3,009 research outputs found

    Conversational affective social robots for ageing and dementia support

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    Socially assistive robots (SAR) hold significant potential to assist older adults and people with dementia in human engagement and clinical contexts by supporting mental health and independence at home. While SAR research has recently experienced prolific growth, long-term trust, clinical translation and patient benefit remain immature. Affective human-robot interactions are unresolved and the deployment of robots with conversational abilities is fundamental for robustness and humanrobot engagement. In this paper, we review the state of the art within the past two decades, design trends, and current applications of conversational affective SAR for ageing and dementia support. A horizon scanning of AI voice technology for healthcare, including ubiquitous smart speakers, is further introduced to address current gaps inhibiting home use. We discuss the role of user-centred approaches in the design of voice systems, including the capacity to handle communication breakdowns for effective use by target populations. We summarise the state of development in interactions using speech and natural language processing, which forms a baseline for longitudinal health monitoring and cognitive assessment. Drawing from this foundation, we identify open challenges and propose future directions to advance conversational affective social robots for: 1) user engagement, 2) deployment in real-world settings, and 3) clinical translation

    ‘Alexa, Adv(ert)ise us!’: How Smart Speakers and Digital Assistants Challenge Advertising Literacy Amongst Young People

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    Digitale Sprachassistenten erreichen zunehmend auch die Lebenswelt von Kindern. Sie erinnern in ihren Funktionen teilweise an Spielkameraden, KindermĂ€dchen und Hauslehrer. Die PĂ€dagogik hat sich mit diesem neuen MedienphĂ€nomen bisher nur marginal auseinandergesetzt. Dabei liegen in der Nutzung von Smart Speakern durch junge Menschen viele Chancen, aber auch Herausforderungen. Diese werden in diesem Artikel herausgearbeitet und medienpĂ€dagogisch eingeordnet. Wir beginnen mit einer Definition von Smart Speakern und digitalen Sprachassistenten, um dann deren Gebrauch anhand von Nutzungsdaten zu beleuchten. Im nĂ€chsten Schritt widmen wir uns der Frage, inwieweit diese smarten Technologien in der Lebenswelt von jungen Menschen eine Rolle spielen. Welche Formen von Werbung gibt es dort? Welche Daten sammeln Sprachassistenten? Und: Wie können Eltern, PĂ€dagoginnen, PĂ€dagogen und Unternehmen fĂŒr eine kindgerechte, datenschutzkonforme Nutzung smarter Technologien sorgen? Unser Ziel ist es, das PhĂ€nomen Smart Speaker und digitale Sprachassistenten ein StĂŒck weiter ins medienpĂ€dagogische Visier zu rĂŒcken. Der Umgang mit den spezifischen Eigenheiten von Smart Speakern bedarf eines hohen Masses an (kindlicher) Nutzungskompetenz. Wie wir abschliessend aufzeigen werden, ergeben sich aus Sicht der Werbekompetenzförderung weitere pĂ€dagogisch gewinnbringende Ansatzpunkte.Digital assistants increasingly infiltrate the world of children. The way they function reminds us somewhat of playmates, nannies and tutors. So far, educators have only marginally dealt with this new media phenomenon, yet the use of smart speakers by young people offers many opportunities as well as challenges. These are elaborated in this article and classified in terms of media education. Firstly, we will address a definition of smart speakers and digital speech assistants, and then examine their use by means of usage data. We will then concentrate on examining the extent to which these smart technologies play a role in the environments of young people. What forms of advertising are there? What data do digital assistants collect? And finally, how can parents, educators and companies ensure that smart technologies are used in a child-friendly manner that complies with data protection regulations? Our aim is to nudge the phenomenon of smart speakers and speech assistants into the media-pedagogical focus. Dealing with the specific characteristics of smart speakers requires a high degree of (child) user competence. As we will show in the conclusion, there are further pedagogically beneficial approaches from the point of view of promoting advertising literacy

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Innovative Teaching and Digital Literacy in Preschool. App Content Analysis and Experimental Case Studies in a Sociological Perspective

