2,750 research outputs found

    Social robots for older users: a possibility to support assessment and social interventions

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    In the last decades, various researches in the field of robotics have created numerous opportunities for innovative support of the older population. The goal of this work was to review and highlight how social robots can help the daily life of older people, and be useful also as assessment tools. We will underline the aspects of usability and acceptability of robotic supports in the psychosocial work with older persons. The actual usability of the system influences the perception of the ease of use only when the user has no or low experience, while expert users’ perception is related to their attitude towards the robot. This finding should be more deeply analysed because it may have a strong influence on the design of future interfaces for elderly-robot interaction. Robots can play an important role to tackle the societal challenge of the growing older population. The authors report some recent studies with older users, where it was demonstrated that the acceptability of robotics during daily life activities, and also in cognitive evaluation, could be supported by social robot

    The use of mHealth solutions in active and healthy ageing promotion: an explorative scoping review

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    The global population aged 60 years and over is expected to almost double between 2015 and 2050 from 12.0% to 22.0%, which will directly impact countries' labor market composition and increase the economic pressure on their healthcare systems. One way to address these challenges is to promote Active and Healthy Ageing (AHA) using mobile Health (mHealth). This research aims to provide an initial overview of the width and the depth of contemporary preventive mHealth solutions that promote AHA among healthy, independent older adults (individuals aged 60 years and over). To do so, an explorative scoping review was applied to search online databases for recent studies (March 2015 - March 2020) addressing the promotion of mHealth solutions targeting healthy and independent older adults. We identified 31 publications that met the inclusion criteria. Most of them utilized either mobile (n=25) and/or wearable (n=11) devices. mHealth solutions mostly promoted AHA by targeting older adults’ active lifestyles or independence. Most of the studies (n=27) did not apply a theoretical framework on which the mHealth promotion was based. User-experience was positive (n=12) when the solution was easy to use but negative (n=11) when the participants were resistant or faced challenges using the device and/or technology. The review concludes that mHealth offers the opportunity to combat the issues faced by an unhealthy and dependent aging population by promoting AHA through focusing on older adults’ Lifestyle, Daily functioning, and Participation. Future research should use multidisciplinary integrated approaches and strong theoretical and methodological foundations to investigate mHealth solutions' impact on AHA behavioral change

    Rafigh: A Living Media System for Motivating Target Application Use for Children

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    Digital living media systems combine living media such as plants, animals and fungi with computational components. In this dissertation, I respond to the question of how can digital living media systems better motivate children to use target applications (i.e., learning and/or therapeutic applications)? To address this question, I employed a participatory design approach where I incorporated input from children, parents, speech language pathologists and teachers into the design of a new system. Rafigh is a digital embedded system that uses the growth of a living mushrooms colony to provide positive reinforcements to children when they conduct target activities. The growth of the mushrooms is affected by the amount of water administered to them, which in turn corresponds to the time children spend on target applications. I used an iterative design process to develop and evaluate three Rafigh prototypes. The evaluations showed that the system must be robust, customizable, and should include compelling engagement mechanisms to keep the children interested. I evaluated Rafigh using two case studies conducted in participants homes. In each case study, two siblings and their parent interacted with Rafigh over two weeks and the parents identified a series of target applications that Rafigh should motivate the children to use. The study showed that Rafigh motivated the children to spend significantly more time on target applications during the intervention phase and that it successfully engaged one out of two child participants in each case study who showed signs of responsibility, empathy and curiosity towards the living media. The study showed that the majority of participants described the relationship between using target applications and mushrooms growth correctly. Further, Rafigh encouraged more communication and collaboration between the participants. Rafighs slow responsivity did not impact the engagement of one out of two child participants in each case study and might even have contributed to their investment in the project. Finally, Rafighs presence as an ambient physical object allowed users to interact with it freely and as part of their home environment

    Robot dogs, interaction and ludic literacy: Exploring smart toy engagements in transgenerational play

