7 research outputs found

    Externalising moods and psychological states in a cloud based system to enhance a pet-robot and child鈥檚 interaction

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    Background:This PATRICIA research project is about using pet robots to reduce pain and anxiety in hospitalized children. The study began 2 years ago and it is believed that the advances made in this project are significant. Patients, parents, nurses, psycholo- gists, and engineers have adopted the Pleo robot, a baby dinosaur robotic pet, which works in different ways to assist children during hospitalization. Methods: Focus is spent on creating a wireless communication system with the Pleo in order to help the coordinator, who conducts therapy with the child, monitor, under- stand, and control Pleo鈥檚 behavior at any moment. This article reports how this techno- logical function is being developed and tested. Results: Wireless communication between the Pleo and an Android device is achieved. The developed Android app allows the user to obtain any state of the robot without stopping its interaction with the patient. Moreover, information is sent to a cloud, so that robot moods, states and interactions can be shared among different robots. Conclusions: Pleo attachment was successful for more than 1 month, working with children in therapy, which makes the investment capable of positive therapeutic possibilities. This technical improvement in the Pleo addresses two key issues in social robotics: needing an enhanced response to maintain the attention and engagement of the child, and using the system as a platform to collect the states of the child鈥檚 progress for clinical purposes.Peer ReviewedPostprint (published version

    Externalising Moods and Psychological States to Smooth Pet-robot/Child Interaction through Bluetooth Communication

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    Nowadays have already passed more than two years since PATRICIA research project about using pet robots to reduce pain and anxiety in hospitalized children was started and the advances made are more than significant. Patients, parents, nurses, psychologists, engineers... all of them have adopted with illusion Pleo robot, a kind of robotic pet, working hard looking for new procedures and new solutions to the current pediatrics diseases. From this work, a technological contribution is provided going one step beyond to what seems a long path. Concretely, it is wanted to develop a system to wirelessly communicate with Pleo in order to help the coordinator who leads the therapy with the kid, to understand and control Pleo鈥檚 behaviour at any moment. This article explains how this technological part is being developed and obtained technical results.Peer Reviewe

    Externalising moods and psychological states to smooth pet-robot/child interaction through bluetooth communication

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    Nowadays have already passed more than two years since PATRICIA research project about using pet robots to reduce pain and anxiety in hospitalized children was started and the advances made are more than significant. Patients, parents, nurses, psychologists, engineers... all of them have adopted with illusion Pleo robot, a kind of robotic pet, working hard looking for new procedures and new solutions to the current pediatrics diseases. From this work, a technological contribution is provided going one step beyond to what seems a long path. Concretely, it is wanted to develop a system to wirelessly communicate with Pleo in order to help the coordinator who leads the therapy with the kid, to understand and control Pleo鈥檚 behaviour at any moment. This article explains how this technological part is being developed and obtained technical results.Peer Reviewe

    A contribution to the incorporation of sociability and creativity skills to computers and robots

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    This dissertation contains the research and work completed by the PhD candidate on the incorporation of sociability and creativity skills to computers and robots. Both skills can be directly related with empathy, which is the ability to understand and share the feelings of another. In this form, this research can be contextualized in the framework of recent developments towards the achievement of empathy machines. The first challenge at hands refers to designing pioneering techniques based on the use of social robots to improve user experience interacting with them. In particular, research focus is on eliminating or minimizing pain and anxiety as well as loneliness and stress of long-term hospitalized child patients. This challenge is approached by developing a cloud-based robotics architecture to effectively develop complex tasks related to hospitalized children assistance. More specifically, a multiagent learning system is introduced based on a combination of machine learning and cloud computing using low-cost robots (Innvo labs's Pleo rb). Moreover, a wireless communication system is also developed for the Pleo robot in order to help the health professional who conducts therapy with the child, monitoring, understanding, and controlling Pleo behavior at any moment. As a second challenge, a new formulation of the concept of creativity is proposed in order to empower computers with. Based on previous well established theories from Boden and Wiggins, this thesis redefines the formal mechanism of exploratory and transformational creativity in a way which facilitates the computational implementation of these mechanisms in Creativity Support Systems. The proposed formalization is applied and validated on two real cases: the first, about chocolate designing, in which a novel and flavorful combination of chocolate and fruit is generated. The second case is about the composition of a single voice tune of reel using ABC notation.Postprint (published version

