2,993 research outputs found

    K-12, university students and robots: an early start

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    This paper describes a study carried out with K-12 students. This study proposes to understand the motivation of these students in the use of robots in the Project Area curricular unit and whether they want to continue their studies in technology areas. K-12 students participated in the RoboParty® event, where the main task is to assemble and program a robot. In other words, the students, in a simple and entertaining way and supported by qualified tutors, learned how to build a robot. At the end of the academic year, a questionnaire was applied to identify and evaluate the K-12 students' opinions regarding the experience. The students’ reaction to this experience was quite positive as well the direct contact with the university environment.(undefined

    Design for Child-Robot Play The implications of Design Research within the field of Human-Robot Interaction studies for Children

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    This thesis investigates the intersections of three disciplines, that are Design Research, Human-Robot Interaction studies, and Child Studies. In particular, this doctoral research is focused on two research questions, namely, what is (or might be) the role of design research in HRI? And, how to design acceptable and desirable child-robot play applications? The first chapter introduces an overview of the mutual interest between robotics and design that is at the basis of the research. On the one hand, the interest of design toward robotics is documented through some exemplary projects from artists and designers that speculate on the human-robot coexistence condition. Vice versa, the robotics interest toward design is documented by referring to some tracks of robotic conferences, scienti c workshops and robotics journals which focused on the design-robotics relationship. Finally, a brief description of the background conditions that characterized this doctoral research are introduced, such as the fact of being a research founded by a company. The second chapter provides an overview of the state of the art of the intersections between three multidisciplinary disciplines. First, a de nition of Design Research is provided, together with its main trends and open issues. Then, the review focuses on the contribution of Design Research to the HRI eld, which can be summed up in actions focused on three aspects: artefacts, stakeholders, and contexts. This is followed by a focus on the role of Design Research within the context of children studies, in which it is possible to identify two main design-child relationships: design as a method for developing children’s learning experiences; and children as part of the design process for developing novel interactive systems. The third chapter introduces the Research through Design (RtD) approach and its relevance in conducting design research in HRI. The proposed methodology, based on this approach, is particularly characterized by the presence of design explorations as study methods. These, in turn, are developed through a common project’s methodology, also reported in this chapter. The fourth chapter is dedicated to the analysis of the scenario in which the child-robot interaction takes place. This was aimed at understanding what is edutainment robotics for children, its common features, how it relates to existing children play types, and where the interaction takes place. The chapter provides also a focus on the relationship between children and technology on a more general level, through which two themes and relative design opportunities were identi ed: physically active play and objects-to-think-with. These were respectively addressed in the two design explorations presented in this thesis: Phygital Play and Shybo. The Phygital Play project consists of an exploration of natural interaction modalities with robots, through mixed-reality, for fostering children’s active behaviours. To this end, a game platform was developed for allowing children to play with or against a robot, through body movement. Shybo, instead, is a low-anthropomorphic robot for playful learning activities with children that can be carried out in educational contexts. The robot, which reacts to properties of the physical environment, is designed to support different kinds of experiences. Then, the chapter eight is dedicated to the research outcomes, that were de ned through a process of reflection. The contribution of the research was analysed and documented by focusing on three main levels, namely: artefact, knowledge and theory. The artefact level corresponds to the situated implementations developed through the projects. The knowledge level consists of a set of actionable principles, emerged from the results and lessons learned from the projects. At the theory level, a theoretical framework was proposed with the aim of informing the future design of child- robot play applications. Thelastchapterprovidesa naloverviewofthe doctoral research, a series of limitations regarding the research, its process and its outcomes, and some indications for future research

    Diseño de aprendizaje de un MOOC de programación y robótica para profesores y educadores/as de infantil

