8,045 research outputs found

    Extending Human-Robot Relationships Based in Music With Virtual Presence

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    Social relationships between humans and robots require both long term engagement and a feeling of believability or social presence toward the robot. It is our contention that music can provide the extended engagement that other open-ended interaction studies have failed to do, also, that in combination with the engaging musical interaction, the addition of simulated social behaviors is necessary to trigger this sense of believability or social presence. Building on previous studies with our robot drummer Mortimer that show including social behaviors can increase engagement and social presence, we present the results of a longitudinal study investigating the effect of extending weekly collocated musical improvisation sessions by making Mortimer an active member of the participant's virtual social network. Although, we found the effects of extending the relationship into the virtual world were less pronounced than results we have previously found by adding social modalities to human-robot musical interaction, interesting questions are raised about the interpretation of our automated behavioral metrics across different contexts. Further, we found repeated results of increasingly uninteruppted playing and notable differences in responses to online posts by Mortimer and posts by participant's human friends

    Sexuality

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    Sex is an important part of human life. It is a source of pleasure and intimacy, and is integral to many people’s self-identity. This chapter examines the opportunities and challenges posed by the use of AI in how humans express and enact their sexualities. It does so by focusing on three main issues. First, it considers the idea of digisexuality, which according to McArthur and Twist (2017) is the label that should be applied to those ‘whose primary sexual identity comes through the use of technology’, particularly through the use of robotics and AI. While agreeing that this phenomenon is worthy of greater scrutiny, the chapter questions whether it is necessary or socially desirable to see this as a new form of sexual identity. Second, it looks at the role that AI can play in facilitating human-to-human sexual contact, focusing in particular on the use of self-tracking and predictive analytics in optimising sexual and intimate behaviour. There are already a number of apps and services that promise to use AI to do this, but they pose a range of ethical risks that need to be addressed at both an individual and societal level. Finally, it considers the idea that a sophisticated form of AI could be an object of love. Can we be truly intimate with something that has been ‘programmed’ to love us? Contrary to the widely-held view, this chapter argues that this is indeed possible

    Becoming plant and posthumanism in Jeff Noon's Pollen (1995)

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    This article examines Jeff Noon’s cyberpunk novel Pollen (1995), arguing for its innovative treatment of spatial and species identities. In addition to the challenging representations of gender and feminism identified by Val Gough, there are other kinds of decentering enacted, notably in the novel’s speculative treatment of “becoming plant” and the location of the action in the North of England

    Virtual Reality Games for Motor Rehabilitation

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    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

    Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar

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    Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices
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