1,806 research outputs found

    Comics, robots, fashion and programming: outlining the concept of actDresses

    Get PDF
    This paper concerns the design of physical languages for controlling and programming robotic consumer products. For this purpose we explore basic theories of semiotics represented in the two separate fields of comics and fashion, and how these could be used as resources in the development of new physical languages. Based on these theories, the design concept of actDresses is defined, and supplemented by three example scenarios of how the concept can be used for controlling, programming, and predicting the behaviour of robotic systems

    A tangible programming environment model informed by principles of perception and meaning

    Get PDF
    It is a fundamental Human-Computer Interaction problem to design a tangible programming environment for use by multiple persons that can also be individualised. This problem has its origin in the phenomenon that the meaning an object holds can vary across individuals. The Semiotics Research Domain studies the meaning objects hold. This research investigated a solution based on the user designing aspects of the environment at a time after it has been made operational and when the development team is no longer available to implement the user’s design requirements. Also considered is how objects can be positioned so that the collection of objects is interpreted as a program. I therefore explored how some of the principles of relative positioning of objects, as researched in the domains of Psychology and Art, could be applied to tangible programming environments. This study applied the Gestalt principle of perceptual grouping by proximity to the design of tangible programming environments to determine if a tangible programming environment is possible in which the relative positions of personally meaningful objects define the program. I did this by applying the Design Science Research methodology with five iterations and evaluations involving children. The outcome is a model of a Tangible Programming Environment that includes Gestalt principles and Semiotic theory; Semiotic theory explains that the user can choose a physical representation of the program element that carries personal meaning whereas the Gestalt principle of grouping by proximity predicts that objects can be arranged to appear as if linked to each other.School of ComputingPh. D. (Computer Science

    Trajectory Tracking and Control of Differential Drive Robot for Predefined Regular Geometrical Path

    Get PDF
    AbstractTrajectories made by concatenating straight motion and in place turning primitive are one that can be easily followed by a differential drive robot. This paper presents trajectory tracking and control of differential drive robots along a predefined regular geometrical path made up of these primitives. A control algorithm was developed to control the robot along different trajectories. The algorithm takes user input from a user interface through which one can select the type of trajectory, dimensions of the trajectory and tracking velocity. Simulations were carried out to obtain the trajectory tracked by the robot using commercial available software MATLAB, Release 2010. Experiments were conducted for tracking regular trajectories such as Triangular, Rectangular and Square and these experimental results were found to be in good agreement with the simulation results

    Exploring the Reciprocal Influence of Artificial Intelligence and End-User Development

    Get PDF
    This paper explores the reciprocal influence between Artificial Intelligence (AI) features of modern systems and End-User Development (EUD) activities aimed at adapting systems’ behavior to users’ needs and preferences. To improve the quality of life of people who are called on to use AI-infused systems and customize them, new methods and techniques for EUD should be studied. EUD could be of help in exploiting AI algorithms to collect information about users and to offer them advanced interaction modalities. The paper explores these possibilities through the analysis of two application domains where the effective combination of AI and EUD might play a crucial role in the future

    Haptic Media Scenes

    Get PDF
    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Social Robots as the Bride? Understanding the Construction of Gender in a Japanese Social Robot Product

    Get PDF
    This study critically investigates the construction of gender on a Japanese hologram animestyle social robot Azuma Hikari. By applying a mixed method merging the visual semiotic method and heterogeneous engineering approach in software studies, the signs in Azuma Hikari’s anthropomorphized image and the interactivity enabled by the multimedia interface have been analyzed and discussed. The analysis revealed a stereotyped representation of a Japanese “ideal bride” who should be cute, sexy, comforting, good at housework, and subordinated to “Master”-like husband. Moreover, the device interface disciplines users to play the role of “wage earner” in the simulated marriage and reconstructs the gender relations in reality. It suggests the humanization of the objects is often associated with the dehumanization and objectification of the human in reverse

    Evaluating Web and Mobile User Interfaces With Semiotics: An Empirical Study

    Get PDF
    Computer interface signs, such as navigational links, thumbnails, small images, command buttons, symbols, icons, etc., which serve as communication artifacts between designers/systems and users, constitute an under-researched area. To design and evaluate intuitive interface signs, the Semiotic Interface Sign Design and Evaluation (SIDE) framework was developed. The aim of this study is to test the framework & x2019;s applicability to evaluate web and mobile user interfaces. To that end, two empirical user studies were conducted among a total of 86 practitioners (n1 & x003D; 58, n2 & x003D; 28). The results show that the SIDE framework helps identify unique usability problems, such as the intuitiveness of interface signs in terms of their referential meaning, which would not have been detected with traditional heuristic evaluation methods. The paper increases our understanding of the intuitive nature of interface signs of web and mobile interfaces, and of the practical use of intuitive signs

    Crossmodal content binding in information-processing architectures

    Get PDF
    Operating in a physical context, an intelligent robot faces two fundamental problems. First, it needs to combine information from its different sensors to form a representation of the environment that is more complete than any of its sensors on its own could provide. Second, it needs to combine high-level representations (such as those for planning and dialogue) with its sensory information, to ensure that the interpretations of these symbolic representations are grounded in the situated context. Previous approaches to this problem have used techniques such as (low-level) information fusion, ontological reasoning, and (high-level) concept learning. This paper presents a framework in which these, and other approaches, can be combined to form a shared representation of the current state of the robot in relation to its environment and other agents. Preliminary results from an implemented system are presented to illustrate how the framework supports behaviours commonly required of an intelligent robot
    • …
    corecore