    A contribution to the incorporation of sociability and creativity skills to computers and robots

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    This dissertation contains the research and work completed by the PhD candidate on the incorporation of sociability and creativity skills to computers and robots. Both skills can be directly related with empathy, which is the ability to understand and share the feelings of another. In this form, this research can be contextualized in the framework of recent developments towards the achievement of empathy machines. The first challenge at hands refers to designing pioneering techniques based on the use of social robots to improve user experience interacting with them. In particular, research focus is on eliminating or minimizing pain and anxiety as well as loneliness and stress of long-term hospitalized child patients. This challenge is approached by developing a cloud-based robotics architecture to effectively develop complex tasks related to hospitalized children assistance. More specifically, a multiagent learning system is introduced based on a combination of machine learning and cloud computing using low-cost robots (Innvo labs's Pleo rb). Moreover, a wireless communication system is also developed for the Pleo robot in order to help the health professional who conducts therapy with the child, monitoring, understanding, and controlling Pleo behavior at any moment. As a second challenge, a new formulation of the concept of creativity is proposed in order to empower computers with. Based on previous well established theories from Boden and Wiggins, this thesis redefines the formal mechanism of exploratory and transformational creativity in a way which facilitates the computational implementation of these mechanisms in Creativity Support Systems. The proposed formalization is applied and validated on two real cases: the first, about chocolate designing, in which a novel and flavorful combination of chocolate and fruit is generated. The second case is about the composition of a single voice tune of reel using ABC notation

    Social Robots to enhance therapy and interaction for children: From the design to the implementation "in the wild"

