134,484 research outputs found
Towards the Safety of Human-in-the-Loop Robotics: Challenges and Opportunities for Safety Assurance of Robotic Co-Workers
The success of the human-robot co-worker team in a flexible manufacturing
environment where robots learn from demonstration heavily relies on the correct
and safe operation of the robot. How this can be achieved is a challenge that
requires addressing both technical as well as human-centric research questions.
In this paper we discuss the state of the art in safety assurance, existing as
well as emerging standards in this area, and the need for new approaches to
safety assurance in the context of learning machines. We then focus on robotic
learning from demonstration, the challenges these techniques pose to safety
assurance and indicate opportunities to integrate safety considerations into
algorithms "by design". Finally, from a human-centric perspective, we stipulate
that, to achieve high levels of safety and ultimately trust, the robotic
co-worker must meet the innate expectations of the humans it works with. It is
our aim to stimulate a discussion focused on the safety aspects of
human-in-the-loop robotics, and to foster multidisciplinary collaboration to
address the research challenges identified
When Windmills Turn Into Giants: The Conundrum of Virtual Places
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
Designing digital technologies and learning activities for different geometries
This chapter focuses on digital technologies and geometry education, a combination of topics that provides a suitable avenue for analysing closely the issues and challenges involved in designing and utilizing digital technologies for learning mathematics. In revealing these issues and challenges, the chapter examines the design of digital technologies and related forms of learning activities for a range of geometries, including Euclidean and co-ordinate geometries in two and three dimensions, and non-Euclidean geometries such as spherical, hyperbolic and fractal geometry. This analysis reveals the decisions that designers take when designing for different geometries on the flat computer screen. Such decisions are not only about the geometry but also about the learner in terms of supporting their perceptions of what are the key features of geometry
From presence to consciousness through virtual reality
Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness
Embodiment and embodied design
Picture this. A preverbal infant straddles the center of a seesaw. She gently tilts her weight back and forth from one side to the other, sensing as each side tips downward and then back up again. This child cannot articulate her observations in simple words, let alone in scientific jargon. Can she learn anything from this experience? If so, what is she learning, and what role might such learning play in her future interactions in the world? Of course, this is a nonverbal bodily experience, and any learning that occurs must be bodily, physical learning. But does this nonverbal bodily experience have anything to do with the sort of learning that takes place in schools - learning verbal and abstract concepts? In this chapter, we argue that the body has everything to do with learning, even learning of abstract concepts. Take mathematics, for example. Mathematical practice is thought to be about producing and manipulating arbitrary symbolic inscriptions that bear abstract, universal truisms untainted by human corporeality. Mathematics is thought to epitomize our species’ collective historical achievement of transcending and, perhaps, escaping the mundane, material condition of having a body governed by haphazard terrestrial circumstance. Surely mathematics is disembodied
Browsing through 3D representations of unstructured picture collections: an empirical study
The paper presents a 3D interactive representation of fairly large picture
collections which facilitates browsing through unstructured sets of icons or
pictures. Implementation of this representation implies choosing between two
visualization strategies: users may either manipulate the view (OV) or be
immersed in it (IV). The paper first presents this representation, then
describes an empirical study (17 participants) aimed at assessing the utility
and usability of each view. Subjective judgements in questionnaires and
debriefings were varied: 7 participants preferred the IV view, 4 the OV one,
and 6 could not choose between the two. Visual acuity and visual exploration
strategies seem to have exerted a greater influence on participants'
preferences than task performance or feeling of immersion.Comment: 4 page
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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