205 research outputs found

    Cognitive modeling of social behaviors

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    To understand both individual cognition and collective activity, perhaps the greatest opportunity today is to integrate the cognitive modeling approach (which stresses how beliefs are formed and drive behavior) with social studies (which stress how relationships and informal practices drive behavior). The crucial insight is that norms are conceptualized in the individual mind as ways of carrying out activities. This requires for the psychologist a shift from only modeling goals and tasks —why people do what they do—to modeling behavioral patterns—what people do—as they are engaged in purposeful activities. Instead of a model that exclusively deduces actions from goals, behaviors are also, if not primarily, driven by broader patterns of chronological and located activities (akin to scripts). To illustrate these ideas, this article presents an extract from a Brahms simulation of the Flashline Mars Arctic Research Station (FMARS), in which a crew of six people are living and working for a week, physically simulating a Mars surface mission. The example focuses on the simulation of a planning meeting, showing how physiological constraints (e.g., hunger, fatigue), facilities (e.g., the habitat’s layout) and group decision making interact. Methods are described for constructing such a model of practice, from video and first-hand observation, and how this modeling approach changes how one relates goals, knowledge, and cognitive architecture. The resulting simulation model is a powerful complement to task analysis and knowledge-based simulations of reasoning, with many practical applications for work system design, operations management, and training

    Design and semantics of form and movement

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    Contemporary cognitive science and neuroscience offer us some rather precise insights into the mechanisms that are responsible for certain body movements. In this paper, we argue that this knowledge may be highly relevant to the design of meaningful movement and behavior, both from a theoretical and practical point of view. Taking the example of a leech, we investigate and identify the basic principles of "embodied movement" that govern the motion of this simple creature, and argue that the development and adoption of a design methodology that incorporates these principles right from the start, may be the best way forward, if one wants to realize and design movements with certain desirable characteristics

    Gesture Object Interfaces to enable a world of multiple projections

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. [209]-226).Tangible Media as an area has not explored how the tangible handle is more than a marker or place-holder for digital data. Tangible Media can do more. It has the power to materialize and redefine our conception of space and content during the creative process. It can vary from an abstract token that represents a movie to an anthropomorphic plush that reflects the behavior of a sibling during play. My work begins by extending tangible concepts of representation and token-based interactions into movie editing and play scenarios. Through several design iterations and research studies, I establish tangible technologies to drive visual and oral perspectives along with finalized creative works, all during a child's play and exploration. I define the framework, Gesture Object Interfaces, expanding on the fields of Tangible User Interaction and Gesture Recognition. Gesture is a mechanism that can reinforce or create the anthropomorphism of an object. It can give the object life. A Gesture Object is an object in hand while doing anthropomorphized gestures. Gesture Object Interfaces engender new visual and narrative perspectives as part of automatic film assembly during children's play. I generated a suite of automatic film assembly tools accessible to diverse users. The tools that I designed allow for capture, editing and performing to be completely indistinguishable from one another. Gestures integrated with objects become a coherent interface on top of natural play. I built a distributed, modular camera environment and gesture interaction to control that environment. The goal of these new technologies is to motivate children to take new visual and narrative perspectives. In this dissertation I present four tangible platforms that I created as alternatives to the usual fragmented and sequential capturing, editing and performing of narratives available to users of current storytelling tools. I developed Play it by Eye, Frame it by hand, a new generation of narrative tools that shift the frame of reference from the eye to the hand, from the viewpoint (where the eye is) to the standpoint (where the hand is). In Play it by Eye, Frame it by Hand environments, children discover atypical perspectives through the lens of everyday objects. When using Picture This!, children imagine how an object would appear relative to the viewpoint of the toy. They iterate between trying and correcting in a world of multiple perspectives. The results are entirely new genres of child-created films, where children finally capture the cherished visual idioms of action and drama. I report my design process over the course of four tangible research projects that I evaluate during qualitative observations with over one hundred 4- to 14-year-old users. Based on these research findings, I propose a class of moviemaking tools that transform the way users interpret the world visually, and through storytelling.by Catherine Nicole Vaucelle.Ph.D

    Touch future x ROBOT: examining production, consumption, and disability at a social robot research laboratory and a centre for independent living in Japan

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    This thesis contributes to anthropological discussions on the relationship between production and consumption by engaging in multi-sited ethnography that investigates the design of social robots in cutting-edge Japanese research laboratories and also explores the day-to-day lives of Japanese disabled people who are potential consumers of such devices. By drawing on these disparate groups, located in disparate sites, this thesis traces connections but also disconnections as it analyses the 'friction' between the technical problem-solving of researchers and the organized activist politics of disabled people. It investigates the rationales of robot research, messy and multiple, as well as the material and political impetus behind the 'barrier free' movement for independent living. Social robots hold a special interest in Japan because not only do many people, both inside and outside of Japan, believe that the nation has a unique cultural interest and affinity for robots, but, with an ageing population, the Japanese state has looked toward social robots as potential care-givers and as a solution to the 'demographic crisis'. Through the engagement of both science and technology studies and disability studies, this thesis focuses on the theme of problems to show how the problem-making approach of robotics researchers, which identifies problems of the body as a disability to be solved by a technical fix in the form of a robot, contrasts with the perspective from disabled people themselves, who see disability as a problem of society and the environment rather than the individual and the body

    Dynamics of Human-Robot Interaction in Domestic Environments

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    Domestic service robots are nowadays widely available on the consumer market. As such, robots have begun entering people’s homes and daily lives. However, it seems that the dissemination of domestic robots has not happened as easily and widespread as it was anticipated in the first place. Little is known about the reasons why because long-term studies of ordinary people using real robots in their homes are rare. To better understand how people interact, use and accept domestic robots, studies of human-robot interaction require ecologically valid settings and the user and their needs have to come into the focus. In this dissertation, we propose to investigate the dynamics of human-robot interaction in domestic environments. We first explore the field by means of a 6-month ethnographic study of nine households. We provided each of the households with a Roomba vacuum cleaning robot. Our motivation is to understand long-term acceptance and to identify factors that can promote and hinder the integration of a domestic service robot in different types of households. We would like to find out how people’s perception of the robot, and the way they interact with it and use it, evolve over time. Furthermore, as social factors were highlighted in previous studies on technology adoption in homes, we shed light on to what extent people view Roomba and other types of domestic robots as a social entity and to what extent they anthropomorphize it. Findings of this research can be used to guide the design of user-oriented robots that have the potential to lastingly become a valuable part within the home ecology. Then, we pursue the idea of developing our own domestic robot prototype that could be used in a household with children. We imagine a playful robot that aims to motivate young children to tidy up their toys. In a first evaluation of the robot in 14 family homes, we study the effect of a proactive and reactive robot behavior on children’s interaction with the robot and their motivation to tidy up. A follow-up experiment explores the possibility to sustain children’s engagement by manipulating the robot’s behavior in such way that it appears unexpected. We further investigate how far this influences children’s perception of the robot in terms of anthropomorphism. Our findings emphasize the importance of research in ecologically valid settings in order to obtain a better understanding of human-robot interaction, advance further the design of user-oriented robots and foster the long-term acceptance of these devices

    Digital Interaction and Machine Intelligence

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    This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction

    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
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