14 research outputs found

    Impact d'un Robot " Majordome " sur l'état psychoaffectif et cognitif de personnes ùgées ayant des troubles cognitifs

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    Les personnes ùgées souffrant de troubles cognitifs ont besoin de services, en particulier d'aide sous forme d'entrainement cognitif et de facilitation des contacts sociaux, auxquelles les technologies de l'information et de la communication peuvent répondre. Les équipes (Broca, Valoria, ISIR, Robosoft) du projet TECSAN Robadom (financé par l'ANR) développent et testent auprÚs de personnes ùgées souffrant de troubles cognitifs légers, un robot doté d'émotions et du langage, adapté aux difficultés de ces personnes, contrÎlé par elles et qui pourrait contribuer à leur soutien au domicile en apportant différents services tels que des aides matérielles, des relais d'information, un soutien psychologique et cognitif. En début de projet, les scénarii de validations du robot et des spécifications techniques de l'interaction ont été réalisés. La deuxiÚme phase comportait la conception du robot, le développement de la perception multimodale centrée sur l'utilisateur et du modÚle émotionnel et cognitif d'interaction. La troisiÚme phase est constituée des évaluations cliniques. Cette tùche permet d'étudier l'acceptabilité, l'utilisabilité et l'impact du robot dans la vie quotidienne (affectif, cognitif, qualité de vie...) et la maniÚre dont le robot est perçu (compagnon, machine, intrus) par les utilisateurs, ainsi que les questions d'éthiques soulevées par le projet à travers une approche transversale prenant en compte aussi bien les dimensions normatives (lois, droits, etc.) que proactives (opinions des usagers)

    Video prototyping of dog-inspired non-verbal affective communication for an appearance constrained robot

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    Original article can be found at: http://ieeexplore.ieee.org “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.”This paper presents results from a video human-robot interaction (VHRI) study in which participants viewed a video in which an appearance-constrained Pioneer robot used dog-inspired affective cues to communicate affinity and relationship with its owner and a guest using proxemics, body movement and orientation and camera orientation. The findings suggest that even with the limited modalities for non-verbal expression offered by a Pioneer robot, which does not have a dog-like appearance, these cues were effective for non-verbal affective communication

    Perception of affects from non-facial expressions of the robot Nabaztag

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    International audienceSocial robots using language and affective expressions can encourage and improve human-robot interaction. Body move-ments, postures, orientations, colors, and sounds can be used as either the primary method of expres-sion or to provide affective expression redundancy1. This study aimed at investigating how the elderly and the young perceive affects from expressions of Nabaztag, a non anthropomorphic robot with only non facial expression

    Le projet Robadom : conception d'un robot d'assistance pour les personnes ùgées

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    National audienceContexte : Le projet ROBADOM a pour objectif de concevoir "un robot majordome", capable de fournirdes interactions verbales et non verbales et des feedbacks pour aider au quotidien les personnes ĂągĂ©es prĂ©sentant des troubles cognitifs lĂ©gers. Objectif : Le projet ROBADOM aborde les thĂ©matiques suivantes : 1. Le contexte social pour la conception de robots : 1) dĂ©finir l'apparence du robot et 2) Ă©tudier les perceptions et les attitudes des personnes ĂągĂ©es Ă  l'Ă©gard d'un robot d'assistance ; 2. DĂ©velopper les comportements du robot pour crĂ©er une interaction "naturelle": 1) des solutions techniques pour un robot expressif, 2) la communication verbale et non verbale entre les personnes ĂągĂ©es et le robot ; 3. Etudier l'acceptabilitĂ© du robot chez les personnes ĂągĂ©es ; 4. Etudier l'impact du robot sur les utilisateurs ĂągĂ©s. MĂ©thode : Les quatre Ă©tudes ont impliquĂ© Ă  la fois une mĂ©thode qualitative et une mĂ©thode expĂ©rimentale, rĂ©alisĂ©es au sein de notre laboratoire "LUSAGE". RĂ©sultats et conclusion : Les petits robots avec des traits stylisĂ©s ont Ă©tĂ© apprĂ©ciĂ©s par les participants. Concernant les fonctionnalitĂ©s, la stimulation cognitive, le rappel de tĂąches et la localisation d'objets ont Ă©tĂ© positivement Ă©valuĂ©s. Bien que les participants jugent le robot utile, ils n'Ă©taient pas encore prĂȘts Ă  l'adopter. De plus, ils ont perçu certaines expressions du robot diffĂ©remment des personnes jeunes. Ainsi, le systĂšme robotisĂ© devra ĂȘtre adaptĂ© aux spĂ©cificitĂ©s des personnes ĂągĂ©es. Enfin, nos participants ont soulevĂ© la question de la valeur ajoutĂ©e d'un systĂšme robotisĂ© par rapport Ă  un ordinateur. Ainsi, de nombreux aspects (technologiques, interaction homme-robot, sociologiques...) restent Ă  explorer avant d'Ă©valuer l'impact du robot d'assistance au domicile

