5,011 research outputs found
Integrating Olfaction in a Robotic Telepresence Loop
In this work we propose enhancing a typical
robotic telepresence architecture by considering olfactory and wind flow information in addition to the common audio and video channels. The objective is to expand the range of applications where robotics telepresence can be applied, including those related to the detection of volatile chemical substances (e.g. land-mine detection, explosive deactivation, operations
in noxious environments, etc.). Concretely, we analyze how the sense of smell can be integrated in the telepresence loop, covering the digitization of the gases and wind flow
present in the remote environment, the transmission through
the communication network, and their display at the user location. Experiments under different environmental conditions are presented to validate the proposed telepresence system when
localizing a gas emission leak at the remote environment.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂa Tech
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Using authentic 3D product visualisation for an electrical online retailer
This study investigates the effects of authentic three dimensional (3D) product visualisation versus 3D telepresence on consumersâ virtual experience. A hypothetical electrical retailer Web site presents a variety of laptops using 3D product visualisations for the within-subjects laboratory experiments. The first experiment uses two-way repeated measures ANOVA to determine the effects of the antecedents on 3D authenticity. In a second experiment, a one-way ANOVA compares telepresence and authenticity scores. This research uses a U.K. sample to investigate the effects of control and animated colours on 3D authenticity and the effects of 3D authenticity on experiential and instrumental values. The results reveal significant differences between telepresence and authenticity constructs. Authenticity is more significant in simulating an online retailerâs products, and control and animated colours represent the main antecedents of authenticity. Moreover, experiential and instrumental values represent the main consequences of 3D authenticity
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Using 3D product visualisation to tap consumersâ experience with online retailers: From telepresence to authenticity
This study investigates the effects of authentic three dimensional (3D) product visualisation versus 3D telepresence on consumersâ virtual experience. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations for the within-subjects laboratory experiment. The first stage uses two-way repeated measures ANOVA to determine the effects of the progressive levels of control and animated colours on 3D authenticity (the dependent variable). In a second stage, we use structural equation modelling to test the proposed hypothesis. This research uses a U.K. sample to investigate the effects of 3D authenticity and 3D telepresence on willingness to purchase and reveals significant differences between telepresence and authenticity constructs. Authenticity is more significant in simulating an online retailerâs products, and control and animated colours represent the main antecedents of authenticity. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid
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The effects of progressive levels of 3d authenticity antecedents and consequences on consumersâ virtual experience
This study investigates the effects of authentic three dimensional (3D) product visualisation antecedents on 3D authenticity, and the effects of 3D authenticity consequences on consumersâ virtual experience. A hypothetical retailer Web site presents a variety of laptops for the within-subjects laboratory experiments. In a first experiment, a one-way ANOVA compares telepresence and authenticity scores. The second experiment uses two-way repeated measures ANOVA to determine the effects of the progressive levels of the antecedents on 3D authenticity. In a third experiment, two-way repeated measures ANOVA determine the effects of the progressive levels of 3D authenticity consequences on willingness to purchase. The results show that authenticity is more useful than telepresence in simulating consumersâ virtual experience. The high levels of control and animated colours lead to higher authenticity for the site. In addition, the high levels of 3D utilitarian and hedonic constructs enhance willingness to purchase from the online retailer
Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies
Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud
of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud
is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud
Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement
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Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
From teleoperation to the cognitive human-robot interface
Robots are slowly moving from factories to mines, construction sites, public places and homes. This new type of robot or robotized working machine â field and service robots (FSR) â should be capable of performing different kinds of tasks in unstructured changing environments, not only among humans but through continuous interaction with humans. The main requirements for an FSR are mobility, advanced perception capabilities, high "intelligence" and easy interaction with humans. Although mobility and perception capabilities are no longer bottlenecks, they can nevertheless still be greatly improved. The main bottlenecks are intelligence and the human - robot interface (HRI). Despite huge efforts in "artificial intelligence" research, the robots and computers are still very "stupid" and there are no major advancements on the horizon. This emphasizes the importance of the HRI. In the subtasks, where high-level cognition or intelligence is needed, the robot has to ask for help from the operator. In addition to task commands and supervision, the HRI has to provide the possibility of exchanging information about the task and environment through continuous dialogue and even methods for direct teleoperation. The thesis describes the development from teleoperation to service robot interfaces and analyses the usability aspects of both teleoperation/telepresence systems and robot interfaces based on high-level cognitive interaction. The analogue in the development of teleoperation interfaces and HRIs is also pointed out.
The teleoperation and telepresence interfaces are studied on the basis of a set of experiments in which the different enhancement-level telepresence systems were tested in different tasks of a driving type. The study is concluded by comparing the usability aspects and the feeling of presence in a telepresence system.
HRIs are studied with an experimental service robot WorkPartner. Different kinds of direct teleoperation, dialogue and spatial information interfaces are presented and tested. The concepts of cognitive interface and common presence are presented. Finally, the usability aspects of a human service robot interface are discussed and evaluated.reviewe
Exploring the affordances of telepresence robots in foreign language learning
The importance of authentic communicative practices in foreign language (FL) learning has long been recognized. However, most FL learners lack adequate access to authentic communicative environments in the target language. In this article, we propose the use of telepresence robots as a potential solution to bridge this gap. Telepresence robots can be controlled by remote language learners online, enabling them to gain virtual access to authentic environments in the target language and to interact with native speakers in those environments in real time. In this exploratory study, three English learners and a native-speaker of American English participated in a campus tour activity using a telepresence robot. We examined the experience of our participants and the conversational features of their telepresence interactions through analyses of the interview data, field notes, and transcripts of conversations captured on video. Our findings show that telepresence robots have substantial potential for promoting FL learning by providing authentic communicative practice for remote language learners. The findings have useful implications for informing future research design
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