1,033 research outputs found

    A proposal of accessibility guidelines for human-robot interaction

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    We will increasingly become dependent on automation to support our manufacturing and daily living, and robots are likely to take an important place in this. Unfortunately, currently not all the robots are accessible for all users. This is due to the different characteristics of users, as users with visual, hearing, motor or cognitive disabilities were not considered during the design, implementation or interaction phase, causing accessibility barriers to users who have limitations. This research presents a proposal for accessibility guidelines for human-robot interaction (HRI). The guidelines have been evaluated by seventeen HRI designers and/or developers. A questionnaire of nine five-point Likert Scale questions and 6 open-ended questions was developed to evaluate the proposed guidelines for developers and designers, in terms of four main factors: usability, social acceptance, user experience and social impact. The questions act as indicators for each factor. The majority (15 of 17 participants) agreed that the guidelines are helpful for them to design and implement accessible robot interfaces and applications. Some of them had considered some ad hoc guidelines in their design practice, but none of them showed awareness of or had applied all the proposed guidelines in their design practice, 72% of the proposed guidelines have been applied by less than or equal to 8 participants for each guideline. Moreover, 16 of 17 participants would use the proposed guidelines in their future robot designs or evaluation. The participants recommended the importance of aligning the proposed guidelines with safety requirements, environment of interaction (indoor or outdoor), cost and users’ expectations

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience

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    Embodied conversational agents (ECAs) are paradigms of conversational user interfaces in the form of embodied characters. While ECAs offer various manipulable features, this paper focuses on a study conducted to explore two distinct levels of presentation realism. The two agent versions are photorealistic and animated. The study aims to provide insights and design suggestions for speech-enabled ECAs within serious game environments. A within-subjects, two-by-two factorial design was employed for this research with a cohort of 36 participants balanced for gender. The results showed that both the photorealistic and the animated versions were perceived as highly usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4 per cent of the participants stated they preferred the photorealistic version, 25 per cent stated they preferred the animated version and 5.6 per cent had no stated preference. The photorealistic agents were perceived as more realistic and human-like, while the animated characters made the task feel more like a game. Even though the agents' realism had no significant effect on usability, it positively influenced participants' perceptions of the agent. This research aims to lay the groundwork for future studies on ECA realism's impact in serious games across diverse contexts.Comment: 21 pages, 14 figures, preprint to be published in HCI INTERNATIONAL 2023 25TH INTERNATIONAL CONFERENCE ON HUMAN-COMPUTER INTERACTION proceeding

    EMF: Humanoid robots design scheme for child with autism

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    This research explores the humanoid facial design through Eyes-Mouth Features (EMF) as an indication of human embodied consciousness design. The study will be focused on portraying the practical model based on the syntax context focusing on Autism Spectrum Disorder (ASD) based design development. This design integrates the value of appealing sensations that can trigger the feelings and impressions of the child with ASD. It is critical to developing an effective decision support system for designers to deal with challenges relating to consumers' psychological preferences towards a humanoid facial character that appeals to human emotion. Keywords: Humanoid; Design; Autistic; Facial Appealing eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians), and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7iSI7.383

    Analyzing children's expectations from robotic companions in educational settings

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    The use of robots as educational partners has been extensively explored, but less is known about the required characteristics these robots should have to meet children's expectations. Thus the purpose of this study is to analyze children's assumptions regarding morphology, functionality, and body features, among others, that robots should have to interact with them. To do so, we analyzed 142 drawings from 9 to 10 years old children and their answers to a survey provided after interacting with different robotic platforms. The main results convey on a gender-less robot with anthropomorphic (but machine-like) characteristics

    Exploring the Design Space of Extra-Linguistic Expression for Robots

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    In this paper, we explore the new design space of extra-linguistic cues inspired by graphical tropes used in graphic novels and animation to enhance the expressiveness of social robots. To achieve this, we identified a set of cues that can be used to generate expressions, including smoke/steam/fog, water droplets, and bubbles. We prototyped devices that can generate these fluid expressions for a robot and conducted design sessions where eight designers explored the use and utility of the cues in conveying the robot's internal states in various design scenarios. Our analysis of the 22 designs, the associated design justifications, and the interviews with designers revealed patterns in how each cue was used, how they were combined with nonverbal cues, and where the participants drew their inspiration from. These findings informed the design of an integrated module called EmoPack, which can be used to augment the expressive capabilities of any robot platform

    Sketch-based character prototyping by deformation

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    Master'sMASTER OF SCIENC

    Robot-Mediated interviews: A field trial with a potential real-world user

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    © 2020 John Benjamins Publishing Company. This a peer reviewed, author’s accepted manuscript. Contact John Benjamins Publishing Company permission to re-use or reprint the material in any form.In recent years the possibility of using humanoid robots to perform interviews with children has been explored in a number of studies. This paper details a study in which a potential real-world user trialled a Robot-Mediated Interviewing system with children to establish if this approach could realistically be used in a real-world context. In this study a senior educational psychologist used the humanoid robot Kaspar to interview ten primary school children about a video they had watched prior to the interview. We conducted a pre and post interview with the educational psychologist before and after using the system to establish how the system worked for him and the perceived potential for real-world applications. The educational psychologist successfully used the system to interview the children and believed that principally using a small humanoid robot to interview children could be useful in a real-world setting provided the system was developed further.Peer reviewe
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