotional expression at the emotional and social levels and encouragement of anger at the behavioural level. These results indicate that VR is a viable choice for young children, though adult supervision is still required. However, they also offer a warning about the effects that may result from VR overuse or misuse. The study also showed a lack of meaningful content and variety in commercial VR games, and thus it would benefit from the participation of educators and specialists in developing design strategies. This project represents a novel preliminary approach for future research concerning the influence of VR on the essential aspects of early childhood development

    WaaZam!: supporting creative play at a distance in customized video environments

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    We present the design, and evaluation of WaaZam, a video mediated communication system designed to support creative play in customized environments. Users can interact together in virtual environments composed of digital assets layered in 3D space. The goal of the project is to support creative play and increase social engagement during video sessions of geographically separated families. We try to understand the value of customization for individual families with children ages 6-12. We present interviews with creativity experts, a pilot study and a formal evaluation of families playing together in four conditions: separate windows, merged windows, digital play sets, and customized digital environments. We found that playing in the same video space enables new activities and increases social engagement for families. Customization allows families to modify scenes for their needs and support more creative play activities that embody the imagination of the child

    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

    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

    Using Augmented Reality Toward Improving Social Skills:Scoping Review

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    BackgroundAugmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potential of AR in social-emotional learning has received less attention. ObjectiveThis scoping review aims to map the range of AR applications that improve social skills and map the characteristics of such applications. MethodsIn total, 2 independent researchers screened 2748 records derived from 3 databases in December 2021—PubMed, IEEE Xplore, and ACM Guide to Computing Literature. In addition, the reference lists of all the included records and existing reviews were screened. Records that had developed a prototype with the main outcome of improving social skills were included in the scoping review. Included records were narratively described for their content regarding AR and social skills, their target populations, and their outcomes. Evaluation studies were assessed for methodological quality. ResultsA total of 17 records met the inclusion criteria for this study. Overall, 10 records describe applications for children with autism, primarily teaching about reading emotions in facial expressions; 7 records describe applications for a general population, targeting both children and adults, with a diverse range of outcome goals. The methodological quality of evaluation studies was found to be weak. ConclusionsMost applications are designed to be used alone, although AR is well suited to facilitating real-world interactions during a digital experience, including interactions with other people. Therefore, future AR applications could endorse social skills in a general population in more complex group settings
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