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    En les 煤ltimes dues d猫cades els robots socials s'han convertit en un camp emergent en el qual encara hi ha molt per fer. Aquest camp requereix coneixements en mec脿nica, control, intel路lig猫ncia artificial, sistemes, etc., per貌 tamb茅 en psicologia, disseny, 猫tica, etc. El nostre grup de recerca de perfil interdisciplinari ha estat treballant en el disseny de robots socials en diferents aplicacions per a nens amb necessitats especials. L'objectiu d'aquesta tesi 茅s investigar diferents escenaris en ter脿pia o educaci贸 on els robots socials podrien ser una eina 煤til per als nens. Es van realitzar 4 estudis amb diferents prop貌sits: (1) dissenyar activitats amb rob貌tica de LEGO per avaluar el comportament social dels nens amb trastorn de l'espectre autista (TEA) (entre companys i amb adults) i analitzar la seva efectivitat, (2) dissenyar un robot social per recuperar les funcionalitats m茅s afectades a causa de traumatismes cranioencef脿lics (TCE) en nens i veure l'efic脿cia del tractament, (3) proporcionar un robot mascota per alleujar els sentiments d'ansietat, solitud i estr猫s en nens hospitalitzats, i (4) comprovar com un robot amb comportament social i amb una personalitzaci贸 versus robots sense aquestes caracter铆stiques mostra difer猫ncies en termes d'interacci贸 amb nens i, per tant, pot ajudar en l'efectivitat de diferents tractaments com hem esmentat anteriorment. Els resultats van revelar diferents resultats depenent de l'aplicaci贸: (1) efectivitat amb la plataforma rob貌tica social que vam dissenyar en el tractament neuropsicol貌gic per a aquells nens afectats per TCE, (2) efic脿cia amb les activitats de rob貌tica de LEGO dissenyades per un grup de terapeutes en termes de millora d'habilitats socials (3) un efecte positiu entre els mediadors i facilitadors de la interacci贸 i les relacions entre els diferents agents involucrats en el proc茅s de la cura: pacients hospitalitzats, familiars, voluntaris i personal cl铆nic, i (4) una interacci贸 diferent, en termes de temps, entre els dos grups durant per铆ode de dues setmanes.En las 煤ltimas dos d茅cadas los robots sociales se han convertido en un campo emergente en el que todav铆a hay mucho por hacer. Este campo requiere conocimientos en mec谩nica, control, inteligencia artificial, sistemas, etc., pero tambi茅n en psicolog铆a, dise帽o, 茅tica, etc. Nuestro grupo de investigaci贸n de perfil interdisciplinar ha estado trabajando en el dise帽o de robots sociales en diferentes aplicaciones para ni帽os con necesidades especiales. El objetivo de esta tesis es investigar diferentes escenarios en terapia o educaci贸n donde los robots sociales podr铆an ser una herramienta 煤til para los ni帽os. Se realizaron 4 estudios con diferentes prop贸sitos: (1) dise帽ar actividades con rob贸tica de LEGO para evaluar el comportamiento social de los ni帽os con trastorno del espectro autista (TEA) (entre compa帽eros y con adultos) y analizar su efectividad, (2) dise帽ar un robot social para recuperar las funcionalidades m谩s afectadas a causa de traumatismos craneoencef谩licos (TCE) en ni帽os y ver la eficacia del tratamiento, (3) proporcionar un robot mascota para aliviar los sentimientos de ansiedad, soledad y estr茅s en ni帽os hospitalizados, y (4) comprobar como un robot con comportamiento social y con una personalizaci贸n versus robots sin esas caracter铆sticas muestra diferencias en t茅rminos de interacci贸n con ni帽os y, por tanto, puede ayudar en la efectividad de diferentes tratamientos como mencionamos anteriormente. Los resultados revelaron diferentes resultados dependiendo de la aplicaci贸n: (1) efectividad con la plataforma rob贸tica social que dise帽amos en el tratamiento neuropsicol贸gico para aquellos ni帽os afectadas por TCE, (2) eficacia con las actividades de rob贸tica de LEGO dise帽adas por un grupo de terapeutas en t茅rminos de mejora de habilidades sociales (3) un efecto positivo entre los mediadores y facilitadores de la interacci贸n y las relaciones entre los diferentes agentes involucrados en el proceso del cuidado: pacientes hospitalizados, familiares, voluntarios y personal cl铆nico, y (4) una interacci贸n diferente, en t茅rminos de tiempo, entre ambos grupos en el promedio de un per铆odo de dos semanas.Over the past two decades social robots have become an emerging field where there are many things still to work on. This field not only requires knowledge in mechanics, control, artificial intelligence, systems, etc., but also in psychology, design, ethics, etc. Our multidisciplinary research group has been working on designing social robotic platforms in different applications for children with special needs. The aim of this thesis is to investigate different scenarios in therapy or education where social robots could be a useful tool for children. We ran 4 studies with different purposes: (1) to design activities with LEGO robotics to assess children with autism spectrum disorder (ASD) social behaviour (between peers and with adults) and to analyze the effectiveness, (2) to design a social robotic platform to recover the functionalities most affected by traumatic brain injuries (TBI) in children and see the effectiveness of the treatment, (3) to provide a pet robot to alleviate feelings of anxiety, loneliness and stress of long-term children inpatient and their bystanders, and (4) to verify how a robot with social behaviour and personalization verses those robots without, shows differences in terms of interaction with children and thus, helps the effectiveness of different treatments as we mention above. The results revealed different outcomes depending on the application: (1) effectiveness with the social robotic platform that we designed in neuropsychological treatment in those areas affected by TBI, (2) effectiveness with the LEGO robotics activities designed by a group of therapists in terms of improvement of the social skills and engagement, (3) a positive effect within mediators and facilitators of interaction and relationships between the different agents involved in the caring process: in-patients, relatives, volunteers and clinical staff (4) slight evidence towards a different interaction, in terms of time, between both groups in the average of a two-week period

    Animation and Interaction of Responsive, Expressive, and Tangible 3D Virtual Characters

