5 research outputs found

    Guide to build YOLO, a creativity-stimulating robot for children

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    YOLO is a non-anthropomorphic social robot designed to stimulate creativity in children. This robot was envisioned to be used by children during free-play where they use the robot as a character for the stories they create. During play, YOLO makes use of creativity techniques that promote the creation of new story-lines. Therefore, the robot serves as a tool that has the potential to stimulate creativity in children during the interaction. Particularly, YOLO can stimulate divergent and convergent thinking for story creations. Additionally, YOLO can have different personalities, providing it with socially intelligent and engaging behaviors. This work provides open-source and open-access of YOLO's hardware. The design of the robot was guided by psychological theories and models on creativity, design research including user-centered design practices with children, and informed by expert working in the field of creativity. Specifically, we relied on established theories of personality to inform the social behavior of the robot, and on theories of creativity to design creativity stimulating behaviors. Our design decisions were then based on design fieldwork with children. The end product is a robot that communicates using non-verbal expressive modalities (lights and movements) equipped with sensors that detect the playful behaviors of children. YOLO has the potential to be used as a research tool for academic studies, and as a toy for the community to engage in personal fabrication. The overall bene t of this proposed hardware is that it is open-source, less expensive than existing ones, and one that children can build by themselves under expert supervision.info:eu-repo/semantics/publishedVersio

    ์‹œ๊ฐ์ , ์–ธ์–ด์  ํ”ผ๋“œ๋ฐฑ์„ ํ†ตํ•œ ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ์„ฑ๊ฒฉ ํ‘œํ˜„ ๋ฐ ์ˆ˜ํ–‰ ๊ณผ์ œ์— ๋”ฐ๋ฅธ ์„ฑ๊ฒฉ์˜ ์„ ํ˜ธ๋„

