1,303 research outputs found

    Differences on social acceptance of humanoid robots between Japan and the UK

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    Held at AISB'15 ConventionTo validate a questionnaire for measuring people's acceptance of humanoid robots in cross-cultural research (the Frankenstein Syndrome Questionnaire: FSQ), an online survey was conducted in both the UK and Japan including items on perceptions of the relation to the family and commitment to religions, and negative attitudes toward robots (the NARS). The results suggested that 1) the correlations between the FSQ subscale scores and NARS were sufficient, 2) the UK people felt more negative toward humanoid robots than did the Japanese people, 3) young UK people had more expectation for humanoid robots, 4) relationships between social acceptance of humanoid robots and negative attitudes toward robots in general were different between the nations and generations, and 5) there were no correlations between the FSQ subscale scores, and perception of the relation to the family and commitment to religions.Final Accepted Versio

    Do People Change their Behavior when the Handler is next to the Robot?

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    It is increasingly common for people to work alongside robots in a variety of situations. When a robot is completing a task, the handler of the robot may be present. It is important to know how people interact with the robot when the handler is next to the robot. Our study focuses on whether handler’s presence can affect human’s behavior toward the robot. Our experiment targets two different scenarios (handler present and handler absent) in order to find out human’s behavior change toward the robot. Results show that in the handler present scenario, people are less willing to interact with the robot. However, when people do interact with the robot, they tend to interact with both the handler and the robot. This suggests that researchers should consider the presence of a handler when designing for human-robot interactions

    Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose

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    The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil. The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research. The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling. To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum

    A Cross-Cultural Comparison of Attitudes Toward Robots among a Japanese and U.S. University Faculty using Implicit and Explicit Measures

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    Japan has more robots than any other country, and robots play a role in many areas of Japanese society, including manufacturing, healthcare, and entertainment. However, there have been relatively few cross-cultural studies to examine Japan's robot-oriented culture, and the studies there have been tend to su er from a self- selection bias by sampling among participants who are visiting robotics exhibits or robot-related news groups. In addition, no studies have considered implicit measures of attitudes toward robots, which are indicative of uncontrolled cognitive processes, thus reducing self-presentational bias. This study presents a cross-cultural comparison of attitudes toward robots at a US and Japanese faculty using explicit and implicit measures. The results of this study indicate Japanese faculty had many more robot-related experiences than the US faculty. Although US participants reported a slightly stronger preference for peo- ple than the Japanese participants did, and Japanese participants reported slightly warmer feelings toward robots, implicit measures showed virtually no di erence be- tween the groups. Both groups had signi cantly more pleasant associations with humans than with robots. Both the Japanese and US faculty reported people as be- ing more dangerous than robots but implicitly associated robots more strongly with weapons than people. This gap was bigger for the US faculty. It may indicate a con ict between rational fears of people and unconscious fears of robots. Given the higher prevalence of violent crime in the US, people are a known danger, but the danger of robots is harder to assess owing to a lack of experience with them

    Supporting active and healthy aging with advanced robotics integrated in smart environment

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    The technological advances in the robotic and ICT fields represent an effective solution to address specific societal problems to support ageing and independent life. One of the key factors for these technologies is the integration of service robotics for optimising social services and improving quality of life of the elderly population. This chapter aims to underline the barriers of the state of the art, furthermore the authors present their concrete experiences to overcome these barriers gained at the RoboTown Living Lab of Scuola Superiore Sant'Anna within past and current projects. They analyse and discuss the results in order to give recommendations based on their experiences. Furthermore, this work highlights the trend of development from stand-alone solutions to cloud computing architecture, describing the future research directions

    Emotions, behaviour and belief regulation in an intelligent guide with attitude

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