19 research outputs found
Augmented Human Assistance (AHA)
Aging and sedentarism are two main challenges for social and health
systems in modern societies. To face these challenges a new generation of ICT
based solutions is being developed to promote active aging, prevent sedentarism
and find new tools to support the large populations of patients that suffer chronic
conditions as result of aging. Such solutions have the potential to transform
healthcare by optimizing resource allocation, reducing costs, improving diagno ses and enabling novel therapies, thus increasing quality of life.
The primary goal of the “AHA: Augmented Human Assistance” project is to de velop novel assistive technologies to promote exercise among the elderly and
patients of motor disabilities. For exercise programs to be effective, it is essential
that users and patients comply with the prescribed schedule and perform the ex ercises following established protocols. Until now this has been achieved by hu man monitoring in rehabilitation and therapy session, where the clinicians or
therapists permanently accompany users or patient. In many cases, exercises are
prescribed for home performance, in which case it is not possible to validate their
execution. In this context, the AHA project is an integrative and cross-discipli nary approach of 4 Portuguese universities, the CMU, and 2 Portuguese industry
partners, that combines innovation and fundamental research in the areas of hu man-computer interaction, robotics, serious games and physiological computing
(see partner list in Appendix A). In the project, we capitalize on recent innova tions and aim at enriching the capabilities and range of application of assistive
devices via the combination of (1) assistive robotics; (2) technologies that use
well-understood motivational techniques to induce people to do their exercises in
the first place, and to do them correctly and completely; (3) tailored and relevant
guidance in regard to health care and social support and activities; and (4) tech nologies to self-monitoring and sharing of progress with health-care provider enabling clinicians to fine-tune the exercise regimen to suit the participant’s ac tual progress.
We highlight the development of a set of exergames (serious games controlled
by the movement of the user’s body limbs) specifically designed for the needs of
the target population according to best practices in sports and human kinetics
sciences. The games can be adapted to the limitations of the users (e.g. to play in
a sitting position) so a large fraction of the population can benefit from them. The
games can be executed with biofeedback provided from wearable sensors, to pro duce more controlled exercise benefits. The games can be played in multi-user
settings, either in cooperative or competitive mode, to promote the social rela tions among players. The games contain regional motives to trigger memories
from the past and other gamification techniques that keep the users involved in
the exercise program. The games are projected in the environment through aug mented reality techniques that create a more immersive and engaging experience
than conventional displays. Virtual coach techniques are able to monitor the cor rectness of the exercise and provide immediate guidance to the user, as well as
providing reports for therapists. A socially assistive robot can play the role of the
coach and provide an additional socio-cognitive dimension to the experience to
complement the role of the therapist. A web service that records the users’ per formances and allows the authorized therapists to access and configure the exer cise program provides a valuable management tool for caregivers and clinical
staff. It can also provide a social network for players, increasing adherence to the
therapies.
We have performed several end-user studies that validate the proposed ap proaches. Together, or in isolation, these solutions provide users, caregivers,
health professionals and institutions, valuable tools for health promotion, disease
monitoring and prevention.info:eu-repo/semantics/publishedVersio
A Review on Usability and User Experience of Assistive Social Robots for Older Persons
In the advancement of human-robot interaction technology, assistive social robots have been recognized as one of potential technologies that can provide physical and cognitive supports in older persons care. However, a major challenge faced by the designers is to develop an assistive social robot with prodigious usability and user experience for older persons who were known to have physical and cognitive limitations. A considerable number of published literatures was reporting on the technological design process of assistive social robots. However, only a small amount of attention has been paid to review the usability and user experience of the robots. The objective of this paper is to provide an overview of established researches in the literatures concerning usability and user experience issues faced by the older persons when interacting with assistive social robots. The authors searched relevant articles from the academic databases such as Google Scholar, Scopus and Web of Science as well as Google search for the publication period 2000 to 2021. Several search keywords were typed such as ‘older persons’ ‘elderly’, ‘senior citizens’, ‘assistive social robots’, ‘companion robots’, ‘personal robots’, ‘usability’ and ‘user experience’. This online search found a total of 215 articles which are related to assistive social robots in elderly care. Out of which, 54 articles identified as significant references, and they were examined thoroughly to prepare the main content of this paper. This paper reveals usability issues of 28 assistive social robots, and feedbacks of user experience based on 41 units of assistive social robots. Based on the research articles scrutinized, the authors concluded that the key elements in the design and development of assistive social robots to improve acceptance of older persons were determined by three factors: functionality, usability and users’ experience. Functionality refers to ability of robots to serve the older persons. Usability is ease of use of the robots. It is an indicator on how successful of interaction between the robots and the users. To improve usability, robot designers should consider the limitations of older persons such as vision, hearing, and cognition capabilities when interacting with the robots. User experience reflects to perceptions, preferences and behaviors of users that occur before, during and after use the robots. Combination of superior functionality and usability lead to a good user experience in using the robots which in the end achieves satisfaction of older persons
