363 research outputs found

    Integration of Action and Language Knowledge: A Roadmap for Developmental Robotics

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    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.”This position paper proposes that the study of embodied cognitive agents, such as humanoid robots, can advance our understanding of the cognitive development of complex sensorimotor, linguistic, and social learning skills. This in turn will benefit the design of cognitive robots capable of learning to handle and manipulate objects and tools autonomously, to cooperate and communicate with other robots and humans, and to adapt their abilities to changing internal, environmental, and social conditions. Four key areas of research challenges are discussed, specifically for the issues related to the understanding of: 1) how agents learn and represent compositional actions; 2) how agents learn and represent compositional lexica; 3) the dynamics of social interaction and learning; and 4) how compositional action and language representations are integrated to bootstrap the cognitive system. The review of specific issues and progress in these areas is then translated into a practical roadmap based on a series of milestones. These milestones provide a possible set of cognitive robotics goals and test scenarios, thus acting as a research roadmap for future work on cognitive developmental robotics.Peer reviewe

    Artificial intelligence within the interplay between natural and artificial computation:Advances in data science, trends and applications

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    Artificial intelligence and all its supporting tools, e.g. machine and deep learning in computational intelligence-based systems, are rebuilding our society (economy, education, life-style, etc.) and promising a new era for the social welfare state. In this paper we summarize recent advances in data science and artificial intelligence within the interplay between natural and artificial computation. A review of recent works published in the latter field and the state the art are summarized in a comprehensive and self-contained way to provide a baseline framework for the international community in artificial intelligence. Moreover, this paper aims to provide a complete analysis and some relevant discussions of the current trends and insights within several theoretical and application fields covered in the essay, from theoretical models in artificial intelligence and machine learning to the most prospective applications in robotics, neuroscience, brain computer interfaces, medicine and society, in general.BMS - Pfizer(U01 AG024904). Spanish Ministry of Science, projects: TIN2017-85827-P, RTI2018-098913-B-I00, PSI2015-65848-R, PGC2018-098813-B-C31, PGC2018-098813-B-C32, RTI2018-101114-B-I, TIN2017-90135-R, RTI2018-098743-B-I00 and RTI2018-094645-B-I00; the FPU program (FPU15/06512, FPU17/04154) and Juan de la Cierva (FJCI-2017–33022). Autonomous Government of Andalusia (Spain) projects: UMA18-FEDERJA-084. Consellería de Cultura, Educación e Ordenación Universitaria of Galicia: ED431C2017/12, accreditation 2016–2019, ED431G/08, ED431C2018/29, Comunidad de Madrid, Y2018/EMT-5062 and grant ED431F2018/02. PPMI – a public – private partnership – is funded by The Michael J. Fox Foundation for Parkinson’s Research and funding partners, including Abbott, Biogen Idec, F. Hoffman-La Roche Ltd., GE Healthcare, Genentech and Pfizer Inc

    Identifying Functions and Behaviours of Social Robots for In-Class Learning Activities: Teachers’ Perspective

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    International audienceWith advances in artificial intelligence, research is increasingly exploring the potential functions that social robots can play in education. As teachers are a critical stakeholder in the use and application of educational technologies, we conducted a study to understand teachers' perspectives on how a social robot could support a variety of learning activities in the classroom. Through interviews, robot puppeteering, and group brainstorming sessions with five elementary and middle school teachers, we take a sociotechnical perspective to conceptualize possible robot functions and behaviours, and the effects they may have on the current way learning activities are designed, planned, and executed. Using activity theory to analyze learning activities as an activity system illustrated a number of tensions that currently exist between the components of the system. Overall, the teachers responded positively to the idea of introducing a social robot as a technological tool for learning activities, envisioning differences in usage for teacher-robot and student-robot interactions. We discuss the fine-grained functions and behaviours envisioned by teachers, and how they address the current tensions-providing suggestions for improving the design of social robots for learning activities