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    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ)--์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› :์‚ฌํšŒ๊ณผํ•™๋Œ€ํ•™ ์–ธ๋ก ์ •๋ณดํ•™๊ณผ,2019. 8. ์ด์ค€ํ™˜.๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ์‹ฌ๋ฆฌ์ ์ด๊ณ  ๊ฐ์„ฑ์ ์ธ ๋Šฅ๋ ฅ์ด ์ธ๊ฐ„๊ณผ ์ปดํ“จํ„ฐ์˜ ์ž์—ฐ์Šค๋Ÿฌ์šด ๊ด€๊ณ„ ํ˜•์„ฑ์„ ์œ„ํ•ด ํ•„์š”๋กœ ๋œ๋‹ค. ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ๋ถ€์ž์—ฐ์Šค๋Ÿฌ์šด ํ‘œํ˜„๊ณผ ๋ฐ˜์‘์€ ์‚ฌ์šฉ์ž๋“ค์—๊ฒŒ ์˜คํžˆ๋ ค ๋ฐ˜๊ฐ์„ ์ค„ ์ˆ˜ ์žˆ์œผ๋ฉฐ, ๊ด€๊ณ„์— ๋ถ€์ •์ ์ธ ์˜ํ–ฅ์„ ๋ผ์นœ๋‹ค. ๊ฐ์„ฑ ์ปดํ“จํŒ… ๋ถ„์•ผ์—์„œ ์ฃผ๋กœ ๊ฐ์ •์„ ์ ์šฉํ•ด ์ด๋ฅผ ํ•ด๊ฒฐํ–ˆ๋‹ค๋ฉด, ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ์„ฑ๊ฒฉ์„ ๋ถ€์—ฌํ•จ์œผ๋กœ์จ ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ์ž์—ฐ์Šค๋Ÿฌ์šด ํ”ผ๋“œ๋ฐฑ๊ณผ ๋ฐ˜์‘์„ ํ‘œํ˜„ํ•˜๊ณ ์ž ํ•œ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ์„ฑ๊ฒฉ์„ ์–ด๋–ป๊ฒŒ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ์„์ง€์— ๋Œ€ํ•ด ํƒ๊ตฌํ–ˆ๋‹ค. ์„ฑ๊ฒฉ ํ‘œํ˜„ ์š”์†Œ๋“ค๋กœ ์„ ์ •๋œ ์š”์†Œ๋“ค์€ ์‹œ๊ฐ์  ํ”ผ๋“œ๋ฐฑ๊ณผ ์–ธ์–ด์  ์š”์†Œ๋“ค์ด๋‹ค. ํ”ผํ—˜์ž ๊ฐ„ ์„ค๊ณ„ ๋ฐฉ์‹์œผ๋กœ, ์‹คํ—˜์„ ์‹ค์‹œํ–ˆ๋Š”๋ฐ, ์Šคํ„ฐ๋”” 1์—์„œ๋Š” ๋‹ค๋ฅธ ์‹œ๊ฐ์  ํ”ผ๋“œ๋ฐฑ๋“ค์— ๋”ฐ๋ฅธ ๋‹ค์„ฏ ๊ฐ€์ง€ ์„ฑ๊ฒฉ์˜ ์ธ์‹์„ ์ธก์ •ํ–ˆ๋‹ค. ์Šคํ„ฐ๋”” 2์—์„œ๋Š” ๋‹ค๋ฅธ ์„ฑ๋ณ„์˜ ๋ชฉ์†Œ๋ฆฌ์™€ ์–ธ์–ด์  ์š”์†Œ๋“ค์— ๋”ฐ๋ฅธ ๋‹ค์„ฏ ๊ฐ€์ง€ ์„ฑ๊ฒฉ ์ธ์‹์„ ์ธก์ •ํ–ˆ๋‹ค. ๋˜ํ•œ, ํŠน์ • ์„ฑ๊ฒฉ๋“ค์ด ์—…๋ฌด์ˆ˜ํ–‰์— ๋” ์ ํ•ฉํ•˜๋‹ค๋Š” ๊ด€์ ์„ ์ ์šฉํ•˜์—ฌ, ์Šคํ„ฐ๋”” 3์—์„œ๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ๊ฐ€ ์ˆ˜ํ–‰ํ•˜๋Š” ๊ณผ์ œ๋“ค๊ณผ ์„ฑ๊ฒฉ๋“ค์— ๋”ฐ๋ผ ์‚ฌ์šฉ์ž๋“ค์˜ ์„ ํ˜ธ๋„์™€ ์ธ์ง€ํ•œ ์ง€์  ๋Šฅ๋ ฅ์„ ์ธก์ •ํ–ˆ๋‹ค. ์Šคํ„ฐ๋”” 1, 2์˜ ์—ฐ๊ตฌ ๊ฒฐ๊ณผ์— ๋”ฐ๋ฅด๋ฉด ์‹œ๊ฐ์  ํ”ผ๋“œ๋ฐฑ์˜ ์ƒ‰๊น”์— ์ƒ๊ด€์—†์ด ์›€์ง์ž„ ์ •๋„์— ๋”ฐ๋ผ ์‚ฌ์šฉ์ž๋“ค์ด ์ธ์‹ํ•˜๋Š” ์„ฑ๊ฒฉ์ด ๋‹ฌ๋ผ์ง์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. 5๊ฐ€์ง€ ์„ฑ๊ฒฉ๋“ค ์ค‘์—, ์šฐํ˜ธ์„ฑ(agreeableness)์„ ์ œ์™ธํ•œ ์„ฑ๊ฒฉ๋“ค์— ๋”ฐ๋ฅธ ์ ํ•ฉํ•œ ์–ธ์–ด์  ์š”์†Œ๋“ค์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ์Šคํ„ฐ๋”” 3์˜ ์—ฐ๊ตฌ ๊ฒฐ๊ณผ์— ๋”ฐ๋ฅด๋ฉด, ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ๊ฐ€ ์‚ฌํšŒ์  ์ˆ˜ํ–‰ ๊ณผ์ œ๋ฅผ ์ œ์™ธํ•œ ๋‹ค๋ฅธ ๊ณผ์ œ๋“ค์„ ์ˆ˜ํ–‰ํ•  ๋•Œ, ์ฐฝ์˜์„ฑ(openness)์ด ๊ฐ€์žฅ ์„ ํ˜ธ๋˜๊ณ , ๊ฐ€์žฅ ์ง€์ ์œผ๋กœ ์—ฌ๊ฒจ์กŒ๋‹ค. ์‚ฌํšŒ์  ๊ณผ์ œ๋ฅผ ์ˆ˜ํ–‰ํ•˜๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์ผ ๊ฒฝ์šฐ์—๋งŒ ์™ธํ–ฅ์„ฑ์ด ๊ฐ€์žฅ ์„ ํ˜ธ๋˜๊ณ , ์ง€๋Šฅ์ ์œผ๋กœ ์—ฌ๊ฒจ์กŒ๋‹ค. ์—ฐ๊ตฌ ๊ฒฐ๊ณผ๋“ค์— ๋”ฐ๋ฅด๋ฉด, ๋น ๋ฅด๊ณ , ํ™œ๋ฐœํ•œ ์›€์ง์ž„์˜ ํ‘œํ˜„ ์š”์†Œ๋“ค์ด ๋” ๋šœ๋ ทํ•˜๋ฉฐ, ๊ธ์ •์ ์ธ ์„ฑ๊ฒฉ์œผ๋กœ ์ธ์‹๋œ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ์„ฑ๊ฒฉ์— ๋Œ€ํ•œ ์ธ์‹์ด ๋ชฉ์†Œ๋ฆฌ์˜ ์„ฑ๋ณ„์— ๋”ฐ๋ผ ๋‹ฌ๋ผ์กŒ๋‹ค. ๋˜ํ•œ, ๋‹ค์–‘ํ•˜๊ณ , ํ‘œํ˜„์ ์ธ ์š”์†Œ๋“ค์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์ด ๊ธ์ •์ ์ธ ์„ฑ๊ฒฉ๋“ค์„ ํ‘œํ˜„ํ•˜๊ธฐ์— ์ ํ•ฉํ•˜๋‹ค. ์‚ฌ๋žŒ๋“ค์ด ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ๋ฅผ ์ธ์‹ํ•  ๋•Œ ์‚ฌ๋žŒ๋“ค์„ ์ธ์‹ํ•  ๋•Œ์™€ ๋น„์Šทํ•œ ํŒจํ„ด๋“ค์„ ์ ์šฉํ•จ์„ ์•Œ ์ˆ˜ ์žˆ์—ˆ๋‹ค.Conversational agents with psychological abilities could facilitate natural communication between humans and computers while conversational agents unnatural expressions and reactions could frustrate users. This research applies the concept