8,552 research outputs found
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
Designing Women: Essentializing Femininity in AI Linguistics
Since the eighties, feminists have considered technology a force capable of subverting sexism because of technology’s ability to produce unbiased logic. Most famously, Donna Haraway’s “A Cyborg Manifesto” posits that the cyborg has the inherent capability to transcend gender because of its removal from social construct and lack of loyalty to the natural world. But while humanoids and artificial intelligence have been imagined as inherently subversive to gender, current artificial intelligence perpetuates gender divides in labor and language as their programmers imbue them with traits considered “feminine.” A majority of 21st century AI and humanoids are programmed to fit female stereotypes as they fulfill emotional labor and perform pink-collar tasks, whether through roles as therapists, query-fillers, or companions. This paper examines four specific chat-based AI --ELIZA, XiaoIce, Sophia, and Erica-- and examines how their feminine linguistic patterns are used to maintain the illusion of emotional understanding in regards to the tasks that they perform. Overall, chat-based AI fails to subvert gender roles, as feminine AI are relegated to the realm of emotional intelligence and labor
Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems
As robotic systems are moved out of factory work cells into human-facing
environments questions of choreography become central to their design,
placement, and application. With a human viewer or counterpart present, a
system will automatically be interpreted within context, style of movement, and
form factor by human beings as animate elements of their environment. The
interpretation by this human counterpart is critical to the success of the
system's integration: knobs on the system need to make sense to a human
counterpart; an artificial agent should have a way of notifying a human
counterpart of a change in system state, possibly through motion profiles; and
the motion of a human counterpart may have important contextual clues for task
completion. Thus, professional choreographers, dance practitioners, and
movement analysts are critical to research in robotics. They have design
methods for movement that align with human audience perception, can identify
simplified features of movement for human-robot interaction goals, and have
detailed knowledge of the capacity of human movement. This article provides
approaches employed by one research lab, specific impacts on technical and
artistic projects within, and principles that may guide future such work. The
background section reports on choreography, somatic perspectives,
improvisation, the Laban/Bartenieff Movement System, and robotics. From this
context methods including embodied exercises, writing prompts, and community
building activities have been developed to facilitate interdisciplinary
research. The results of this work is presented as an overview of a smattering
of projects in areas like high-level motion planning, software development for
rapid prototyping of movement, artistic output, and user studies that help
understand how people interpret movement. Finally, guiding principles for other
groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for
the 21st Century)"
http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
A socially assistive robot for people with motor impairments
We present a control architecture for nonverbal HRI that allows an anthropomorphic assistant robot with a pro-active and anticipatory behaviour. The control architecture coordinates action and goal coordination between a motor impaired human and the robot as a dynamic process that combines contextual cues, shared task knowledge, and predicted outcomes of the human behaviour. The control architecture is formalized through a coupled system of dynamic neural fields, representing a distributed network of local but connected neural populations with specific functionalities. Each subpopulation encodes relevant information about action means, goals, and context as self-sustained activation patterns. These patterns are triggered by the input and evolve continuously in time under the influence of recurrent interactions. The architecture is validated in an assistive task where the robot acts as an assistant of a person with motor impairments. We show that the context dependent mapping from action observation onto appropriate complementary actions allows the robot to cope with dynamically changing situations. This includes adaptation to different users and mutual compensation of physical limitations
A dynamic neural field architecture for a pro-active assistant robot
We present a control architecture for non-verbal HRI that allows an assistant robot to have a pro-active and anticipatory behavior. The architecture implements the coordination of actions and goals among the human, that needs help, and the robot as a dynamic process that integrates contextual cues, shared task knowledge and predicted outcome of the human motor behavior. The robot control architecture is formalized by a coupled system of dynamic neural fields representing a distributed network of local but connected neural populations with specific functionalities. Different subpopulations encode task relevant information about action means, action goals and context in form of self-sustained activation patterns. These patterns are triggered by input from connected populations and evolve continuously in time under the influence of recurrent interactions. The dynamic control architecture is validated in an assistive task in which an anthropomorphic robot acts as a personal assistant of a person with motor impairments. We show that the context dependent mapping from action observation onto appropriate complementary actions allows the robot to cope with dynamically changing situations. This includes adaptation to different users and mutual compensation of physical limitations.Fundação para a Ciência e a Tecnologia (FCT) - POCI/V.5/A0119/2005fp6-IST2 EU-project JAST (proj.nr. 003747
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
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