331 research outputs found

    Does A Loss of Social Credibility Impact Robot Safety?

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    This position paper discusses the safety-related functions performed by assistive robots and explores the relationship between trust and effective safety risk mitigation. We identify a measure of the robot’s social effectiveness, termed social credibility, and present a discussion of how social credibility may be gained and lost. This paper’s contribution is the identification of a link between social credibility and safety-related performance. Accordingly, we draw on analyses of existing systems to demonstrate how an assistive robot’s safety-critical functionality can be impaired by a loss of social credibility. In addition, we present a discussion of some of the consequences of prioritising either safety-related functionality or social engagement. We propose the identification of a mixed-criticality scheduling algorithm in order to maximise both safety-related performance and social engagement

    A systematic literature review of decision-making and control systems for autonomous and social robots

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    In the last years, considerable research has been carried out to develop robots that can improve our quality of life during tedious and challenging tasks. In these contexts, robots operating without human supervision open many possibilities to assist people in their daily activities. When autonomous robots collaborate with humans, social skills are necessary for adequate communication and cooperation. Considering these facts, endowing autonomous and social robots with decision-making and control models is critical for appropriately fulfiling their initial goals. This manuscript presents a systematic review of the evolution of decision-making systems and control architectures for autonomous and social robots in the last three decades. These architectures have been incorporating new methods based on biologically inspired models and Machine Learning to enhance these systems’ possibilities to developed societies. The review explores the most novel advances in each application area, comparing their most essential features. Additionally, we describe the current challenges of software architecture devoted to action selection, an analysis not provided in similar reviews of behavioural models for autonomous and social robots. Finally, we present the future directions that these systems can take in the future.The research leading to these results has received funding from the projects: Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), RTI2018-096338-B-I00, funded by the Ministerio de Ciencia, Innovación y Universidades; Robots sociales para mitigar la soledad y el aislamiento en mayores (SOROLI), PID2021-123941OA-I00, funded by Agencia Estatal de Investigación (AEI), Spanish Ministerio de Ciencia e Innovación. This publication is part of the R&D&I project PLEC2021-007819 funded by MCIN/AEI/10.13039/501100011033 and by the European Union NextGenerationEU/PRTR

    Creating robotic characters for long-term interaction

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 177-181).Researchers studying ways in which humans and robots interact in social settings have a problem: they don't have a robot to use. There is a need for a socially expressive robot that can be deployed outside of a laboratory and support remote operation and data collection. This work aims to fill that need with DragonBot - a platform for social robotics specifically designed for long-term interactions. This thesis is divided into two parts. The first part describes the design and implementation of the hardware, software, and aesthetics of the DragonBot-based characters. Through the use of a mobile phone as the robot's primary computational device, we aim to drive down the hardware cost and increase the availability of robots "in the wild". The second part of this work takes an initial step towards evaluating DragonBot's effectiveness through interactions with children. We describe two different teleoperation interfaces for allowing a human to control DragonBot's behavior differing amounts of autonomy by the robot. A human subject study was conducted and these interfaces were compared through a sticker sharing task between the robot and children aged four to seven. Our results show that when a human operator is able to focus on the social portions of an interaction and the robot is given more autonomy, children treat the character more like a peer. This is indicated by the fact that more children re-engaged the robot with the higher level of autonomy when they were asked to split up stickers between the two participants.by Adam Setapen.S.M

    Expert perspectives on using mainstream mobile technology for school-age children who require augmentative and alternative communcation (AAC): a Policy Delphi study

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    Despite legislation in the U.S.A requiring the use of assistive technology in special education, there remains an underutilization of technology-based speech intervention for young students who require augmentative and alternative communication (AAC). The purpose of this Policy Delphi study was to address three guiding research questions that relate to the feasibility of using mainstream mobile technology, facilitative actions, and stakeholder roles for implementation and utilization of AAC in elementary school settings. Data were collected in two rounds of questionnaires given to experts in special education, assistive technology and speech and language pathology, with experience in AAC. Round 1 included 19 participants, 14 of whom also completed the Round 2 questionnaire. The results indicated that a very strong case can be made that mainstream mobile devices have several advantages over traditional AAC systems, not only in their affordability, but also transparency and social acceptance by providing an ideal medium for inclusion in mainstream settings. A challenge that confronts AAC innovations is the tendency to focus on the technology instead of pedagogical, social and therapeutic goals. Until a perfect AAC system becomes available for mainstream mobile devices that meet individuals’ communicative, educational and physical needs and personal preferences, it is apparent that multimodality will continue to be the model. The utilization of mainstream mobile technology for AAC necessitates certain facilitative actions and stakeholder responsibilities. Team collaboration is essential in supporting AAC use and, when applicable, facilitating the inclusion and mainstreaming of students who use AAC in the general education setting

    Design and Study of Emotions in Virtual Humans for Assistive Technologies

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    This thesis presents the design and study of emotionally aligned prompts given by virtual humans for persons with cognitive disabilities such as Alzheimer’s disease and related dementias (ADRD). Our goal is to understand how emotions in virtual humans are interpreted by people. Persons with ADRD often need assistance from a care partner to complete activities of daily living such as washing hands, making food, or getting dressed. Artificially intelligent systems have been developed that can assist in such situations by giving automated prompts or cues. Our long term aim is to enhance such systems by delivering automated prompts that are emotionally aligned with individuals in order to help with prompt adherence and with long-term adoption. As a step in this direction, we designed and conducted user study with three different virtual humans, who expressively communicate prompts for a simple handwashing task. The user study was conducted in two phases. The phase I study had all age group people as participants and involved a female virtual human character with facial expressions and body gestures. The phase II study had elderly people as participants and involved both male and female virtual human characters with a focus on their facial expressions. Prompts were evaluated with respect to three basic and important dimensions of emotional experience: evaluation, potency, and activity. The results of the phase I study showed that, people generally agree on the evaluation dimension, whereas in phase II, we had more consensus on evaluation and potency dimensions and were close to consensus on activity. This thesis gives an overview of the hand washing system, and then details the design of the virtual human character and prompts and the results and analysis of the user study for both phases
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