15,596 research outputs found

    Does anyone want to talk to me? : Reflections on the use of assistance and companion robots in care homes

    Get PDF
    Held at the AISB'15 ConventionFinal Accepted Versio

    Automatic Romaine Heart Harvester

    Get PDF
    The Romaine Robotics Senior Design Team developed a romaine lettuce heart trimming system in partnership with a Salinas farm to address a growing labor shortage in the agricultural industry that is resulting in crops rotting in the field before they could be harvested. An automated trimmer can alleviate the most time consuming step in the cut-trim-bag harvesting process, increasing the yields of robotic cutters or the speed of existing laborer teams. Leveraging the Partner Farm’s existing trimmer architecture, which consists of a laborer loading lettuce into sprungloaded grippers that are rotated through vision and cutting systems by an indexer, the team redesigned geometry to improve the loading, gripping, and ejection stages of the system. Physical testing, hand calculations, and FEA were performed to understand acceptable grip strengths and cup design, and several wooden mockups were built to explore a new actuating linkage design for the indexer. The team manufactured, assembled, and performed verification testing on a full-size metal motorized prototype that can be incorporated with the Partner Farm’s existing cutting and vision systems. The prototype met all of the established requirements, and the farm has implemented the redesign onto their trimmer. Future work would include designing and implementing vision and cutting systems for the team’s metal prototype

    From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups

    Get PDF
    Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games

    Supporting students with learning disabilities to explore linear relationships using online learning objects

    Get PDF
    The study of linear relationships is foundational for mathematics teaching and learning. However, students’ abilities connect different representations of linear relationships have proven to be challenging. In response, a computer-based instructional sequence was designed to support students’ understanding of the connections among representations. In this paper we report on the affordances of this dynamic mode of representation specifically for students with learning disabilities. We outline four results identified by teachers as they implemented the online lessons

    Transfer Scenarios: Grounding Innovation with Marginal Practices

    Get PDF
    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 Emerging Role of Robotics in Personal Health Care: Bringing Smart Health Care Home

    Get PDF
    Affordable, accessible health care is in short supply in the U.S., due to the rapidly aging population; robotics can provide a solution to this problem. This project developed user requirements for a personal health care robot. From interviews with robotics professionals and focus groups with caregivers and the elderly, the team gained an understanding of potential users’ desired functionalities and acceptance of robots. The team developed a taxonomy to characterize robots’ interaction with users. The requirements generated by the studies were used in conjunction with this taxonomy to recommend a robot for use in personal health care. An in-home monitoring system was found to have the greatest potential to benefit the health care industry and the target demographic

    The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

    Get PDF
    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 ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ 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

    Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home

    Get PDF
    UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surrounding future domestic UbiComp solutions. Drawing on envisioning and contravisioning, we probe members of the public (N=28) through the presentation and focus group discussion of two contrasting animated video scenarios, where one is inspired by "calm" and the other by "engaging" visions of future UbiComp technology. By analysing the reasoning of our participants, we identify and elaborate a number of relevant values involved in balancing the two perspectives. In conclusion, we articulate practically applicable takeaways in the form of a set of key design questions and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland

    STEAM Education in Ontario, Canada: A Case Study on the Curriculum and Instructional Models of Four K-8 STEAM Programs

    Get PDF
    STEM (Science, Technology, Engineering, and Mathematics) learning and project-based learning are important educational initiatives in North America. However, it is important to consider whether current STEM educational practices are sufficient to prepare students for the world they are to live and work in. This prompts discussions about STEAM (Science, Technology, Engineering, Arts and Mathematics) which is shifting educational paradigms towards art integration in STEM subjects. This study investigates the STEAM education reform movement in Canada to better understand the STEAM curriculum and instructional programs offered by non-profit organizations and publicly funded schools. This research study addresses the following major questions: 1) what curriculum and instruction models of STEAM education are implemented in non-profit and in-school contexts in Ontario, Canada? 2) What do students learn through different models of STEAM education? 3) What types of assessment of student learning is happening in STEAM education? 4) How do classroom teachers view such models of STEAM education in meeting their curriculum and instruction goals? To explore these questions, I took a small sample of four different STEAM programs in Ontario, Canada. I conducted interviews, observations, content analysis of curriculum documents and a focus group interview. At the four research sites, the main pedagogies used are design-based and inquiry-based models which focused on the students’ interests and encourages students to construct their own knowledge. Students learn character-building skills that empower them to solve real-world problems, develop perseverance and grit, engage in their community and develop a global perspective. The instructors/teachers describe the STEAM tasks at each site as rich and authentic experiences. The findings also suggest that sharing the learning in the STEAM program with the community extends the learning experiences to a wider community and contributes to the collective knowledge about how students learn. This study can inform teaching practices for teachers who seek to engage and motivate students by integrating the arts in STEM subjects. This study also promises to deepen the field’s understanding of STEAM education in Canada and to provide new insights into the practicality, affordances, and tensions of designing and implementing a STEAM program
    • 

    corecore