A Review on Usability and User Experience of Assistive Social Robots for Older Persons
In the advancement of human-robot interaction technology, assistive social robots have been recognized as one of potential technologies that can provide physical and cognitive supports in older persons care. However, a major challenge faced by the designers is to develop an assistive social robot with prodigious usability and user experience for older persons who were known to have physical and cognitive limitations. A considerable number of published literatures was reporting on the technological design process of assistive social robots. However, only a small amount of attention has been paid to review the usability and user experience of the robots. The objective of this paper is to provide an overview of established researches in the literatures concerning usability and user experience issues faced by the older persons when interacting with assistive social robots. The authors searched relevant articles from the academic databases such as Google Scholar, Scopus and Web of Science as well as Google search for the publication period 2000 to 2021. Several search keywords were typed such as ‘older persons’ ‘elderly’, ‘senior citizens’, ‘assistive social robots’, ‘companion robots’, ‘personal robots’, ‘usability’ and ‘user experience’. This online search found a total of 215 articles which are related to assistive social robots in elderly care. Out of which, 54 articles identified as significant references, and they were examined thoroughly to prepare the main content of this paper. This paper reveals usability issues of 28 assistive social robots, and feedbacks of user experience based on 41 units of assistive social robots. Based on the research articles scrutinized, the authors concluded that the key elements in the design and development of assistive social robots to improve acceptance of older persons were determined by three factors: functionality, usability and users’ experience. Functionality refers to ability of robots to serve the older persons. Usability is ease of use of the robots. It is an indicator on how successful of interaction between the robots and the users. To improve usability, robot designers should consider the limitations of older persons such as vision, hearing, and cognition capabilities when interacting with the robots. User experience reflects to perceptions, preferences and behaviors of users that occur before, during and after use the robots. Combination of superior functionality and usability lead to a good user experience in using the robots which in the end achieves satisfaction of older persons
Cognitive architecture of multimodal multidimensional dialogue management
Numerous studies show that participants of real-life dialogues happen to get involved in rather dynamic non-sequential interactions. This challenges the dialogue system designs based on a reactive interlocutor paradigm and calls for dialog systems that can be characterised as a proactive learner, accomplished multitasking planner and adaptive decision maker. Addressing this call, the thesis brings innovative integration of cognitive models into the human-computer dialogue systems. This work utilises recent advances in Instance-Based Learning of Theory of Mind skills and the established Cognitive Task Analysis and ACT-R models. Cognitive Task Agents, producing detailed simulation of human learning, prediction, adaption and decision making, are integrated in the multi-agent Dialogue Man-ager. The manager operates on the multidimensional information state enriched with representations based on domain- and modality-specific semantics and performs context-driven dialogue acts interpretation and generation. The flexible technical framework for modular distributed dialogue system integration is designed and tested. The implemented multitasking Interactive Cognitive Tutor is evaluated as showing human-like proactive and adaptive behaviour in setting goals, choosing appropriate strategies and monitoring processes across contexts, and encouraging the user exhibit similar metacognitive competences
Power and its Logic: Mastering Politics
Power is the essence of politics. Whoever seeks to understand and master it must understand its logic. Drawing on two decades of international experience in political consulting, Dominik Meier and Christian Blum give profound and honest insights into the inner workings of power. Introducing their Power Leadership Approach, the authors provide a conceptual analysis of power and present the tools to successfully exercise it in the political domain. "Power and its Logic" is a guidebook for politicians, business leaders, civil society pioneers, public affairs consultants and for every citizen who wants to understand the unwritten rules of politics
Power and its Logic
Power is the essence of politics. Whoever seeks to understand and master it must understand its logic. Drawing on two decades of international experience in political consulting, Dominik Meier and Christian Blum give profound and honest insights into the inner workings of power. Introducing their Power Leadership Approach, the authors provide a conceptual analysis of power and present the tools to successfully exercise it in the political domain. "Power and its Logic" is a guidebook for politicians, business leaders, civil society pioneers, public affairs consultants and for every citizen who wants to understand the unwritten rules of politics
PREC 2019: Personal Robots for Exercising and Coaching
Schneider S, Cifuentes CA, Munera M, Guneysu A, Griffiths S. PREC 2019: Personal Robots for Exercising and Coaching. In: 2019 14th ACM/IEEE International Conference on Human-Robot Interaction (HRI). Piscataway, NJ: IEEE; 2019