    Affect Conveying Instant Messaging

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    Instant messaging applications cannot convey non-verbal communication through text-based messages. That can lead to an unpleasant misunderstanding between dyads when the discussion is held on a computer or smartphone. This study aims to determine if the affect conveying instant messaging applications has any usage within users who are daily users of instant messaging applications. Furthermore, does the application benefit the test users in the real variant group compared with the control group users? The tests were conducted with an instant messaging prototype application developed just for this experiment. To test the affect conveying instant messaging prototype, we gathered a test group, which were randomly divided into two different groups, those that tested the correct version and the control group. Both test groups tested the same application but with different affect conveying module or variant. The real group tested the real variant, and the random or control group tested the variant, which randomly chooses the conveyed affect or emotion. The affect is conveyed with emojis in both of the variants. After the tests were done, testers had to answer nine different interview questions. Finally, for three interview questions, testers give a grade on how satisfied they were with that particular function. The grades were analyzed with descriptive statistical methods, and the verbal interview answers were analyzed by gathering recurring themes across the answers. The study results show that the real variant of the affect conveying instant messaging prototype performed better overall than the random variant. Test users also think that the prototype and its affect conveying functionality was fun. However, they did not see any exact situations where they would use the affect conveying functionality in an instant messaging application. Testers thought that they would use it with friends and family rather than in professional life. Generally, the way emotions were conveyed in the prototype was well-received. Test users did not see any significant issues in it or if the same functionality would be used in applications like games.Pikaviestintäsovellukset eivät oletusarvoisesti välitä sanatonta viestintää tekstimuodossa olevien viestien mukana. Se on omiaan aiheuttamaan epämiellyttäviä väärinymmärryksiä keskusteluosapuolien välillä, kun keskustelu käydään tietokoneiden tai älypuhelimien avulla. Tämän tutkielman tavoitteena on selvittää, onko tunteita automaattisesti välittävällä pikaviestintäsovelluksella käyttöä niiden käyttäjien keskuudessa, jotka käyttävät pikaviestintäsovelluksia päivittäin omassa elämässä. Lisäksi selvitämme, tuoko testisovellus hyötyä sovelluksen oikeaa versiota testanneille verrattuna kontrolliryhmään. Testit ovat suoritettu sille erikseen luodulla pikaviestintäsovelluksella. Testatakseen testiin erikseen tehtyä pikaviestintäsovellus prototyyppiä, kokosimme testiryhmän, joka satunnaisesti jaettiin kahteen eri ryhmään, oikeaa versiota testanneisiin ja kontrolliryhmään. Molemmat testiryhmät testasivat samaa sovellusta, mutta joissa olivat kuitenkin eri affektiivinen moduuli. Todellisen testin suorittaneet testasivat niin sanottua oikeaa versiota, jossa tunteiden välitys toimi kuten sen oli tarkoitus toimia ja kontrolliryhmä testasi sovelluksen versiota, jossa tunteet, joita välitettiin, olivat sovelluksen satunnaisesti valitsemia tunteita, eivätkä oikeasti sovelluksen analysoimia tunteita käyttäjästä. Sovellusprototyypin testin jälkeen testaajat vastasivat yhdeksään haastattelukysymykseen, joista kolme kysymystä olivat sellaisia, joihin testaajan tuli antaa numeerinen arvosana siten kuinka tyytyväisiä he olivat kyseiseen toiminnallisuuteen. Numeeriset arvosanat analysoitiin kuvailevia tilastointimenetelmiä käyttäen ja sanalliset haastatteluvastaukset analysointiin teemoittamalla haastattelut ja löytämällä sieltä toistuvia teemoja. Tutkimustulokset osoittavat, että pikaviestintäsovellus prototyypin niin sanottu oikea versio toimi yleisesti paremmin mitä satunnaistettu tunteiden välitys. Testaajat myös ajattelivat, että prototyyppi ja sen automaattinen tunteidenvälitys oli hauskaa ja mielekästä seurattavaa keskustelun aikana. Testaajat eivät kuitenkaan haastattelun aikana löytäneet mitään tarkkaa reaalielämän käyttöä sovellukselle. Testaajat käyttäisivät sovellusta mieluimmin läheisten ja jo tuntemien ihmisten kanssa kuin esimerkiksi työelämässä. Testaajat yleisesti pitivät pikaviestintäsovelluksen tunteiden välityksestä, ja he eivät nähneet mitään suurta ongelmaa sen toiminnan kanssa tai että samanlainen toiminto olisi vapaaehtoisesti käytössä joissain muissa sovelluksissa, kuten videopeleissä