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    The objective of this article is to illustrate, from the theoretical and methodological perspective, the construction of an experimental process of a “digital education app” in several preschools in the municipality of Rome. The general objective the project fits into is related to a sociological analysis, based on the relationship between theory and empirical research, of the effects of introducing digital media into preschool didactics. Preschools are a privileged site for observing and analyzing the formation and development of children’s capabilities (Nussbaum, 2000), since the plasticity of the child’s thought begins to be configured as early as preschool and evolves progressively taking into account the perceptive, sociocultural and behavioural conditions emerging from different educational agencies (Piaget, Inhelder, 1950). The article refers to the research project of the Mediamonitor Minori Observatory of the Sapienza University of Rome entitled “Media Usage in Pre-school. Analysis and Evaluation of the Influence of Digital Media on the Socialization of Children between 0-6”. The article retraces in particular the stages of the research strategy designed to structure a formative, experimental protocol to be experimented in some case studies in Rome and illustrates the main results

    Designing for Human-Machine Collaboration: Smart Hearing Aids as Wearable Technologies

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    This study examines design aspects that shape human/machine collaboration between wearers of smart hearing aids and their networked aids. The Starkey Halo hearing aid and the TruLink iPhone app that facilitates real-time adjustments by the wearer offer a case study in designing for this sort of collaboration and for the wearer’s rhetorical management of disability disclosure in social contexts. Through close textual analysis of the company’s promotional materials for patient and professional audiences as well as interface analysis and autoethnography, I examine the ways that close integration between the wearer, onboard algorithms and hardware, and geolocative telemetry shape everyday interactions in multiple hearing situations. Reliance on ubiquitous, familiar hardware such as smart phones and intuitive interface design can drive patient comfort and adoption rates of these complex technologies that influence cognitive health, social connectedness, and crucial information access. Categories and Subjec

    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

    Corseto: A Kinesthetic Garment for Designing, Composing for, and Experiencing an Intersubjective Haptic Voice

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    We present a novel intercorporeal experience - an intersubjective haptic voice. Through an autobiographical design inquiry, based on singing techniques from the classical opera tradition, we created Corsetto, a kinesthetic garment for transferring somatic reminiscents of vocal experience from an expert singer to a listener. We then composed haptic gestures enacted in the Corsetto, emulating upper-body movements of the live singer performing a piece by Morton Feldman named Three Voices. The gestures in the Corsetto added a haptics-based \u27fourth voice\u27 to the immersive opera performance. Finally, we invited audiences who were asked to wear Corsetto during live performances. Afterwards they engaged in micro-phenomenological interviews. The analysis revealed how the Corsetto managed to bridge inner and outer bodily sensations, creating a feeling of a shared intercorporeal experience, dissolving boundaries between listener, singer and performance. We propose that \u27intersubjective haptics\u27 can be a generative medium not only for singing performances, but other possible intersubjective experiences

    FPGA-based architectures for acoustic beamforming with microphone arrays : trends, challenges and research opportunities

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    Over the past decades, many systems composed of arrays of microphones have been developed to satisfy the quality demanded by acoustic applications. Such microphone arrays are sound acquisition systems composed of multiple microphones used to sample the sound field with spatial diversity. The relatively recent adoption of Field-Programmable Gate Arrays (FPGAs) to manage the audio data samples and to perform the signal processing operations such as filtering or beamforming has lead to customizable architectures able to satisfy the most demanding computational, power or performance acoustic applications. The presented work provides an overview of the current FPGA-based architectures and how FPGAs are exploited for different acoustic applications. Current trends on the use of this technology, pending challenges and open research opportunities on the use of FPGAs for acoustic applications using microphone arrays are presented and discussed

    A survey on hardware and software solutions for multimodal wearable assistive devices targeting the visually impaired

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    The market penetration of user-centric assistive devices has rapidly increased in the past decades. Growth in computational power, accessibility, and cognitive device capabilities have been accompanied by significant reductions in weight, size, and price, as a result of which mobile and wearable equipment are becoming part of our everyday life. In this context, a key focus of development has been on rehabilitation engineering and on developing assistive technologies targeting people with various disabilities, including hearing loss, visual impairments and others. Applications range from simple health monitoring such as sport activity trackers, through medical applications including sensory (e.g. hearing) aids and real-time monitoring of life functions, to task-oriented tools such as navigational devices for the blind. This paper provides an overview of recent trends in software and hardware-based signal processing relevant to the development of wearable assistive solutions
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