9,720 research outputs found

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

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    Held at the AISB'15 ConventionFinal Accepted Versio

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

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    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

    A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism

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    This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe

    A Systematic Review on Fostering Appropriate Trust in Human-AI Interaction

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    Appropriate Trust in Artificial Intelligence (AI) systems has rapidly become an important area of focus for both researchers and practitioners. Various approaches have been used to achieve it, such as confidence scores, explanations, trustworthiness cues, or uncertainty communication. However, a comprehensive understanding of the field is lacking due to the diversity of perspectives arising from various backgrounds that influence it and the lack of a single definition for appropriate trust. To investigate this topic, this paper presents a systematic review to identify current practices in building appropriate trust, different ways to measure it, types of tasks used, and potential challenges associated with it. We also propose a Belief, Intentions, and Actions (BIA) mapping to study commonalities and differences in the concepts related to appropriate trust by (a) describing the existing disagreements on defining appropriate trust, and (b) providing an overview of the concepts and definitions related to appropriate trust in AI from the existing literature. Finally, the challenges identified in studying appropriate trust are discussed, and observations are summarized as current trends, potential gaps, and research opportunities for future work. Overall, the paper provides insights into the complex concept of appropriate trust in human-AI interaction and presents research opportunities to advance our understanding on this topic.Comment: 39 Page

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    FurNav: Development and Preliminary Study of a Robot Direction Giver

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    When giving directions to a lost-looking tourist, would you first reference the street-names, cardinal directions, landmarks, or simply tell them to walk five hundred metres in one direction then turn left? Depending on the circumstances, one could reasonably make use of any of these direction giving styles. However, research on direction giving with a robot does not often look at how these different direction styles impact perceptions of the robots intelligence, nor does it take into account how users prior dispositions may impact ratings. In this work, we look at generating natural language for two navigation styles using a created system for a Furhat robot, before measuring perceived intelligence and animacy alongside users prior dispositions to robots in a small preliminary study (N=7). Our results confirm findings by previous work that prior negative attitudes towards robots correlates negatively with propensity to trust robots, and also suggests avenues for future research. For example, more data is needed to explore the link between perceived intelligence and direction style. We end by discussing our plan to run a larger scale experiment, and how to improve our existing study design.Comment: Author Accepted Manuscript, 4 pages, LBR Track, RO-MAN'23, 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), August 2023, Busan, South Kore

    The Solaria Syndrome: Social Capital in a Growing Hyper-technological Economy

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    We develop a dynamic model to analyze the sources and the evolution of social participation and social capital in a growing economy characterized by exogenous technical progress. Starting from the assumption that the well-being of agents basically depends on material and relational goods, we show that the best-case scenarios hold when technology and social capital both support just one of the two productions at the expenses of the other. However, trajectories are possible where technology and social interaction balance one another in fostering the growth of both the social and the private sector of the economy. Along such tracks, technology may play a crucial role in supporting a “socially sustainable” economic growth.Technology, Economic Growth, Relational Goods, Social Participation, Social Capital
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