28,557 research outputs found

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    A New Dimension to Offer

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    Technological advancements are crafted, fielded, and sold from the vantage point of benefit: How can this make my life better? The origins of three-dimensional (3D) technology are no different. 3D technology targets the mind’s ability to make sense of two different angles of an image, and therefore perceive depth. Earlier models, common in movie theaters and cereal box toys, utilized red and blue lenses to outwit one’s perception of a flat image and project it into 3D images, promising deeper immersive experiences and even “x-ray vision.” More recently, the capacity of 3D technology has expanded, as seen with the recent virtual reality craze in the entertainment field. The ability to use software to create physical objects within 360-degree experiences allows users to not only observe a high-fidelity experience but also actively manipulate projected surroundings. Beyond the entertainment industry, virtual reality has also been utilized to improve educational outcomes1 through real-time 3D visualization of 3D structures, showing great potential for positive impact on student, physician, and patient lives

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Should we be thinking about sex robots?

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    The chapter introduces the edited collection Robot Sex: Social and Ethical Implications. It proposes a definition of the term 'sex robot' and examines some current prototype models. It also considers the three main ethical questions one can ask about sex robots: (i) do they benefit/harm the user? (ii) do they benefit/harm society? or (iii) do they benefit/harm the robot

    Avatar actors

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    In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the creators as well as the actors of what may also be described as our own real-time cinematic output. One of the most compelling of these stages may be three dimensional, online virtual worlds in which avatars create and enact their own tales and conceptions, effectively bringing forth live, participatory cinema through Play

    Product Service Systems and Sustainability: Opportunities for Sustainable Solutions

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    Given that the concept of PSS is beginning to 'catch on' and gain attention, it is time for UNEP to contribute to, and influence the progress of PSS, to ensure that in concept and application it incorporates the idea of sustainability. In this context its potential is not generally understood by the public and private sectors or civil society. This booklet is intended to contribute to the dissemination and the discussion of the PSS concept as a promising approach to sustainability. The ultimate goal must be to achieve Sustainable Product-Service Systems. This UNEP publication is targeted at industry and government, academia and civil society to explain PSS – their potential benefits and limitations – in the sustainability context – using real company examples. To prepare this booklet, UNEP has drawn on the knowledge and experience of PSS experts to flesh out the concept of a sustainable PSS, to collect case studies of PSS in practice, to begin to document both its benefits and the hurdles which need to be overcome in its application, and to suggest ways forward in its development

    VirtualHome: Simulating Household Activities via Programs

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    In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe
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