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    This thesis is framed within the field of 3D Character Animation. Virtual characters are used in many Human Computer Interaction applications such as video games and serious games. Within these virtual worlds they move and act in similar ways to humans controlled by users through some form of interface or by artificial intelligence. This work addresses the challenges of developing smoother movements and more natural behaviors driving motions in real-time, intuitively, and accurately. The interaction between virtual characters and intelligent objects will also be explored. With these subjects researched the work will contribute to creating more responsive, expressive, and tangible virtual characters. The navigation within virtual worlds uses locomotion such as walking, running, etc. To achieve maximum realism, actors' movements are captured and used to animate virtual characters. This is the philosophy of motion graphs: a structure that embeds movements where the continuous motion stream is generated from concatenating motion pieces. However, locomotion synthesis, using motion graphs, involves a tradeoff between the number of possible transitions between different kinds of locomotion, and the quality of these, meaning smooth transition between poses. To overcome this drawback, we propose the method of progressive transitions using Body Part Motion Graphs (BPMGs). This method deals with partial movements, and generates specific, synchronized transitions for each body part (group of joints) within a window of time. Therefore, the connectivity within the system is not linked to the similarity between global poses allowing us to find more and better quality transition points while increasing the speed of response and execution of these transitions in contrast to standard motion graphs method. Secondly, beyond getting faster transitions and smoother movements, virtual characters also interact with each other and with users by speaking. This interaction requires the creation of appropriate gestures according to the voice that they reproduced. Gestures are the nonverbal language that accompanies voiced language. The credibility of virtual characters when speaking is linked to the naturalness of their movements in sync with the voice in speech and intonation. Consequently, we analyzed the relationship between gestures, speech, and the performed gestures according to that speech. We defined intensity indicators for both gestures (GSI, Gesture Strength Indicator) and speech (PSI, Pitch Strength Indicator). We studied the relationship in time and intensity of these cues in order to establish synchronicity and intensity rules. Later we adapted the mentioned rules to select the appropriate gestures to the speech input (tagged text from speech signal) in the Gesture Motion Graph (GMG). The evaluation of resulting animations shows the importance of relating the intensity of speech and gestures to generate believable animations beyond time synchronization. Subsequently, we present a system that leads automatic generation of gestures and facial animation from a speech signal: BodySpeech. This system also includes animation improvements such as: increased use of data input, more flexible time synchronization, and new features like editing style of output animations. In addition, facial animation also takes into account speech intonation. Finally, we have moved virtual characters from virtual environments to the physical world in order to explore their interaction possibilities with real objects. To this end, we present AvatARs, virtual characters that have tangible representation and are integrated into reality through augmented reality apps on mobile devices. Users choose a physical object to manipulate in order to control the animation. They can select and configure the animation, which serves as a support for the virtual character represented. Then, we explored the interaction of AvatARs with intelligent physical objects like the Pleo social robot. Pleo is used to assist hospitalized children in therapy or simply for playing. Despite its benefits, there is a lack of emotional relationship and interaction between the children and Pleo which makes children lose interest eventually. This is why we have created a mixed reality scenario where Vleo (AvatAR as Pleo, virtual element) and Pleo (real element) interact naturally. This scenario has been tested and the results conclude that AvatARs enhances children's motivation to play with Pleo, opening a new horizon in the interaction between virtual characters and robots.Aquesta tesi s'emmarca dins del m贸n de l'animaci贸 de personatges virtuals tridimensionals. Els personatges virtuals s'utilitzen en moltes aplicacions d'interacci贸 home m脿quina, com els videojocs o els