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    In early childhood, the curricular integration of computational thinking, programming, and robotics topics is ever more pressing. Therefore, preparing teachers and educators to implement this integration in the curriculum is fundamental. In the project «Laboratory of Technologies and Learning of Programming and Robotics in basic and pre-school education in Portugal», the proposal of a MOOC was designed to meet this demand. This paper discusses aspects of the architecture of MOOCs, and their typologies, in the context of the challenges that the researchers encountered in the design process of the present MOOC. To do so, the Interaction Equivalency Theorem was considered, which equates the fundamental types of interaction to be considered in course design (learner-instructor; learner-content; learner-learner). Considering that learning design is both a process and a product the design of the MOOC is analysed in terms of its socio-technical context and systemic tensions present in work-based learning. Through a qualitative analysis of an individual interview and of a focus group, the paper describes formal and informal interactions and attempts to define a common vision, consensus, and divergences and contradictions that are part of the learning design process. Finally, the MOOC is presented, and its pedagogical design is substantiated.En la primera infancia, la integración curricular del pensamiento computacional, la programación y la robótica es cada vez más urgente, y es esencial preparar a los profesores y educadores para aplicarla. En el proyecto "Laboratório de Tecnologias e Aprendizagem de Programação e Robótica no Ensino Primário e Pré-Escolar em Portugal", se diseñó un MOOC para responder a esta demanda. Este artículo analiza aspectos de la arquitectura de los MOOC y sus tipologías, en el contexto de los retos encontrados durante el diseño de este MOOC. Se tuvo en cuenta el Teorema de la Equivalencia de la Interacción, que considera los tipos de interacción que deben tenerse en cuenta al diseñar un curso (alumnoinstructor; alumno-contenido; alumno-aprendizaje). Considerando que el diseño del aprendizaje es tanto un proceso como un producto, el diseño de los MOOC se analiza en función de su contexto sociotécnico y de las tensiones sistémicas del aprendizaje en contexto de trabajo. Mediante el análisis cualitativo de una entrevista individual y de un grupo de discusión, se describen las interacciones y se intenta definir una visión común, las divergencias y las contradicciones que forman parte del proceso de aprendizaje. Por último, se presenta el MOOC y se fundamenta su diseño pedagógico.Research performed in the scope of the Project “KML II - Laboratory of technologies and learning of programming and robotics for preschool and primary school”. Co-financed by FEDER through the COMPETE 2020 - Operational Thematic Program for Competitiveness and Internationalization (POCI) and national funds through FCT - Portuguese Foundation for Science and Technology under project reference number PTDC/CEDEDG/28710/2017.info:eu-repo/semantics/publishedVersio

    AI curriculum for european high schools: an embedded intelligence approach

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    Financiado para publicación en acceso aberto: Universidade da Coruña/CISUGXunta de Galicia ; ED431G 2019/0

    Effect of Robotic Delivery of Physical Activity and Fall Prevention Exercise in Older Adults: A Pilot Cohort Study

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    Introduction: The high prevalence of falls, lack of stability and balance, and general physical deconditioning are concerning issues for longevity and quality of life for adults aged 65 years and older. Although supervised delivery of the Otago Exercise Program (OEP) has demonstrated evidence of effectiveness in reducing fall risk of older adults, opportunities for ongoing unsupervised exercise performance are warranted. An option to facilitate exercise and performance of health behaviors may be via a social robot. The purpose of this study was to examine feasibility and initial outcomes of a robot-delivered fall prevention exercise program for community-dwelling older adults. Methods: Five participants aged 65 years and older were recruited to receive robot-delivered modified OEP and walking program three times per week for four weeks. Outcomes of demographics, self-reported performance measures (Modified Falls Self-Efficacy Scale, Activities-specific Balance Confidence, and Almere Model assessing various constructs of acceptance of use of robotic technology), and physical performance measures (Timed Up and Go Test, Short Physical Performance Battery, Balance Tracking System [BTrackS] center of pressure sway) were collected. Data were analyzed descriptively and examined for trends in change. Measures of central tendency and distribution were used according to the distribution of the data. Results: The mean age of the participants was 75 years (range: 66-83 years; four females and one male). The range of participant exercise session completion was 7-12 (mode=11, n=3). Constructs on the Almere Model that started and remained positive were Attitudes Toward Technology and Perceived Enjoyment with the robot. Anxiety improved from 3.80 to 4.68, while Social Presence of the robot improved from 2.80 to 3.56. The construct of Trust was somewhat negative among participants upon commencing the program and did not substantially change over time. Two participants improved their confidence on the Activities-specific Balance Confidence scale by more than 10%, while all participants showed some improvement in confidence in their balance. Mixed results were found with the Modified Falls Self-Efficacy Scale. Mean gait speed for the participants improved by 0.76 seconds over 3 meters. Improvement was also demonstrated for the Short Physical Performance Battery, with two participants improving scores by 2-3 points out of 12. No appreciable changes were found with the Timed Up and Go test and the BTrackS assessment. Conclusion: Using a robot-led exercise program is an accessible and feasible way to deliver exercise to community-dwelling older adults in the home, but some technical constraints remain. Outcomes suggest that a four-week program is sufficient to elicit some positive trends in health outcomes and has the potential to reduce fall risk

    Exploring the Factors Influencing Chinese Music Teachers’ Perceptions and Behavioural Intentions in Using Technology in Higher Education: A Pilot Study

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    The development of new technologies drives many aspects of socio-economic development, including the development of education. The behavioural intention of music teachers, particularly in relation to how technology is integrated into the classroom, needs to be understood since it has a direct effect on the pedagogical approach used in classroom learning. Existing theories (the Unified Theory of Acceptance and Use of Technology (UTAUT) and Technological Pedagogical and Content Knowledge (TPACK)) have explored aspects of teachers’ adoption of technologies; this article uses data from a pilot study to develop and test a model that combines the two theories in order to understand more fully the relationship between Individual Beliefs, Technological Competence and Behavioural Prediction of music teachers using technology in the context of the Chinese governmental policy: ‘Internet +’. The participants of this pilot study were 61 music teachers (12 male and 49 female); the proportion of participants in different provincial administrative regions covered more than half of mainland China (18 out of 34). Structural Equation Modelling (SEM) revealed that the overall fit of the model was above the recommended level of acceptable fit. The results showed that Technological Competence has a significant impact on Individual Beliefs; Individual Beliefs have a significant impact on Behavioural Prediction. However, Technological Competence was found to have no significant direct impact on Behavioural Prediction. This study is one of only a few studies that combine the UTAUT and TPACK models into the field of music pedagogy and uses SEM for analysis. This study attempts to fill the gap in the factors influencing the adoption of technology in music education in non-Western cultures and also provides a starting point for understanding Chinese music teachers’ technological beliefs and behavioural intentions

