6,742 research outputs found

    Sensorimotor Representation Learning for an “Active Self” in Robots: A Model Survey

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    Safe human-robot interactions require robots to be able to learn how to behave appropriately in spaces populated by people and thus to cope with the challenges posed by our dynamic and unstructured environment, rather than being provided a rigid set of rules for operations. In humans, these capabilities are thought to be related to our ability to perceive our body in space, sensing the location of our limbs during movement, being aware of other objects and agents, and controlling our body parts to interact with them intentionally. Toward the next generation of robots with bio-inspired capacities, in this paper, we first review the developmental processes of underlying mechanisms of these abilities: The sensory representations of body schema, peripersonal space, and the active self in humans. Second, we provide a survey of robotics models of these sensory representations and robotics models of the self; and we compare these models with the human counterparts. Finally, we analyze what is missing from these robotics models and propose a theoretical computational framework, which aims to allow the emergence of the sense of self in artificial agents by developing sensory representations through self-exploration.Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Deutsche Forschungsgemeinschaft http://dx.doi.org/10.13039/501100001659Projekt DEALPeer Reviewe

    Swarm Body: Embodied Swarm Robots

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    The human brain's plasticity allows for the integration of artificial body parts into the human body. Leveraging this, embodied systems realize intuitive interactions with the environment. We introduce a novel concept: embodied swarm robots. Swarm robots constitute a collective of robots working in harmony to achieve a common objective, in our case, serving as functional body parts. Embodied swarm robots can dynamically alter their shape, density, and the correspondences between body parts and individual robots. We contribute an investigation of the influence on embodiment of swarm robot-specific factors derived from these characteristics, focusing on a hand. Our paper is the first to examine these factors through virtual reality (VR) and real-world robot studies to provide essential design considerations and applications of embodied swarm robots. Through quantitative and qualitative analysis, we identified a system configuration to achieve the embodiment of swarm robots

    Sensorimotor representation learning for an "active self" in robots: A model survey

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    Safe human-robot interactions require robots to be able to learn how to behave appropriately in \sout{humans' world} \rev{spaces populated by people} and thus to cope with the challenges posed by our dynamic and unstructured environment, rather than being provided a rigid set of rules for operations. In humans, these capabilities are thought to be related to our ability to perceive our body in space, sensing the location of our limbs during movement, being aware of other objects and agents, and controlling our body parts to interact with them intentionally. Toward the next generation of robots with bio-inspired capacities, in this paper, we first review the developmental processes of underlying mechanisms of these abilities: The sensory representations of body schema, peripersonal space, and the active self in humans. Second, we provide a survey of robotics models of these sensory representations and robotics models of the self; and we compare these models with the human counterparts. Finally, we analyse what is missing from these robotics models and propose a theoretical computational framework, which aims to allow the emergence of the sense of self in artificial agents by developing sensory representations through self-exploration

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

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    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    What do humans feel with mistreated humans, animals, robots and objects? Exploring the role of cognitive empathy

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    The aim of this paper is to present a study in which we compare the degree of empathy that a convenience sample of university students expressed with humans, animals, robots and objects. The present study broadens the spectrum of elements eliciting empathy that has been previously explored while at the same time comparing different facets of empathy. Here we used video clips of mistreated humans, animals, robots, and objects to elicit empathic reactions and to measure attributed emotions. The use of such a broad spectrum of elements allowed us to infer the role of different features of the selected elements, specifically experience (how much the element is able to understand the events of the environment) and degree of anthropo-/zoomorphization. The results show that participants expressed empathy differently with the various social actors being mistreated. A comparison between the present results and previous results on vicarious feelings shows that congruence between self and other experience was not always held, and it was modulated by familiarity with robotic artefacts of daily usage

    Strategizing management education in response to artificial intelligence

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    Abstract: This review informs the positioning of management education in a much changed global socio-economic context. The authors relied on scholarly articles and intellectual trusts found among the leaders of competitive industries. We set the stage where the impact of Artificial Intelligence on human agency plays out. Attention is drawn to information knowledge management and learning; the probable extinction of managers and finally, shifts in the futures of providers of management education

    Robomorphism: Examining the effects of telepresence robots on between-student cooperation

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    The global pandemic has stressed the value of working remotely, also in higher education. This development sparks the growing use of telepresence robots, which allow students with prolonged sickness to interact with other students and their teacher remotely. Although telepresence robots are developed to facilitate virtual inclusion, empirical evidence is lacking whether these robots actually enable students to better cooperate with their fellow students compared to other technologies, such as videoconferencing. Therefore, the aim of this research is to compare mediated student interaction supported by a telepresence robot with mediated student interaction supported by videoconferencing. To do so, we conducted an experiment (N = 122) in which participants pairwise and remotely worked together on an assignment, either by using a telepresence robot (N = 58) or by using videoconferencing (N = 64). The findings showed that students that made use of the robot (vs. videoconferencing) experienced stronger feelings of social presence, but also attributed more robotic characteristics to their interaction partner (i.e., robomorphism). Yet, the negative effects of the use of a telepresence robot on cooperation through robomorphism is compensated by the positive effects through social presence. Our study shows that robomorphism is an important concept to consider when studying the effect of human-mediated robot interaction. Designers of telepresence robots should make sure to stimulate social presence, while mitigating possible adverse effects of robomorphism
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