57,232 research outputs found

    Therapeutic and educational objectives in robot assisted play for children with autism

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    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” DOI: 10.1109/ROMAN.2009.5326251This article is a methodological paper that describes the therapeutic and educational objectives that were identified during the design process of a robot aimed at robot assisted play. The work described in this paper is part of the IROMEC project (Interactive Robotic Social Mediators as Companions) that recognizes the important role of play in child development and targets children who are prevented from or inhibited in playing. The project investigates the role of an interactive, autonomous robotic toy in therapy and education for children with special needs. This paper specifically addresses the therapeutic and educational objectives related to children with autism. In recent years, robots have already been used to teach basic social interaction skills to children with autism. The added value of the IROMEC robot is that play scenarios have been developed taking children's specific strengths and needs into consideration and covering a wide range of objectives in children's development areas (sensory, communicational and interaction, motor, cognitive and social and emotional). The paper describes children's developmental areas and illustrates how different experiences and interactions with the IROMEC robot are designed to target objectives in these areas

    Therapeutic and educational objectives in robot assisted play for children with autism

    Get PDF
    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” DOI: 10.1109/ROMAN.2009.5326251This article is a methodological paper that describes the therapeutic and educational objectives that were identified during the design process of a robot aimed at robot assisted play. The work described in this paper is part of the IROMEC project (Interactive Robotic Social Mediators as Companions) that recognizes the important role of play in child development and targets children who are prevented from or inhibited in playing. The project investigates the role of an interactive, autonomous robotic toy in therapy and education for children with special needs. This paper specifically addresses the therapeutic and educational objectives related to children with autism. In recent years, robots have already been used to teach basic social interaction skills to children with autism. The added value of the IROMEC robot is that play scenarios have been developed taking children's specific strengths and needs into consideration and covering a wide range of objectives in children's development areas (sensory, communicational and interaction, motor, cognitive and social and emotional). The paper describes children's developmental areas and illustrates how different experiences and interactions with the IROMEC robot are designed to target objectives in these areas.Final Published versio

    Effects of customer trust and online experiences in building hospitality brands

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    Customer trust embodies customer beliefs of actually receiving a promised service and manifestations of consumer’s confidences in an exchange parties reliability and integrity. The study is based on the fact as to how trusts criteria affect online purchase especially in regard to booking and buying the accommodations and also that accommodation providers assume that are very essential for consumers to make the online purchase. In total 150 consumers and 80 hotels owners/operators in India were examined. There are enormous discrepancies between consumers and accommodation providers were searched. Like formal guarantee of providers, security concern, refund of price paid delivery time and information about confirmation and they will switch from one brand to other due to promise breakage, less service quality, high price charged. However, these trust criteria were viewed inconsequential by the accommodation providers. It concluded with vast number of suggestions and recommendations for the accommodation providers need to include in their websites and build reputation and strong brands in the hospitality market

    The metaphorical construction of complex domains:the case of speech activity in English.

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    In this article I provide an account of the way in which the domain of spoken communication is metaphorically constructed in English, on the basis of the analysis of over 450 metaphorical references to speech activity in a corpus of contemporary written British English. I show how spoken communication is mainly structured via a set of source domains that conventionally apply to a wide variety of target domains, such as the source domains of MOTION, PHYSICAL TRANSFER, PHYSICAL CONSTRUCTION, and PHYSICAL SUPPORT. Each of these source domains structures a particular aspect of speech activity, such as the achievement of communicative goals, the expression of meanings and ideas, the performance of speech acts, the negotiation of mutual relationships, and so on. I suggest that the particular conceptual mappings that underlie the main patterns in my data are best seen in terms of Grady's (1997) notion of primary metaphors, that is, as simple, basic mappings that have a firm experiential basis and that apply to a wide range of different areas of experience (e.g., "HELP/ASSISTANCE IS SUPPORT"). However, I also show that the main primary metaphors involved in structuring the domain of speech activity can be combined into a single overall physical scenario in which interactants can move in different directions, place themselves in different positions in relation to each other, come into contact with each other in different ways, physically produce texts/utterances/speech acts, physically pass texts/utterances/speech acts to each other, and make meanings visible to each other in different ways. Finally, I argue that a corpus-based methodology has much to offer to metaphor research, particularly in the extrapolation of conceptual metaphors from linguistic data

    Hierarchical Event Descriptors (HED): Semi-Structured Tagging for Real-World Events in Large-Scale EEG.

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    Real-world brain imaging by EEG requires accurate annotation of complex subject-environment interactions in event-rich tasks and paradigms. This paper describes the evolution of the Hierarchical Event Descriptor (HED) system for systematically describing both laboratory and real-world events. HED version 2, first described here, provides the semantic capability of describing a variety of subject and environmental states. HED descriptions can include stimulus presentation events on screen or in virtual worlds, experimental or spontaneous events occurring in the real world environment, and events experienced via one or multiple sensory modalities. Furthermore, HED 2 can distinguish between the mere presence of an object and its actual (or putative) perception by a subject. Although the HED framework has implicit ontological and linked data representations, the user-interface for HED annotation is more intuitive than traditional ontological annotation. We believe that hiding the formal representations allows for a more user-friendly interface, making consistent, detailed tagging of experimental, and real-world events possible for research users. HED is extensible while retaining the advantages of having an enforced common core vocabulary. We have developed a collection of tools to support HED tag assignment and validation; these are available at hedtags.org. A plug-in for EEGLAB (sccn.ucsd.edu/eeglab), CTAGGER, is also available to speed the process of tagging existing studies

    New Ideas for Brain Modelling

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    This paper describes some biologically-inspired processes that could be used to build the sort of networks that we associate with the human brain. New to this paper, a 'refined' neuron will be proposed. This is a group of neurons that by joining together can produce a more analogue system, but with the same level of control and reliability that a binary neuron would have. With this new structure, it will be possible to think of an essentially binary system in terms of a more variable set of values. The paper also shows how recent research associated with the new model, can be combined with established theories, to produce a more complete picture. The propositions are largely in line with conventional thinking, but possibly with one or two more radical suggestions. An earlier cognitive model can be filled in with more specific details, based on the new research results, where the components appear to fit together almost seamlessly. The intention of the research has been to describe plausible 'mechanical' processes that can produce the appropriate brain structures and mechanisms, but that could be used without the magical 'intelligence' part that is still not fully understood. There are also some important updates from an earlier version of this paper

    Artificial Intelligence: An introductory course

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