4,062 research outputs found

    Effects of In-Store Decorative Elements on Children Shopping Behaviour

    Get PDF
    Children play a significant role in determining the family's shopping expenses, which is as important as an adult's. However, the research found that having a child companion can reduce positive shopping values due to the child's behaviour. The focus of this research is to understand the effects of in-store decorative elements on children aged between three to seven years of shopping experience. The qualitative methodology using ethnography studies is employed to identify key factors affecting children's emotional and behavioural responses. It also discusses research insight that could help to improve business strategy for children customers. Keywords: Children's shopping experience; shopping atmospheric variables; in-store decorative elements; ethnography studies. eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7iSI7.375

    Impactful Interactivity within Video Games

    Get PDF
    Despite half a centennial of existence and enticing artistic qualities, conclusive evidence does not exist as to if video games are beneficial to learning or costly. Exploring the notion of benefit versus cost, it is important to identify the value of video games when leveraged as tools for learning as traditional educational methodologies are not infallible. The video game project Alone demonstrates video games can generate psychological responses; therefore, one must conclude learning has occurred. Alone encompasses the following: meaningful interactivity within video games (regarding narrative and gameplay), video games as educational tools, video game development (including design), and potential emotional and psychological effects associated with their use. Through researching viewpoints from multiple disciplines, the potential for video games to impact players in significant ways is analyzed. As new educational mediums become available, they should be embraced if they can benefit learning. Video games having unique potential to other artistic mediums and learning methods is asserted

    Development of the huggable social robot Probo: on the conceptual design and software architecture

    Get PDF
    This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children

    A contribution to the incorporation of sociability and creativity skills to computers and robots

    Get PDF
    This dissertation contains the research and work completed by the PhD candidate on the incorporation of sociability and creativity skills to computers and robots. Both skills can be directly related with empathy, which is the ability to understand and share the feelings of another. In this form, this research can be contextualized in the framework of recent developments towards the achievement of empathy machines. The first challenge at hands refers to designing pioneering techniques based on the use of social robots to improve user experience interacting with them. In particular, research focus is on eliminating or minimizing pain and anxiety as well as loneliness and stress of long-term hospitalized child patients. This challenge is approached by developing a cloud-based robotics architecture to effectively develop complex tasks related to hospitalized children assistance. More specifically, a multiagent learning system is introduced based on a combination of machine learning and cloud computing using low-cost robots (Innvo labs's Pleo rb). Moreover, a wireless communication system is also developed for the Pleo robot in order to help the health professional who conducts therapy with the child, monitoring, understanding, and controlling Pleo behavior at any moment. As a second challenge, a new formulation of the concept of creativity is proposed in order to empower computers with. Based on previous well established theories from Boden and Wiggins, this thesis redefines the formal mechanism of exploratory and transformational creativity in a way which facilitates the computational implementation of these mechanisms in Creativity Support Systems. The proposed formalization is applied and validated on two real cases: the first, about chocolate designing, in which a novel and flavorful combination of chocolate and fruit is generated. The second case is about the composition of a single voice tune of reel using ABC notation

    A contribution to the incorporation of sociability and creativity skills to computers and robots

    Get PDF
    This dissertation contains the research and work completed by the PhD candidate on the incorporation of sociability and creativity skills to computers and robots. Both skills can be directly related with empathy, which is the ability to understand and share the feelings of another. In this form, this research can be contextualized in the framework of recent developments towards the achievement of empathy machines. The first challenge at hands refers to designing pioneering techniques based on the use of social robots to improve user experience interacting with them. In particular, research focus is on eliminating or minimizing pain and anxiety as well as loneliness and stress of long-term hospitalized child patients. This challenge is approached by developing a cloud-based robotics architecture to effectively develop complex tasks related to hospitalized children assistance. More specifically, a multiagent learning system is introduced based on a combination of machine learning and cloud computing using low-cost robots (Innvo labs's Pleo rb). Moreover, a wireless communication system is also developed for the Pleo robot in order to help the health professional who conducts therapy with the child, monitoring, understanding, and controlling Pleo behavior at any moment. As a second challenge, a new formulation of the concept of creativity is proposed in order to empower computers with. Based on previous well established theories from Boden and Wiggins, this thesis redefines the formal mechanism of exploratory and transformational creativity in a way which facilitates the computational implementation of these mechanisms in Creativity Support Systems. The proposed formalization is applied and validated on two real cases: the first, about chocolate designing, in which a novel and flavorful combination of chocolate and fruit is generated. The second case is about the composition of a single voice tune of reel using ABC notation.Postprint (published version