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

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    En les últimes dues dècades els robots socials s'han convertit en un camp emergent en el qual encara hi ha molt per fer. Aquest camp requereix coneixements en mecànica, control, intel·ligència artificial, sistemes, etc., però també en psicologia, disseny, ètica, 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 és investigar diferents escenaris en teràpia o educació on els robots socials podrien ser una eina útil per als nens. Es van realitzar 4 estudis amb diferents propòsits: (1) dissenyar activitats amb robòtica 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 més afectades a causa de traumatismes cranioencefàlics (TCE) en nens i veure l'eficàcia del tractament, (3) proporcionar un robot mascota per alleujar els sentiments d'ansietat, solitud i estrès en nens hospitalitzats, i (4) comprovar com un robot amb comportament social i amb una personalització versus robots sense aquestes característiques mostra diferències en termes d'interacció 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'aplicació: (1) efectivitat amb la plataforma robòtica social que vam dissenyar en el tractament neuropsicològic per a aquells nens afectats per TCE, (2) eficàcia amb les activitats de robòtica 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 interacció i les relacions entre els diferents agents involucrats en el procés de la cura: pacients hospitalitzats, familiars, voluntaris i personal clínic, i (4) una interacció diferent, en termes de temps, entre els dos grups durant període de dues setmanes.En las últimas dos décadas los robots sociales se han convertido en un campo emergente en el que todavía hay mucho por hacer. Este campo requiere conocimientos en mecánica, control, inteligencia artificial, sistemas, etc., pero también en psicología, diseño, ética, etc. Nuestro grupo de investigación de perfil interdisciplinar ha estado trabajando en el diseño de robots sociales en diferentes aplicaciones para niños con necesidades especiales. El objetivo de esta tesis es investigar diferentes escenarios en terapia o educación donde los robots sociales podrían ser una herramienta útil para los niños. Se realizaron 4 estudios con diferentes propósitos: (1) diseñar actividades con robótica de LEGO para evaluar el comportamiento social de los niños con trastorno del espectro autista (TEA) (entre compañeros y con adultos) y analizar su efectividad, (2) diseñar un robot social para recuperar las funcionalidades más afectadas a causa de traumatismos craneoencefálicos (TCE) en niños y ver la eficacia del tratamiento, (3) proporcionar un robot mascota para aliviar los sentimientos de ansiedad, soledad y estrés en niños hospitalizados, y (4) comprobar como un robot con comportamiento social y con una personalización versus robots sin esas características muestra diferencias en términos de interacción con niños y, por tanto, puede ayudar en la efectividad de diferentes tratamientos como mencionamos anteriormente. Los resultados revelaron diferentes resultados dependiendo de la aplicación: (1) efectividad con la plataforma robótica social que diseñamos en el tratamiento neuropsicológico para aquellos niños afectadas por TCE, (2) eficacia con las actividades de robótica de LEGO diseñadas por un grupo de terapeutas en términos de mejora de habilidades sociales (3) un efecto positivo entre los mediadores y facilitadores de la interacción y las relaciones entre los diferentes agentes involucrados en el proceso del cuidado: pacientes hospitalizados, familiares, voluntarios y personal clínico, y (4) una interacción diferente, en términos de tiempo, entre ambos grupos en el promedio de un período 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

    SAPS and Digital Games: Improving Mathematics Transfer and Attitudes in Schools

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    Many suggest that digital games are a way to address problems with schools, yet research on their ability to promote problem solving, critical thinking, and twenty-first century skill sets appears to be mixed. In this chapter, I suggest that the problem lies not with digital games, but with our conceptualization of what it means to promote problem solving and critical thinking, and how transfer of such skills works in general and, specifically, with games. The power of digital games lies not in some magical power of the medium, but from embedded theories (e.g., situated learning and problem-centered instruction) and from good instructional design (the principles of learning and teaching to which all good instruction must adhere). This chapter describes situated, authentic problem solving (SAPS): a model to explain how digital games can promote transfer and improve attitudes toward mathematics. By examining research on the instructional practices (situated learning) and outcomes (transfer, problem solving, attitudes) that lie at the heart of SAPS, we can chart a path forward for best practices of digital games in mathematics education

    Affective Brain-Computer Interfaces

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    Bonding with Robotic Pets. Children’s Cognitions, Emotions and Behaviors towards Pet-Robots. Applications in a Robot Assisted Quality of Life Intervention in a Pediatric Hospital