serious games, on es mouen i actuen de forma similar als humans dins de mons virtuals, i on s贸n controlats pels usuaris per mitj脿 d'alguna interf铆cie, o d'altra manera per sistemes intel路ligents. Reptes com aconseguir moviments fluids i comportament natural, controlar en temps real el moviment de manera intuitiva i precisa, i incl煤s explorar la interacci贸 dels personatges virtuals amb elements f铆sics intel路ligents; s贸n els que es treballen a continuaci贸 amb l'objectiu de contribuir en la generaci贸 de personatges virtuals responsius, expressius i tangibles. La navegaci贸 dins dels mons virtuals fa 煤s de locomocions com caminar, c贸rrer, etc. Per tal d'aconseguir el m脿xim de realisme, es capturen i reutilitzen moviments d'actors per animar els personatges virtuals. Aix铆 funcionen els motion graphs, una estructura que encapsula moviments i per mitj脿 de cerques dins d'aquesta, els concatena creant un flux continu. La s铆ntesi de locomocions usant els motion graphs comporta un comprom铆s entre el n煤mero de transicions entre les diferents locomocions, i la qualitat d'aquestes (similitud entre les postures a connectar). Per superar aquest inconvenient, proposem el m猫tode transicions progressives usant Body Part Motion Graphs (BPMGs). Aquest m猫tode tracta els moviments de manera parcial, i genera transicions espec铆fiques i sincronitzades per cada part del cos (grup d'articulacions) dins d'una finestra temporal. Per tant, la conectivitat del sistema no est脿 lligada a la similitud de postures globals, permetent trobar m茅s punts de transici贸 i de m茅s qualitat, i sobretot incrementant la rapidesa en resposta i execuci贸 de les transicions respecte als motion graphs est脿ndards. En segon lloc, m茅s enll脿 d'aconseguir transicions r脿pides i moviments fluids, els personatges virtuals tamb茅 interaccionen entre ells i amb els usuaris parlant, creant la necessitat de generar moviments apropiats a la veu que reprodueixen. Els gestos formen part del llenguatge no verbal que acostuma a acompanyar a la veu. La credibilitat dels personatges virtuals parlants est脿 lligada a la naturalitat dels seus moviments i a la concordan莽a que aquests tenen amb la veu, sobretot amb l'entonaci贸 d'aquesta. Aix铆 doncs, hem realitzat l'an脿lisi de la relaci贸 entre els gestos i la veu, i la conseq眉ent generaci贸 de gestos d'acord a la veu. S'han definit indicadors d'intensitat tant per gestos (GSI, Gesture Strength Indicator) com per la veu (PSI, Pitch Strength Indicator), i s'ha estudiat la relaci贸 entre la temporalitat i la intensitat de les dues senyals per establir unes normes de sincronia temporal i d'intensitat. M茅s endavant es presenta el Gesture Motion Graph (GMG), que selecciona gestos adients a la veu d'entrada (text anotat a partir de la senyal de veu) i les regles esmentades. L'avaluaci贸 de les animaciones resultants demostra la import脿ncia de relacionar la intensitat per generar animacions cre\"{ibles, m茅s enll脿 de la sincronitzaci贸 temporal. Posteriorment, presentem un sistema de generaci贸 autom脿tica de gestos i animaci贸 facial a partir d'una senyal de veu: BodySpeech. Aquest sistema tamb茅 inclou millores en l'animaci贸, major reaprofitament de les dades d'entrada i sincronitzaci贸 m茅s flexible, i noves funcionalitats com l'edici贸 de l'estil les animacions de sortida. A m茅s, l'animaci贸 facial tamb茅 t茅 en compte l'entonaci贸 de la veu. Finalment, s'han traslladat els personatges virtuals dels entorns virtuals al m贸n f铆sic per tal d'explorar les possibilitats d'interacci贸 amb objectes reals. Per aquest fi, presentem els AvatARs, personatges virtuals que tenen representaci贸 tangible i que es visualitzen integrats en la realitat a trav茅s d'un dispositiu m貌bil gr脿cies a la realitat augmentada. El control de l'animaci贸 es duu a terme per mitj脿 d'un objecte f铆sic que l'usuari manipula, seleccionant i parametritzant les animacions, i que al mateix temps serveix com a suport per a la representaci贸 del personatge virtual. Posteriorment, s'ha explorat la interacci贸 dels AvatARs amb objectes f铆sics intel路ligents com el robot social Pleo. El Pleo s'utilitza per a assistir a nens hospitalitzats en ter脿pia o simplement per jugar. Tot i els seus beneficis, hi ha una manca de relaci贸 emocional i interacci贸 entre els nens i el Pleo que amb el temps fa que els nens perdin l'inter猫s en ell. Aix铆 doncs, hem creat un escenari d'interacci贸 mixt on el Vleo (un AvatAR en forma de Pleo; element virtual) i el Pleo (element real) interactuen de manera natural. Aquest escenari s'ha testejat i els resultats conclouen que els AvatARs milloren la motivaci贸 per jugar amb el Pleo, obrint un nou horitz贸 en la interacci贸 dels personatges virtuals amb robots.Esta tesis se enmarca dentro del mundo de la animaci贸n de personajes virtuales tridimensionales. Los personajes virtuales se utilizan en muchas aplicaciones de interacci贸n