5,943 research outputs found
Developing a robot-guided interactive simon game for physical and cognitive training
Enveloping cognitive or physical rehabilitation into a game highly increases the patients' commitment with their treatment. Specially with children, keeping them motivated is a very time-consuming work, so therapists are demanding tools to help them with this task. NAOTherapist is a generic robotic architecture that uses Automated Planning techniques to autonomously drive noncontact upper-limb rehabilitation sessions for children with a humanoid NAO robot. Our aim is to develop more robotic games for this platform to enrich its variability and possibilities of interaction. The goal of this work is to present our first attempt to develop a different, more complex game that reuses the previous architecture. We contribute with the design description of a novel robotic Simon game that employs upper-limb poses instead of colors and could qualify as a cognitive and physical training. Statistics of evaluation tests with 14 adults and 56 children are displayed and the outcomes are analyzed in terms of human-robot interaction (HRI) quality. The results demonstrate the application-domain generalization capabilities of the NAOTherapist architecture and give an insight to further analyze the therapeutic benefits of the new developed Simon game.This work is partially funded by grant TIN2012-38079-C03-02 and TIN2015-65686-
C5-1-R of Spanish Ministerio de EconomÃa y Competitividad. We also want to
thank the Joan Miró school of Leganés for their assistance with the evaluations, to
the teachers and the management team for their support, and specially to all the
children who kindly participated in the evaluation and enjoyed playing with our
robots
Embodied conversations: Performance and the design of a robotic dancing partner
This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve ‘performative merging’.
The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an ‘objectile’ in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience.
Keywords:
Embodiment; Performance; Tacit Knowledge; Practice-As-Research; Habitus.</p
Reinforcement Learning Approaches in Social Robotics
This article surveys reinforcement learning approaches in social robotics.
Reinforcement learning is a framework for decision-making problems in which an
agent interacts through trial-and-error with its environment to discover an
optimal behavior. Since interaction is a key component in both reinforcement
learning and social robotics, it can be a well-suited approach for real-world
interactions with physically embodied social robots. The scope of the paper is
focused particularly on studies that include social physical robots and
real-world human-robot interactions with users. We present a thorough analysis
of reinforcement learning approaches in social robotics. In addition to a
survey, we categorize existent reinforcement learning approaches based on the
used method and the design of the reward mechanisms. Moreover, since
communication capability is a prominent feature of social robots, we discuss
and group the papers based on the communication medium used for reward
formulation. Considering the importance of designing the reward function, we
also provide a categorization of the papers based on the nature of the reward.
This categorization includes three major themes: interactive reinforcement
learning, intrinsically motivated methods, and task performance-driven methods.
The benefits and challenges of reinforcement learning in social robotics,
evaluation methods of the papers regarding whether or not they use subjective
and algorithmic measures, a discussion in the view of real-world reinforcement
learning challenges and proposed solutions, the points that remain to be
explored, including the approaches that have thus far received less attention
is also given in the paper. Thus, this paper aims to become a starting point
for researchers interested in using and applying reinforcement learning methods
in this particular research field
The development of numerical cognition in children and artificial systems: a review of the current knowledge and proposals for multi-disciplinary research
Numerical cognition is a distinctive component of human intelligence such that the observation of
its practice provides a window into high-level brain function. The modelling of numerical abilities in artificial
cognitive systems can help to confirm existing child development hypotheses and define new ones by
means of computational simulations. Meanwhile, new research will help to discover innovative principles
for the design of artificial agents with advanced reasoning capabilities and clarify the underlying algorithms
(e.g. deep learning) that can be highly effective but difficult to understand for humans.
This article promotes new investigation by providing a common resource for researchers with different
backgrounds, including computer science, robotics, neuroscience, psychology, and education, who are
interested in pursuing scientific collaboration on mutually stimulating research on this topic. The article
emphasises the fundamental role of embodiment in the initial development of numerical cognition in
children. This strong relationship with the body motivates the Cognitive Developmental Robotics (CDR)
approach for new research that can (among others) help to standardise data collection and provide open
databases for benchmarking computational models. Furthermore, we discuss the potential application of
robots in classrooms and argue that the CDR approach can be extended to assist educators and favour
mathematical education
Exploring multimedia and interactive technologies
The goal of multimedia design strategies and innovation is to produce meaningful learning environments that relate to and build upon what the learner already knows and what the learner seeks. The multimedia tools used to achieve knowledge transfer should activate recall or prior knowledge and help the learner alter and encode new structures. Traditionally, multimedia has been localized to specific delivery systems and demographics based on the government, industry, or academic concentration. The presenter will explore the introduction of immersive telecommunications technologies, constructivist learning methodologies, and adult learning models to standardize networking and multimedia-based services and products capable of adapting to wired and wireless environments, different devices and conditions on a global scale
Virtual Reality Games for Motor Rehabilitation
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
Current Rehabilitation Methods for Cerebral Palsy
In rehabilitation of children with cerebral palsy (CP), varying approaches and techniques are used, ranging from very conservative and conventional techniques, such as muscle strengthening, manual stretching, and massage, to more complex motor learning-based theories, such as neurodevelopmental treatment, conductive education, and several others. The motor disorders seen in CP are frequently accompanied by disturbances of sensation, cognition, communication, perception, and/or behavior disorders; thus, therapy approaches are arranged to meet the individual child’s needs. The approaches can be divided into two groups as with equipment and without equipment. Examples for without equipment rehabilitation approaches are neurodevelopmental treatment, conductive education constraint-induced movement therapy, and task-oriented therapy, whereas robotic therapy, virtual reality, and horse-back riding therapy are the examples of rehabilitation approaches with equipment. CP is a prevalent, disabling condition. Application of evidence-based methods ensures maximum gains in children. The concept that intense, task-specific exercises capitalize on the potential plasticity of the CNS and thus improve motor recovery has led to the development of several successful interventions for children with CP. Also approaches that improve the patient’s motivation and target the activities of daily living and participation are the most effective approaches for functional recovery of the children with CP
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