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    [eng] This dissertation addresses the emergence of emotional involvement in the interaction with social robots. More specifically, we investigate the dynamics of children bonding with robotic pets to design robot based programs to improve patients’ experience in pediatric hospitals. Pet-robots are robots that mimic real pets as dogs or cats, both in appearance and in behavior. We assume that gaining understanding of the emotional dimension of children/pet-robots interaction would contribute to evaluate the impact of pet-robots in children’s lives, and to inform both robots’ design and robot-based applications for health and wellbeing. First, this research presents a novel model of bonding with robotic pets inspired in the human-animal affiliation and particularly in child-dog relatedness, where bonding is envisaged as a process towards companionship that evolves through three stages –first impression, short-term interaction and lasting relationship- characterized by distinguishable patterns of behaviors, cognitions and feelings that can be identified and measured. Secondly, a behavioral analysis of children interacting with the Pleo robot -a robotic pet shaped as a baby dinosaur-, with an emphasis on the interactional surface and particularly on the sequences of dyad’s reciprocal exchange is presented. The outcomes are twofold: the ethograms and coding schemes of Pleo’s and children’s behaviors and a higher level categorization of behaviors involved in bond forming that can be applied to other platforms and users. Thirdly, a naturalistic study carried out in a pediatric hospital to observe the interactive practices with the Pleo robot in the wild and to evaluate the feasibility and effectiveness of a Pleo-based intervention to accompany children is analyzed and discussed. Inspired on the beneficial effects of real pets’ company, the study consisted in an intensive ethnography, a systematic observation of a group play session and a follow-up case study of an experience of adopting a Pleo. Our results show that the key mechanism driving bond forming is the robot’s capability to deploy credible attachment behaviors –proximity seeking and resource soliciting- that elicit complementary nurturing and play behaviors in children. Beyond the novelty effect, self-reinforcing processes as learning and evolution can keep children engaged in rewarding interaction with the robot over time. Moreover, Pleo’s versatility allows diverse modalities of interaction and individual and group play, satisfying different needs as company, technological curiosity, entertainment and social facilitation both for normatively developed children and for children with special needs and their families. In general, the introduction of robot-based play was regarded by the hospital professionals not only as compatible with their daily day practice but valuable as a regular resource to smooth children’s stay at the hospital.[cat] Aquesta tesi aborda el sorgiment de la implicació emocional en la interacció amb els robots socials. Més específicament, s'investiga la dinàmica de la afiliació dels nens amb les mascotes robòtiques – robots que evoquen els animals de companyia- per tal de dissenyar programes basats en robots per millorar l'experiència dels pacients en els hospitals pediàtrics. Considerem que investigar la dimensió emocional de la interacció nen/robots-mascota contribuirà a avaluar-ne el seu impacte en la vida del nens i nenes, i a informar el disseny d’aquests robots i de les aplicacions que se’n deriven per a la seva salut i benestar. A partir d’un model evolutiu original de vinculació nen-robot inspirat en la afiliació d'humans i animals - i més concretament, en la relació nen-gos- s’analitza el comportament de nens interactuant amb el robot Pleo –robot mascota en forma de nadó dinosaure-, amb un èmfasi en les seqüències d'intercanvi recíproc de la diada. Els resultats són de dos tipus: els etogrames del Pleo i dels nens, i una categorització conductual a més alt nivell, aplicables a altres plataformes i usuaris. A partir d’aquest estudi, s’analitza una experiència d’intervenció en un hospital pediàtric per observar les pràctiques interactives amb el robot Pleo, i per avaluar la viabilitat i l'eficàcia d'una intervenció basada en el Pleo per acompanyar els nens. Inspirat en els efectes beneficiosos de la companyia de mascotes reals, l'estudi va consistir en una etnografia, una anàlisi observacional d'una sessió de joc en grup amb el robot, i un estudi de cas longitudinal d'una experiència d’adopció d’un Pleo. Els resultats mostren que l’aspecte clau que impulsa la formació del vincle és la capacitat del robot per desplegar conductes d’aferrament creïbles –cerca de proximitat i sol·licitud de recursos- que provoquen comportaments complementaris de criança i joc en els nens, més enllà de l'efecte novetat. D'altra banda, la versatilitat de Pleo permet diverses modalitats d'interacció i joc, i satisfer diferents necessitats dels usuaris, com ara companyia, curiositat, entreteniment i facilitació social, també per nens i nenes amb necessitats especials i les seves famílies. En general, la introducció del joc basat en el robot va ser considerada pels professionals de l'hospital no només compatible amb la seva pràctica professional, sinó també com un recurs valuós per alleugerir l'estada dels nens a l'hospital

    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

    Journal of Communication Pedagogy, Complete Volume 4, 2021

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    This is the complete volume 4 of the Journal of Communication Pedagogy
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