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    This article highlights a study focusing on playful human-robotics interaction with an interest in robot dogs, technologically enhanced play, and ludic literacy. In order to find out how players of different ages react to, approach and employ a robot dog (called Golden Pup) in play, we designed an experimental study with 6–7-year-old preschool children and 80+-year-old seniors. We conducted the study with preschoolers and seniors, who during a playtest session interacted with a toy robot, namely a smart toy dog resembling a golden retriever puppy. Our aim was to find out how the toy robot invites playful interaction with it, facilitates social engagement between generations of players, and opens up conversations around social robotics and adaptive learning on toy-based technologies between players of different ages. Our findings suggest the role and importance of play in media education and show how robotic toys can be used to enhance ludic literacy when shared as a part of the transgenerational play. Keywords: human-computer interaction; ludic literacy; robotics; toy-based learning; transgenerational play

    mHealth Technology: Towards a New Persuasive Mobile Application for Caregivers That Addresses Motivation and Usability

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    With the increasing use of mobile technologies and smartphones, new methods of promoting personal health have been developed. For example, there is now software for recording and tracking one\u27s exercise activity or blood pressure. Even though there are already many of these services, the mobile health field still presents many opportunities for new research. One apparent area of need would be software to support the efforts of caregivers for the elderly, especially those who suffer from multiple chronic conditions, such as cognitive impairment, chronic heart failure or diabetes. Very few mobile applications (apps) have been created that target caregivers of the elderly and most seem to be limited to a single condition or to creating generic to-do lists or tracking medications. None seem to address the complex tracking of multiple chronic conditions, nor one of the key difficulties found with written checklists for this population, namely that caregivers quit recording health information regularly as time passes. This dissertation will explore methods for improving the consistency of usage of health tracking software for the caregivers of the elderly with multiple chronic conditions by creating designs that explicitly address the context and motivations of caregivers. This work will assess a number of existing approaches and provide a design and a prototype for a new motivating application to help the caregivers of patients with multiple chronic conditions. It will assess how well the tool seems to address factors associated with intrinsic motivation (e.g. autonomy, competence, relatedness, and feedback). The overall usability of the software application will also be addressed, following guidelines from ISO standards and Nielsen’s theories

    Granny and the robots: ethical issues in robot care for the elderly

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    The growing proportion of elderly people in society, together with recent advances in robotics, makes the use of robots in elder care increasingly likely. We outline developments in the areas of robot applications for assisting the elderly and their carers, for monitoring their health and safety, and for providing them with companionship. Despite the possible benefits, we raise and discuss six main ethical concerns associated with: the potential reduction in the amount of human contact; an increase in the feelings of objectification and loss of control; a loss of privacy; a loss of personal liberty; deception and infantilisation; the circumstances in which elderly people should be allowed to control robots. We conclude by balancing the care benefits against the ethical costs. If introduced with foresight and careful guidelines, robots and robotic technology could improve the lives of the elderly, reducing their dependence, and creating more opportunities for social interactio

    Social Robots to enhance therapy and interaction for children: From the design to the implementation "in the wild"