hombre m谩quina, como los videojuegos y los serious games, donde dentro de mundo virtuales se mueven y act煤an de manera similar a los humanos, y son controlados por usuarios por mediante de alguna interfaz, o de otro modo, por sistemas inteligentes. Retos como conseguir movimientos fluidos y comportamiento natural, controlar en tiempo real el movimiento de manera intuitiva y precisa, y incluso explorar la interacci贸n de los personajes virtuales con elementos f铆sicos inteligentes; son los que se trabajan a continuaci贸n con el objetivo de contribuir en la generaci贸n de personajes virtuales responsivos, expresivos y tangibles. La navegaci贸n dentro de los mundos virtuales hace uso de locomociones como andar, correr, etc. Para conseguir el m谩ximo realismo, se capturan y reutilizan movimientos de actores para animar los personajes virtuales. As铆 funcionan los motion graphs, una estructura que encapsula movimientos y que por mediante b煤squedas en ella, los concatena creando un flujo cont铆nuo. La s铆ntesi de locomociones usando los motion graphs comporta un compromiso entre el n煤mero de transiciones entre las distintas locomociones, y la calidad de estas (similitud entre las posturas a conectar). Para superar este inconveniente, proponemos el m茅todo transiciones progresivas usando Body Part Motion Graphs (BPMGs). Este m茅todo trata los movimientos de manera parcial, y genera transiciones espec铆ficas y sincronizadas para cada parte del cuerpo (grupo de articulaciones) dentro de una ventana temporal. Por lo tanto, la conectividad del sistema no est谩 vinculada a la similitud de posturas globales, permitiendo encontrar m谩s puntos de transici贸n y de m谩s calidad, incrementando la rapidez en respuesta y ejecuci贸n de las transiciones respeto a los motion graphs est谩ndards. En segundo lugar, m谩s all谩 de conseguir transiciones r谩pidas y movimientos flu铆dos, los personajes virtuales tambi茅n interaccionan entre ellos y con los usuarios hablando, creando la necesidad de generar movimientos apropiados a la voz que reproducen. Los gestos forman parte del lenguaje no verbal que acostumbra a acompa帽ar a la voz. La credibilidad de los personajes virtuales parlantes est谩 vinculada a la naturalidad de sus movimientos y a la concordancia que estos tienen con la voz, sobretodo con la entonaci贸n de esta. As铆 pues, hemos realizado el an谩lisis de la relaci贸n entre los gestos y la voz, y la consecuente generaci贸n de gestos de acuerdo a la voz. Se han definido indicadores de intensidad tanto para gestos (GSI, Gesture Strength Indicator) como para la voz (PSI, Pitch Strength Indicator), y se ha estudiado la relaci贸n temporal y de intensidad para establecer unas reglas de sincron铆a temporal y de intensidad. M谩s adelante se presenta el Gesture Motion Graph (GMG), que selecciona gestos adientes a la voz de entrada (texto etiquetado a partir de la se帽al de voz) y las normas mencionadas. La evaluaci贸n de las animaciones resultantes demuestra la importancia de relacionar la intensidad para generar animaciones cre铆bles, m谩s all谩 de la sincronizaci贸n temporal. Posteriormente, presentamos un sistema de generaci贸n autom谩tica de gestos y animaci贸n facial a partir de una se帽al de voz: BodySpeech. Este sistema tambi茅n incluye mejoras en la animaci贸n, como un mayor aprovechamiento de los datos de entrada y una sincronizaci贸n m谩s flexible, y nuevas funcionalidades como la edici贸n del estilo de las animaciones de salida. Adem谩s, la animaci贸n facial tambi茅n tiene en cuenta la entonaci贸n de la voz. Finalmente, se han trasladado los personajes virtuales de los entornos virtuales al mundo f铆sico para explorar las posibilidades de interacci贸n con objetos reales. Para este fin, presentamos los AvatARs, personajes virtuales que tienen representaci贸n tangible y que se visualizan integrados en la realidad a trav茅s de un dispositivo m贸vil gracias a la realidad aumentada. El control de la animaci贸n se lleva a cabo mediante un objeto f铆sico que el usuario manipula, seleccionando y configurando las animaciones, y que a su vez sirve como soporte para la representaci贸n del personaje. Posteriormente, se ha explorado la interacci贸n de los AvatARs con objetos f铆sicos inteligentes como el robot Pleo. Pleo se utiliza para asistir a ni帽os en terapia o simplemente para jugar. Todo y sus beneficios, hay una falta de relaci贸n emocional y interacci贸n entre los ni帽os y Pleo que con el tiempo hace que los ni帽os pierdan el inter茅s. As铆 pues, hemos creado un escenario de interacci贸n mixto donde Vleo (AvatAR en forma de Pleo; virtual) y Pleo (real) interact煤an de manera natural. Este escenario se ha testeado y los resultados concluyen que los AvatARs mejoran la motivaci贸n para jugar con Pleo, abriendo un nuevo horizonte en la interacci贸n de los personajes virtuales con robots
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