    Cubus: autonomous embodied characters to stimulate creative idea generation in groups of children

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    Creativity is an ability that is crucial in nowadays societies. It is, therefore, important to develop activities that stimulate creativity at a very young age. It seems, however, that there is a lack of tools to support these activities. In this paper, we introduce Cubus, a tool that uses autonomous synthetic characters to stimulate idea generation in groups of children during a storytelling activity. With Cubus, children can invent a story and use the stop-motion technique to record a movie depicting it. In this paper, we explain Cubus’ system design and architecture and present the evaluation of Cubus’ impact in a creative task. This evaluation investigated idea generation in groups of children during their creative process of storytelling. Results showed that the autonomous behaviors of Cubus’ virtual agents contributed to the generation of more ideas in children, a key dimension of creativity.info:eu-repo/semantics/acceptedVersio

    Expression of Grounded Affect: How Much Emotion Can Arousal Convey?

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    Springer: © 2020 Springer Nature Switzerland AG. This is a post-peer-review, pre-copyedit version of Hickton L., Lewis M., Cañamero L. (2020) Expression of Grounded Affect: How Much Emotion Can Arousal Convey?. In: Mohammad A., Dong X., Russo M. (eds) Towards Autonomous Robotic Systems. TAROS 2020. Lecture Notes in Computer Science, vol 12228. Springer, Cham. The final authenticated version is available online at: https://doi.org/10.1007/978-3-030-63486-5_26.In this paper we consider how non-humanoid robots can communicate their affective state via bodily forms of communication (kinesics), and the extent to which this influences how humans respond to them. We propose a simple model of grounded affect and kinesic expression before presenting the qualitative findings of an exploratory study (N=9), during which participants were interviewed after watching expressive and non-expressive hexapod robots perform different ‘scenes’. A summary of these interviews is presented and a number of emerging themes are identified and discussed. Whilst our findings suggest that the expressive robot did not evoke significantly greater empathy or altruistic intent in humans than the control robot, the expressive robot stimulated greater desire for interaction and was also more likely to be attributed with emotion

    Prototyping Realistic Long-Term Human-Robot Interaction for the Study of Agent Migration

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    Kheng Koay, Dag Sverre Syrdal and Kerstin Dautenhahn, 'Prototyping Realistic Long-Term Human-Robot Interaction for the Study of Agent Migration', paper presented at the IEEE International Symposium . Columbia University, New York City, New York, USA, 26-31 August 2016.This paper examines participants’ experiences of interacting with a robotic companion (agent) that has the ability to move its “mind” between different robotic embodiments to take advantage of the features and functionalities associated with the different embodiments in a process called agent migration. In particular, we focus on identifying factors that can help the companion retain its identity in different embodiments. This includes examining the clarity of the migration behaviour and how this behaviour may contribute to identity retention. Nine participants took part in a long-term study, and interacted with the robotic companion in the smart house twice-weekly over a period of 5 weeks. We used Narrative-based Integrated Episodic Scenario (NIES) framework for designing long-term interaction scenarios that provided habituation and intervention phases while conveying the impression of continuous long-term interaction. The results show that NEIS allows us to explore complex intervention scenarios and obtain a sense of continuity of context across the long-term study. The results also suggest that as participants become habituated with the companion, they found the realisation of migration signaling clearer, and felt more certain of the identity of the companion in later sessions, and that the most important factor for this was the agent’s continuation of tasks across embodiments. This paper is both empirical as well as methodological in nature.Non peer reviewedFinal Accepted Versio
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