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    En les últimes dues dècades els robots socials s'han convertit en un camp emergent en el qual encara hi ha molt per fer. Aquest camp requereix coneixements en mecànica, control, intel·ligència artificial, sistemes, etc., però també en psicologia, disseny, ètica, etc. El nostre grup de recerca de perfil interdisciplinari ha estat treballant en el disseny de robots socials en diferents aplicacions per a nens amb necessitats especials. L'objectiu d'aquesta tesi és investigar diferents escenaris en teràpia o educació on els robots socials podrien ser una eina útil per als nens. Es van realitzar 4 estudis amb diferents propòsits: (1) dissenyar activitats amb robòtica de LEGO per avaluar el comportament social dels nens amb trastorn de l'espectre autista (TEA) (entre companys i amb adults) i analitzar la seva efectivitat, (2) dissenyar un robot social per recuperar les funcionalitats més afectades a causa de traumatismes cranioencefàlics (TCE) en nens i veure l'eficàcia del tractament, (3) proporcionar un robot mascota per alleujar els sentiments d'ansietat, solitud i estrès en nens hospitalitzats, i (4) comprovar com un robot amb comportament social i amb una personalització versus robots sense aquestes característiques mostra diferències en termes d'interacció amb nens i, per tant, pot ajudar en l'efectivitat de diferents tractaments com hem esmentat anteriorment. Els resultats van revelar diferents resultats depenent de l'aplicació: (1) efectivitat amb la plataforma robòtica social que vam dissenyar en el tractament neuropsicològic per a aquells nens afectats per TCE, (2) eficàcia amb les activitats de robòtica de LEGO dissenyades per un grup de terapeutes en termes de millora d'habilitats socials (3) un efecte positiu entre els mediadors i facilitadors de la interacció i les relacions entre els diferents agents involucrats en el procés de la cura: pacients hospitalitzats, familiars, voluntaris i personal clínic, i (4) una interacció diferent, en termes de temps, entre els dos grups durant període de dues setmanes.En las últimas dos décadas los robots sociales se han convertido en un campo emergente en el que todavía hay mucho por hacer. Este campo requiere conocimientos en mecánica, control, inteligencia artificial, sistemas, etc., pero también en psicología, diseño, ética, etc. Nuestro grupo de investigación de perfil interdisciplinar ha estado trabajando en el diseño de robots sociales en diferentes aplicaciones para niños con necesidades especiales. El objetivo de esta tesis es investigar diferentes escenarios en terapia o educación donde los robots sociales podrían ser una herramienta útil para los niños. Se realizaron 4 estudios con diferentes propósitos: (1) diseñar actividades con robótica de LEGO para evaluar el comportamiento social de los niños con trastorno del espectro autista (TEA) (entre compañeros y con adultos) y analizar su efectividad, (2) diseñar un robot social para recuperar las funcionalidades más afectadas a causa de traumatismos craneoencefálicos (TCE) en niños y ver la eficacia del tratamiento, (3) proporcionar un robot mascota para aliviar los sentimientos de ansiedad, soledad y estrés en niños hospitalizados, y (4) comprobar como un robot con comportamiento social y con una personalización versus robots sin esas características muestra diferencias en términos de interacción con niños y, por tanto, puede ayudar en la efectividad de diferentes tratamientos como mencionamos anteriormente. Los resultados revelaron diferentes resultados dependiendo de la aplicación: (1) efectividad con la plataforma robótica social que diseñamos en el tratamiento neuropsicológico para aquellos niños afectadas por TCE, (2) eficacia con las actividades de robótica de LEGO diseñadas por un grupo de terapeutas en términos de mejora de habilidades sociales (3) un efecto positivo entre los mediadores y facilitadores de la interacción y las relaciones entre los diferentes agentes involucrados en el proceso del cuidado: pacientes hospitalizados, familiares, voluntarios y personal clínico, y (4) una interacción diferente, en términos de tiempo, entre ambos grupos en el promedio de un período de dos semanas.Over the past two decades social robots have become an emerging field where there are many things still to work on. This field not only requires knowledge in mechanics, control, artificial intelligence, systems, etc., but also in psychology, design, ethics, etc. Our multidisciplinary research group has been working on designing social robotic platforms in different applications for children with special needs. The aim of this thesis is to investigate different scenarios in therapy or education where social robots could be a useful tool for children. We ran 4 studies with different purposes: (1) to design activities with LEGO robotics to assess children with autism spectrum disorder (ASD) social behaviour (between peers and with adults) and to analyze the effectiveness, (2) to design a social robotic platform to recover the functionalities most affected by traumatic brain injuries (TBI) in children and see the effectiveness of the treatment, (3) to provide a pet robot to alleviate feelings of anxiety, loneliness and stress of long-term children inpatient and their bystanders, and (4) to verify how a robot with social behaviour and personalization verses those robots without, shows differences in terms of interaction with children and thus, helps the effectiveness of different treatments as we mention above. The results revealed different outcomes depending on the application: (1) effectiveness with the social robotic platform that we designed in neuropsychological treatment in those areas affected by TBI, (2) effectiveness with the LEGO robotics activities designed by a group of therapists in terms of improvement of the social skills and engagement, (3) a positive effect within mediators and facilitators of interaction and relationships between the different agents involved in the caring process: in-patients, relatives, volunteers and clinical staff (4) slight evidence towards a different interaction, in terms of time, between both groups in the average of a two-week period

