2 research outputs found

    Distractors slow information accumulation in simple feature search

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    presented a speed-accuracy trade-off experiment, investigating covert attention in visual search. One of the conclusions from Carrasco and McElree was that adding distractors to a single feature search does not decrease the speed with which information is accumulated about target identity. We present a reanalysis of the relevant data from Carrasco and McElree in which we demonstrate that their conclusion was incomplete and we demonstrate a processing speed advantage for single feature search displays with no distractors compared with displays with distractors. This finding is confirmed in a new speed-accuracy trade-off experiment presented here. Further, we demonstrate that increasing the display duration increases the processing speed of displays with distractors but not for displays without distractors. We discuss these results in relation to theories of visual attention and the debate between graded and fixed architecture accounts for attentional allocation

    Development of the huggable social robot Probo: on the conceptual design and software architecture

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    This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children
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