    Towards the Affect of Intimacy

    Get PDF
    Abstract This thesis explores the trajectory that the developing technological fields of Ambient Intelligence and Persuasive Technologies introduce new intricate relationships beyond fundamental use and availability because they change our abilities to act. Since its classic articulation by Hegel (1927) philosophical explication of the relationship between people and technology states that technology is a mediating factor between people and the world. Associated with this view, which has characterized the resulting phenomenology and philosophy of technology for nearly two decades, is an understanding of technology as a form of alienation. In this dissertation the author shows how this old interpretation of the relationship between a person and their tool has emphasized how the person is active whilst the tool is passive. This traditional distinction fails to grasp the complex interaction between people and technology in the contemporary world. The nature of new technologies and novel theoretical work in this field suggests that this critical framework is now inadequate. Today, technology mediates the relationship between people and the world in increasingly complex and often collective ways. McLuhan (1967) stated: “Media evoke in us unique ratios of sense perceptions. The extension of any one of these senses alters the way we think and act”. As Greenfield (2006) and Fogg (2002) also posit, certain Ambient Intelligence and Persuasive Technologies are in-principle shaping everyday human behaviours in radically new ways. In particular, I explore how new technologies like those developed in the Artificial Companions Project can impact on our understanding of intimacy and identity. Indeed, Ambient Intelligence Technologies may play the role of reference groups (Shibutani 1987), groups who are real or imaginary and whose standpoints are being used as the frame of reference for the human actor. Given that these technologies have continuously reconfigured identification and profiling practices, this analysis rephrases insight of philosophers like Paul Ricoeur (1990), George Herbert Mead (1959) and Helmuth Plessner (1975) to trace how: The construction of our identity is mediated by how we profile others as profiling us. Thus, new technologies can become reference groups, encroaching on our everyday activities and even affecting our moral decision-making processes. As genuine upgrades of our practical space, they are destined to play a larger formative role in people’s lives in the future. Following Heidegger in Das Ding (Heidegger 1951), Latour once framed the wider social role of technologies as res publica or ‘public things’ (Latour 2005). He pointed out that the old German word ‘ding’ etymologically did not only infer ‘material object’ but also to assembly as gathering space - that thing that can bring together what it separates. Following Latour, Verbeek states that technological ‘things’ do not only mediate our existence, but are places where these mediations are made explicit – therefore, Verbeek argues, they are the places where people have to start to discuss and criticise the quality of the ways in which these ‘things’ help to shape our daily lives (Verbeek 2008). This thesis attempts to offer a new approach to this criticism through theoretical comparison and transdisciplinary analysis

    Mitigating emotional risks in human-social robot interactions through virtual interactive environment indication

    Get PDF
    Humans often unconsciously perceive social robots involved in their lives as partners rather than mere tools, imbuing them with qualities of companionship. This anthropomorphization can lead to a spectrum of emotional risks, such as deception, disappointment, and reverse manipulation, that existing approaches struggle to address effectively. In this paper, we argue that a Virtual Interactive Environment (VIE) exists between humans and social robots, which plays a crucial role and demands necessary consideration and clarification in order to mitigate potential emotional risks. By analyzing the relational nature of human-social robot interaction, we discuss the connotation of such a virtual interactive environment that is similar to the emotional states aroused when reading novels. Building on this comprehension, we further demonstrate that manufacturers should carry out comprehensive Virtual Interactive Environment Indication (VIEI) measures during human-social robot interaction with a stricter sense of responsibility when applying social robots. Finally, we contemplate the potential contributions of virtual interactive environment indication to existing robot ethics guidelines

    Towards Multispecies Interaction Environments: Extending Accessibility to Canine Users

    Get PDF
    In this paper we discuss the role of mobility assistance dogs in human society and the challenges they face when operating in human environments. We present the findings of an ethnographic study at a training facility as well as the findings of early evaluations of canine-friendly switches. We discuss how the species-specific implementation of core interaction design principles could inform the design of interaction environments that better support these skilled workers

    The First Shared Online Curriculum Resources for Veterinary Undergraduate Learning and Teaching in Animal Welfare and Ethics in Australia and New Zealand

    Get PDF
    The need for undergraduate teaching of Animal Welfare and Ethics (AWE) in Australian and New Zealand veterinary courses reflects increasing community concerns and expectations about AWE; global pressures regarding food security and sustainability; the demands of veterinary accreditation; and fears that, unless students encounter AWE as part of their formal education, as veterinarians they will be relatively unaware of the discipline of animal welfare science. To address this need we are developing online resources to ensure Australian and New Zealand veterinary graduates have the knowledge, and the research, communication and critical reasoning skills, to fulfill the AWE role demanded of them by contemporary society. To prioritize development of these resources we assembled leaders in the field of AWE education from the eight veterinary schools in Australia and New Zealand and used modified deliberative polling. This paper describes the role of the poll in developing the first shared online curriculum resource for veterinary undergraduate learning and teaching in AWE in Australia and New Zealand. The learning and teaching strategies that ranked highest in the exercise were: scenario-based learning; a quality of animal life assessment tool; the so-called ‘Human Continuum’ discussion platform; and a negotiated curriculum. Keywords: animal ethics; animal welfare; online curriculum resources; learning and teaching; scenarios; quality of life assessmentALT gran
    • 

    corecore