    Introducing Sustainability in a Robotic Engineering Degree: A Case Study

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    This paper describes a group activity concerning the topic of climate change, designed to introduce the concepts of sustainable development into a Robotic Engineering degree. The purpose of this activity was to make students reflect about the impact of their work on the planet as future engineers by asking them to design an environmentally friendly robot that also integrated social and economic aspects, covering the three dimensions of sustainability in this way. Students were surveyed in order to study different aspects of their commitment, attitudes, practices, and motivation towards sustainability. In addition to the overall analysis of the survey, three specific studies were carried out with the aim of comparing the responses of different population groups: (i) Students who completed the proposed assignment and students who did not, (ii) female and male students, and (iii) roles played in the assignment. The results of the analysis revealed the high commitment of the students with respect to sustainability, but also a lack of active participation and awareness of their impact as future engineers. The activity was not only a way to introduce sustainability concepts, but in many cases, it also became a motivation for the participants, especially for the female students.This research work was partially funded by the Spanish Government through project RTI2018-094653-B-C22

    Designing for Autonomy, Competence and Relatedness in Robot-Assisted Language Learning

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    The current number of immigrants has risen quickly in recent years due to globalization. People move to another country for economic, educational, emotional, and other reasons. As a result, immigrants need to learn the host language to integrate into their new living environment. However, the process of learning the host language for adult immigrants faces many challenges. Among those challenges, maintaining intrinsic motivation is critical for a long-term language study process and the well-being of adult immigrants. Self-Determination Theory (SDT) is a popular theoretical framework that explains human motivation, especially intrinsic motivation, through a psychological approach to understand its nature. According to SDT, humans are intrinsically motivated through the satisfaction of the three basic needs of Autonomy, Competence, and Relatedness. Many researchers have applied the theory to different topics and directions, including language learning. On the other hand, social robots have been used extensively in the language learning context due to their physical embodiments and the application of artificial intelligence in robotics. Furthermore, research has proven that social robots can create a relaxed and engaging learning environment, thus motivating language learners. The thesis designs and implements a RALL application called SAMQ using QTrobot, a humanoid social robot capable of producing body gestures, displaying different facial expressions, and multilingual communication. The study aims to investigate SAMQ’s ability to evoke intrinsic motivations of adult immigrants in learning the Finnish language. While previous research focuses on English as the second language (L2) and targets children, this thesis’s L2 is Finnish, and the learners are adult immigrants. The thesis conducts semi-structured interviews during the Pre-study phase (N=6) to gather real insights from adult immigrants living in Finland, to understand demotivating factors in their language learning experience and the unsatisfied aspects of the three basic needs. The qualitative findings from the Pre-study contribute to the design and implementation of two versions of SAMQ, aiming at evoking intrinsic motivations through satisfying unmet needs. The first version is a Quiz-only program that tests several assumptions regarding human-robot interaction (HRI). The final version of SAMQ is a more comprehensive language learning application that supports two modes of study: Learning and Quizzes. It consists of multiple modifications that address all adult immigrants’ basic needs while additionally promoting intrinsic motivation through media. The final Evaluation of SAMQ (N=6) includes a questionnaire and a semi-structured interview. The quantitative results of the questionnaire validated the ability of using social robots to evoke adult learners’ intrinsic motivation in the RALL context. The qualitative findings from the research high-light the importance of social robots’ physical embodiments in eliciting intrinsic motivation for adult learners through satisfying Relatedness. In addition, the use of voice modality creates a genuine HRI for adult learners, fulfilling both Autonomy and Competence, resulting in an engaging and smooth learning experience. Besides that, the use of adult learners’ L1 plays a crucial role in facilitating a relaxed and familiar learning environment, supplying both Competence and Relatedness. Moreover, multimedia learning materials make the learning experience more vivid and attractive. Ultimately, the result shows that accessibility and flexibility are essential attributes for adult learners to maintain their motivation for long-term language study through the satisfaction of Autonomy. Finally, the thesis proposes a design guideline for the RALL context. It consists of five design implications for evoking intrinsic motivation in adult learners through satisfying the three basic psychological needs of Autonomy, Competence, and Relatedness. The design guideline acts as a proposal for future design and implementation of RALL programs for adults and contributes to developing the human-robot interaction field

    Reinforcement Learning Approaches in Social Robotics

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    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
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