of personality to conversational agents to implement natural feedback and reactions. This study explores how to express conversational agents personalities. The selected cues were visual feedback and verbal cues. As a between-participants study design, Study 1 measured the perception of five personalities toward different visual feedback and Study 2 measured the perception of five personalities depending on different verbal cues with voices of different genders. Concerning that certain personalities of conversational agents were considered more suitable for certain tasks, Study 3 investigated the user preference and perceived intelligence toward conversational agents with different personalities and tasks. The study results demonstrate that different motions of visual feedback were highly influential on the perceptions of personalities. Color was not a decisive factor. In addition, except for agreeableness, different verbal cues were perceived as different personalities. For conversational agents performing service, physical, and office tasks, openness was the most preferred and perceived as intelligent. In case of social tasks, the extravert conversational agents were the most preferred and perceived as intelligent. Fast and active visual feedback is suitable to design conversational agents with distinct and positive personalities. In addition, perceptions of conversational agents personalities differed according to the gender of voice. Diverse and expressive cues were suitable for expressing positive personalities. Interactions between conversational agents and humans demonstrated similar patterns of perception as human-human interactions.1. Introduction 1 2. Related work 6 2.1. Expressing machines internal states in Human-Computer Interaction 6 2.2. Personality expressions of computers and interfaces 8 2.3. Combinations of diverse cues 10 2.4. The agents personality and task match 11 3. Study 1 13 3.1. Overview 13 3.2. Study 1-1 14 3.2.1. Experimental materials 14 3.2.2. Experimental setting 16 3.2.3. Results 18 3.3. Study 1-2 25 3.3.1. Experimental materials 25 3.3.2. Experimental setting 26 3.3.3. Results 28 3.4. Results 31 3.5. Discussion 32 3.6. Limitations & Future Studies 36 4. Study 2 39 4.1. Overview 39 4.2. Research questions 40 4.3. Method 41 4.3.1. Experimental materials 41 4.3.2. Experimental setting 44 4.4. Results 45 4.4.1. Result 1: Pitch levels and gender of voices 45 4.4.2. Result 2: Emotionality and Gender of voices 47 4.4.3. Result 3: Wordiness and gender of voices 53 4.4.4. Result 4: Speed and gender of voices 54 4.4.5. Result 5: Questioning and gender of voices 60 4.5. Overall results 63 4.6. Discussion 65 4.7. Limitations 67 5. Study 3 69 5.1. Overview 69 5.2. Method 70 5. Study 3 69 5.2.1. Experimental Materials 70 5.2.2. Manipulation check 73 5.2.3. Experimental Setting 74 5.3. Results 75 5.3.1. Office task 75 5.3.2. Social task 77 5.3.3. Service task 80 5.3.4. Physical task 82 5.4. Discussion 85 6. Conclusions 87 7. Discussion for overall study 91 References 93 Appendix 1. Big Five personality questionnaires 101 Appendix 2. God speed scale questionnaires 102 ๊ตญ๋ฌธ ์ดˆ๋ก 103Maste

