10,558 research outputs found
A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots
© 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe
Transfer Scenarios: Grounding Innovation with Marginal Practices
Transfer scenarios is a method developed to support the
design of innovative interactive technology. Such a method
should help the designer to come up with inventive ideas,
and at the same time provide grounding in real human
needs. In transfer scenarios, we use marginal practices to
encourage a changed mindset throughout the design
process. A marginal practice consists of individuals who
share an activity that they find meaningful. We regard these
individuals not as end-users, but as valuable input in the
design process. We applied this method when designing
novel applications for autonomous embodied agents, e.g.
robots. Owners of unusual pets, such as snakes and spiders,
were interviewed - not with the intention to design robot
pets, but to determine underlying needs and interests of
their practice. The results were then used to design a set of
applications for more general users, including a dynamic
living-room wall and a set of communicating hobby robots
The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning
The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this âVirtual Playgroundâ, each participant was asked to complete a set of tasks designed to address arithmetical âfractionsâ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change
An analysis of independent living elderlyâs views on robots: A descriptive study from the norwegian context
ACHI 2020 : The Thirteenth International Conference on Advances in Computer-Human Interactions
November 21 â 25, 2020This study illustrates the independent living elderlyâs (â„65 years) views on robots. The data was documented through audio recordings of interviews, photos, and written logs. The analysis was done through qualitative manifest and latent content analysis. The results of the analysis were sorted into three categories: aging during the technological renaissance, domestic robots, and the elderlyâs expectations of robots. The overall resulted theme was: integrating robots in the elderlyâs everyday life. The results were discussed through the lenses of the Sense-of-Coherence (SOC) theoretical construct and its belonging elements: comprehensibility, manageability, and meaningfulness. The relevance of this paper contributes to giving an understanding of the domestic robotsâ requirements specifications and the elderlyâs expectation of human-robot interaction.publishedVersio
Problematising upstream technology through speculative design: the case of quantified cats and dogs
There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of âmoving upstreamâ to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology
Challenges in Developing Applications for Aging Populations
Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified
A Structured Approach for Designing Collaboration Experiences for Virtual Worlds
While 3D virtual worlds are more frequently being used as interactive environments for collaboration, there is still no structured approach developed specifically for the combined design of 3D virtual environments and the collaborative activities in them. We argue that formalizing both the structural elements of virtual worlds and aspects of collaborative work or collaborative learning helps to develop fruitful collaborative work and learning experiences. As such, we present the avatar-based collaboration framework (ABC framework). Based on semiotics theory, the framework puts the collaborating groups into the center of the design and emphasizes the use of distinct features of 3D virtual worlds for use in collaborative learning environments and activities. In developing the framework, we have drawn from best practices in instructional design and game design, research in HCI, and findings and observations from our own empirical research that investigates collaboration patterns in virtual worlds. Along with the framework, we present a case study of its first application for a global collaborative learning project. This paper particularly addresses virtual world designers, educators, meeting facilitators, and other practitioners by thoroughly describing the process of creating rich collaboration and collaborative learning experiences for virtual worlds with the ABC framework
JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing
With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft
Researching interactions between humans and machines: methodological challenges
Communication scholars are increasingly concerned with interactions between humans and communicative agents. These agents, however, are considerably different from digital or social media: They are designed and perceived as life-like communication partners (i.e., as âcommunicative subjectsâ), which in turn poses distinct challenges for their empirical study. Hence, in this paper, we document, discuss, and evaluate potentials and pitfalls that typically arise for communication scholars when investigating simulated or non-simulated interactions between humans and chatbots, voice assistants, or social robots. In this paper, we focus on experiments (including pre-recorded stimuli, vignettes and the âWizard of Ozâ-technique) and field studies. Overall, this paper aims to provide guidance and support for communication scholars who want to empirically study human-machine communication. To this end, we not only compile potential challenges, but also recommend specific strategies and approaches. In addition, our reflections on current methodological challenges serve as a starting point for discussions in communication science on how meaning-making between humans and machines can be investigated in the best way possible, as illustrated in the concluding section
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