    On the utilisation of social animals as a model for social robotics

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    Social robotics is becoming a driving field in building artificial agents. The possibility to construct agents that can engage in meaningful social interaction with humans presents new challenges for the engineers. In general social robotics has been inspired dominantly by human psychology and aimed for building human-like robots. Only a small subcategory of companion robots (also referred to as robotic pets) was build to mimic animals. In the opinion essay we argue that all social robots should be seen as companions and more conceptual emphasis should be put on the inter-specific interaction between humans and social robots. This view is underlined by the means of an ethological analysis, and critical evaluation of present day companion robots. We suggest that human-animal interaction provides a rich source of knowledge for designing social robots that are able to interact with humans under a wide range of conditions

    New trends in store atmosphere: an application to the banking sector

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    In the context of intense competition in the current marketplace, the enhancement of store atmosphere appeared as a strategy that could provide differentiation to retailers and, at the same time, stimulate the interest and satisfaction of consumers. Considering this, the main purpose of this dissertation is to investigate the application of new store atmosphere trends in the Portuguese banking sector as a way to improve the in-store customer experience. The trends under study are the introduction of interactive screens, the digitalisation of customer-employee interaction, the development of co-creation platforms and the implementation of store mood zones inside the banking facility. The research purpose was accomplished through a comprehensive study of relevant literature followed by an empirical research with a qualitative and exploratory methodological approach. Findings provided evidence that most of the suggested store atmosphere trends would improve the pleasantness of the banking spaces, and therefore, should be implemented. However, changes in store atmosphere should not be done abruptly (e.g. implement all the trends in one establishment), to avoid dramatic variations in customers’ perception of these financial spaces. Therefore, the study proposes the development of a sustained balance between a banking atmosphere which is able to transmit rigour and seriousness, and, at the same time, a feeling of relaxation and comfort to customers. Subsequently, in order to thrive, Marketing researchers and banking managers should have this information in mind and act accordingly to it. Ultimately, they should understand the importance of store atmosphere and how it affects the overall customer experience.Dado o contexto atual de intensa competição no mercado, a melhoria do ambiente de loja apareceu como uma estratégia que poderia oferecer diferenciação aos retalhistas e, ao mesmo tempo, estimular o interesse e a satisfação dos consumidores. Neste seguimento, o principal objetivo desta dissertação é investigar a implementação de novas tendências de atmosfera de loja no sector bancário Português de forma a melhorar a experiência do cliente dentro na loja. As tendências estudadas são a introdução de ecrãs interativos, a digitalização da interação entre o cliente e o empregado, o desenvolvimento de plataformas de co-criação e a implementação de “mood zones” dentro do estabelecimento bancário. O objetivo desta pesquisa foi conseguido através de um estudo abrangente da literatura relevante, seguido de uma pesquisa empírica com uma abordagem metodológica qualitativa e exploratória. As descobertas comprovaram que a maioria das tendências sugeridas iriam melhorar a agradabilidade dos espaços bancários, e, portanto, deveriam ser implementadas. No entanto, alterações na atmosfera de loja não deverão ser feitas de forma abrupta (por exemplo, implementar todas as tendências num único estabelecimento), de forma a evitar variações dramáticas na perceção dos clientes sobre os espaços financeiras. Portanto, o estudo propõe o desenvolvimento de um equilíbrio sustentável entre uma atmosfera bancária capaz de transmitir rigor e seriedade, e, ao mesmo tempo, uma sensação de relaxamento e conforto aos clientes. Posteriormente, a fim de prosperar, os profissionais de Marketing e gestores bancários devem ter esta informação em mente e agir em conformidade. Em última análise, deve ser entendida a importância do ambiente da loja e a sua influência na experiência do consumidor
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