9,239 research outputs found

    "Involving Interface": An Extended Mind Theoretical Approach to Roboethics

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    In 2008 the authors held Involving Interface, a lively interdisciplinary event focusing on issues of biological, sociocultural, and technological interfacing (see Acknowledgments). Inspired by discussions at this event, in this article, we further discuss the value of input from neuroscience for developing robots and machine interfaces, and the value of philosophy, the humanities, and the arts for identifying persistent links between human interfacing and broader ethical concerns. The importance of ongoing interdisciplinary debate and public communication on scientific and technical advances is also highlighted. Throughout, the authors explore the implications of the extended mind hypothesis for notions of moral accountability and robotics

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Erotic Aspects of Everyday Life as a Challenge for Ubiquitous Computing

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    In this paper we discuss how interactive technology disables or enables erotic aspects of everyday life, and we discuss a number of design concepts in order to relate erotic aspects to the issue of visibility versus invisibility in ambient computing. This discussion has general relevance for the study of residual categories in ubiquitous computing

    From Interactive to Intra-active Body

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    The 60s was the age of freedom and boldness. According to John Lennon, the legendary singer-songwriter, who said in his last interview for RKO, “The thing the sixties did was to show us the possibilities and the responsibility that we all had. It wasn’t the answer. It just gave us a glimpse of the possibility”.10 Various technologies and cultures were developing boundlessly at an unprecedented speed during this time. Movements for civil rights due to racial discrimination, movements for women’s rights due to feminism, liberation movements for bodily autonomy, and student movements (Mai 68) in France due to the education system, influenced and challenged the conservative thought and systems in the society which people were used to. With the flourishing development of high-end technology, during the cold war period, the US and Russia were still competing to be the world leaders in technological development. The battlefields of the well-known space race included not only the terrain of the earth but also the surface of the moon. For the general public, the impact of rapid technological development, plus the discovery of chaos theory in Science and the gradual advancement of computer technology, opened the door towards all kinds of imagination about how the future world will look. The influential pop art movement, gave new birth to art which was no longer bigwigs’ assets hung on the walls of a royal palace and high-end art galleries, but relatively closer to people’s daily lives by using common substances and materials for creating art pieces. In addition, with the growth of the underground hippy culture and rock ‘n roll music, it was the golden age when people gradually had the courage to explore, to experiment, to express personal opinions, and dare to imagine and expect a future life of their own. And this was also the time when Archigram was born

    Automated Semantic Understanding of Human Emotions in Writing and Speech

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    Affective Human Computer Interaction (A-HCI) will be critical for the success of new technologies that will prevalent in the 21st century. If cell phones and the internet are any indication, there will be continued rapid development of automated assistive systems that help humans to live better, more productive lives. These will not be just passive systems such as cell phones, but active assistive systems like robot aides in use in hospitals, homes, entertainment room, office, and other work environments. Such systems will need to be able to properly deduce human emotional state before they determine how to best interact with people. This dissertation explores and extends the body of knowledge related to Affective HCI. New semantic methodologies are developed and studied for reliable and accurate detection of human emotional states and magnitudes in written and spoken speech; and for mapping emotional states and magnitudes to 3-D facial expression outputs. The automatic detection of affect in language is based on natural language processing and machine learning approaches. Two affect corpora were developed to perform this analysis. Emotion classification is performed at the sentence level using a step-wise approach which incorporates sentiment flow and sentiment composition features. For emotion magnitude estimation, a regression model was developed to predict evolving emotional magnitude of actors. Emotional magnitudes at any point during a story or conversation are determined by 1) previous emotional state magnitude; 2) new text and speech inputs that might act upon that state; and 3) information about the context the actors are in. Acoustic features are also used to capture additional information from the speech signal. Evaluation of the automatic understanding of affect is performed by testing the model on a testing subset of the newly extended corpus. To visualize actor emotions as perceived by the system, a methodology was also developed to map predicted emotion class magnitudes to 3-D facial parameters using vertex-level mesh morphing. The developed sentence level emotion state detection approach achieved classification accuracies as high as 71% for the neutral vs. emotion classification task in a test corpus of children’s stories. After class re-sampling, the results of the step-wise classification methodology on a test sub-set of a medical drama corpus achieved accuracies in the 56% to 84% range for each emotion class and polarity. For emotion magnitude prediction, the developed recurrent (prior-state feedback) regression model using both text-based and acoustic based features achieved correlation coefficients in the range of 0.69 to 0.80. This prediction function was modeled using a non-linear approach based on Support Vector Regression (SVR) and performed better than other approaches based on Linear Regression or Artificial Neural Networks
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