    DISEGNARE ROBOT Verso una cultura etica del progetto estetico/DESIGNING ROBOTS Towards an ethical culture of the aesthetic product

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    Negli ultimi anni i robot di servizio con applicazione in contesti sociali hanno sviluppato linguaggi comunicativi naturali e capacitร  di interazione sempre piรน sofisticate e intuiti- ve. Disegnati a somiglianza umana o come disegno di sintesi, questa tipologia di robot รจ oggetto di unโ€™attivitร  multidisciplinare in cui il Design รจ coinvolto nel processo progettuale insieme alle ingegnerie, con il supporto dellโ€™antropologia e della psicologia. Il progetto di ricerca HERE intende fornire metodi di analisi quanti/qualitative e linee guida per una progettazione etica di servizi e di prodotti robotici con alto grado di accessibilitร  e accettazione da parte degli utilizzatori. Il laboratorio di ricerca riguarda gli spazi universitari, dove il robot di telepresenza รจ configurato come appendice virtuale di uno studente impossibilitato ad essere presente in loco. Over the last years, service robots with applications in social contexts have developed increasingly sophisticated and intuitive natural communication languages and social skills. Designed in human likeness or with synthetic designs, this kind of robot is the subject of a multidisciplinary activity, in which Design is involved in the design project together with engineering, and the support of anthropology and psychology. The HERE research project wants to give quantitative and qualitative analysis methods and guidelines for an ethical planning of robotic services and products with a high level of accessibility and acceptance by users. The research laboratory concerns university spaces, where telepresence robots are set up as virtual appendixes for students that could not be present

    Boosting children's creativity through creative interactions with social robots

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    Creativity is an ability with psychological and developmental benefits. Creative levels are dynamic and oscillate throughout life, with a first major decline occurring at the age of 7 years old. However, creativity is an ability that can be nurtured if trained, with evidence suggesting an increase in this ability with the use of validated creativity training. Yet, creativity training for young children (aged between 6-9 years old) appears as scarce. Additionally, existing training interventions resemble test-like formats and lack of playful dynamics that could engage children in creative practices over time. This PhD project aimed at contributing to creativity stimulation in children by proposing to use social robots as intervention tools, thus adding playful and interactive dynamics to the training. Towards this goal, we conducted three studies in schools, summer camps, and museums for children, that contributed to the design, fabrication, and experimental testing of a robot whose purpose was to re-balance creative levels. Study 1 (n = 140) aimed at testing the effect of existing activities with robots in creativity and provided initial evidence of the positive potential of robots for creativity training. Study 2 (n = 134) aimed at including children as co-designers of the robot, ensuring the robotโ€™s design meets childrenโ€™s needs and requirements. Study 3 (n = 130) investigated the effectiveness of this robot as a tool for creativity training, showing the potential of robots as creativity intervention tools. In sum, this PhD showed that robots can have a positive effect on boosting the creativity of children. This places social robots as promising tools for psychological interventions.Criatividade รฉ uma habilidade com benefรญcios no desenvolvimento saudรกvel. Os nรญveis de criatividade sรฃo dinรขmicos e oscilam durante a vida, sendo que o primeiro maior declรญnio acontece aos 7 anos de idade. No entanto, a criatividade รฉ uma habilidade que pode ser nutrida se treinada e evidรชncias sugerem um aumento desta habilidade com o uso de programas validados de criatividade. Ainda assim, os programas de criatividade para crianรงas pequenas (entre os 6-9 anos de idade) sรฃo escassos. Adicionalmente, estes programas adquirem o formato parecido ao de testes, faltando-lhes dinรขmicas de brincadeira e interatividade que poderรฃo motivar as crianรงas a envolverem-se em prรกticas criativas ao longo do tempo. O presente projeto de doutoramento procurou contribuir para a estimulaรงรฃo da criatividade em crianรงas propondo usar robรดs sociais como ferramenta de intervenรงรฃo, adicionando dinรขmicas de brincadeira e interaรงรฃo ao treino. Assim, conduzimos trรชs estudos em escolas, campos de fรฉrias, e museus para crianรงas que contribuรญram para o desenho, fabricaรงรฃo, e teste experimental de um robรด cujo objetivo รฉ ser uma ferramenta que contribui para aumentar os nรญveis de criatividade. O Estudo 1 (n = 140) procurou testar o efeito de atividade jรก existentes com robรดs na criatividade e mostrou o potencial positivo do uso de robรดs para o treino criativo. O Estudo 2 (n = 134) incluiu crianรงas como co-designers do robรด, assegurando que o desenho do robรด correspondeu ร s necessidades das crianรงas. O Estudo 2 (n = 130) investigou a eficรกcia deste robรด como ferramenta para a criatividade, demonstrando o seu potencial para o treino da criatividade. Em suma, o presente doutoramento mostrou que os robรดs poderรฃo ter um potencial criativo em atividades com crianรงas. Desta forma, os robรดs sociais poderรฃo ser ferramentas promissoras em intervenรงรตes na psicologia
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