15,596 research outputs found
Does anyone want to talk to me? : Reflections on the use of assistance and companion robots in care homes
Held at the AISB'15 ConventionFinal Accepted Versio
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Ideation as an intellectual information acquisition and use context: Investigating game designersâ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a âmeans to an intellectual endâ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
Automatic Romaine Heart Harvester
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 Farmâs 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 Farmâs 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 teamâs metal prototype
From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups
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
The study of linear relationships is foundational for mathematics teaching and learning. However, studentsâ abilities connect different representations of linear relationships have proven to be challenging. In response, a computer-based instructional sequence was designed to support studentsâ 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
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
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 usersâ desired functionalities and acceptance of robots. The team developed a taxonomy to characterize robotsâ 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
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 âVirtual Playgroundâ, each participant was asked to complete a set of tasks designed to address arithmetical âfractionsâ 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
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
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 studentsâ 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 fieldâs understanding of STEAM education in Canada and to provide new insights into the practicality, affordances, and tensions of designing and implementing a STEAM program
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