606 research outputs found

    Robotic Faces: Exploring Dynamical Patterns of Social Interaction between Humans and Robots

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    Thesis (Ph.D.) - Indiana University, Informatics, 2015The purpose of this dissertation is two-fold: 1) to develop an empirically-based design for an interactive robotic face, and 2) to understand how dynamical aspects of social interaction may be leveraged to design better interactive technologies and/or further our understanding of social cognition. Understanding the role that dynamics plays in social cognition is a challenging problem. This is particularly true in studying cognition via human-robot interaction, which entails both the natural social cognition of the human and the “artificial intelligence” of the robot. Clearly, humans who are interacting with other humans (or even other mammals such as dogs) are cognizant of the social nature of the interaction – their behavior in those cases differs from that when interacting with inanimate objects such as tools. Humans (and many other animals) have some awareness of “social”, some sense of other agents. However, it is not clear how or why. Social interaction patterns vary across culture, context, and individual characteristics of the human interactor. These factors are subsumed into the larger interaction system, influencing the unfolding of the system over time (i.e. the dynamics). The overarching question is whether we can figure out how to utilize factors that influence the dynamics of the social interaction in order to imbue our interactive technologies (robots, clinical AI, decision support systems, etc.) with some "awareness of social", and potentially create more natural interaction paradigms for those technologies. In this work, we explore the above questions across a range of studies, including lab-based experiments, field observations, and placing autonomous, interactive robotic faces in public spaces. We also discuss future work, how this research relates to making sense of what a robot "sees", creating data-driven models of robot social behavior, and development of robotic face personalities

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Animated props for responsive playspaces

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 89-93).Playgrounds are special places within the urban landscape specially designed for children. Here, they encounter the outdoors and the physical properties of large spaces through play, which allows children to develop their physical skills, explore the natural and built environment as well as interact with their peers. Even more importantly, children direct their own play activities in playgrounds in an open-ended way. As digital technologies become increasingly present in children's lives an important question arises regarding their role in playgrounds. This thesis contributes to playground design in a meaningful way by exploring how digital technologies can enhance children's open-ended and physically active play in outdoor settings. Can animated playground props support and possibly enhance open-ended and physically active play in playgrounds? This thesis expands the repertoire of objects conceived specifically for children's outdoor play environments through a review of existing technologies and designs followed by a design exploration with a new category of animated playground prop. I develop an ecological approach to children's digital playground props which takes into account the links among children props play settings.In playing with objects, children gather information about the physical characteristics and embedded meanings of their three-dimensional surroundings. In other words, children's interactions with play props are one lens for experiencing the world. This theoretical framework leads me to a new category of animated prop called "space explorer". The thesis describes a design process for one prop, an autonomous, pneumatic playground ball which is part of the "space explorers" category. The method combines design development with input from children in two workshops about their playground and specific objects. The design and research exploration concludes with reflections and recommendations for future attempts to design more autonomous and responsive objects which can enrich children's outdoor play experiences.by Susanne Seitinger.S.M

    The Archigram Archive

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    The Archigram archival project made the works of seminal experimental architectural group Archigram available free online for an academic and general audience. It was a major archival work, and a new kind of digital academic archive, displaying material held in different places around the world and variously owned. It was aimed at a wide online design community, discovering it through Google or social media, as well as a traditional academic audience. It has been widely acclaimed in both fields. The project has three distinct but interlinked aims: firstly to assess, catalogue and present the vast range of Archigram's prolific work, of which only a small portion was previously available; secondly to provide reflective academic material on Archigram and on the wider picture of their work presented; thirdly to develop a new type of non-ownership online archive, suitable for both academic research at the highest level and for casual public browsing. The project hybridised several existing methodologies. It combined practical archival and editorial methods for the recovery, presentation and contextualisation of Archigram's work, with digital web design and with the provision of reflective academic and scholarly material. It was designed by the EXP Research Group in the Department of Architecture in collaboration with Archigram and their heirs and with the Centre for Parallel Computing, School of Electronics and Computer Science, also at the University of Westminster. It was rated 'outstanding' in the AHRC's own final report and was shortlisted for the RIBA research awards in 2010. It received 40,000 users and more than 250,000 page views in its first two weeks live, taking the site into twitter’s Top 1000 sites, and a steady flow of visitors thereafter. Further statistics are included in the accompanying portfolio. This output will also be returned to by Murray Fraser for UCL

    Machine Performers: Agents in a Multiple Ontological State

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    In this thesis, the author explores and develops new attributes for machine performers and merges the trans-disciplinary fields of the performing arts and artificial intelligence. The main aim is to redefine the term “embodiment” for robots on the stage and to demonstrate that this term requires broadening in various fields of research. This redefining has required a multifaceted theoretical analysis of embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as the construction of new robots for the stage by the author. It is hoped that these practical experimental examples will generate more research by others in similar fields. Even though the historical lineage of robotics is engraved with theatrical strategies and dramaturgy, further application of constructive principles from the performing arts and evidence from psychology and neurology can shift the perception of robotic agents both on stage and in other cultural environments. In this light, the relation between representation, movement and behaviour of bodies has been further explored to establish links between constructed bodies (as in artificial intelligence) and perceived bodies (as performers on the theatrical stage). In the course of this research, several practical works have been designed and built, and subsequently presented to live audiences and research communities. Audience reactions have been analysed with surveys and discussions. Interviews have also been conducted with choreographers, curators and scientists about the value of machine performers. The main conclusions from this study are that fakery and mystification can be used as persuasive elements to enhance agency. Morphologies can also be applied that tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In fact, if this lack of presence is left out of human replicants, it causes an “uncanny” lack of agency. Furthermore, the addition of stage presence leads to stronger identification from audiences, even for bodies dissimilar to their own. The author demonstrates that audience reactions are enhanced by building these effects into machine body structures: rather than identification through mimicry, this causes them to have more unambiguously biological associations. Alongside these traits, atmospheres such as those created by a cast of machine performers tend to cause even more intensely visceral responses. In this thesis, “embodiment” has emerged as a paradigm shift – as well as within this shift – and morphological computing has been explored as a method to deepen this visceral immersion. Therefore, this dissertation considers and builds machine performers as “true” performers for the stage, rather than mere objects with an aura. Their singular and customized embodiment can enable the development of non-anthropocentric performances that encompass the abstract and conceptual patterns in motion and generate – as from human performers – empathy, identification and experiential reactions in live audiences

    Responsible Innovation of Touchless Haptics: A Prospective Design Exploration in Social Interaction

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    The rapid development of touchless systems has introduced many innovations in social interaction scenarios in recent years. People now can interact with touchless systems in social applications that are aimed to be used in everyday situations in the future. This accelerated development makes us ask, what will the next generation of touchless systems be like? How can we responsibly develop new touchless technologies in the future? To answer the first question, we brought together 20 experts to ideate, speculate, and evaluate possible touchless applications for social interactions. A total of 48 ideas were generated from two consecutive workshops. Then, to answer the second question, we critically analyzed those ideas through a thematic analysis using a responsible innovation (RI) framework, and identified key ethical considerations to guide developers, practitioners when designing future touchless systems. We argue that the social scenarios described, and the RI framework proposed in this paper are a useful starting point for responsibly designing the next generation of touchless systems

    Distant Electric Vision: Cultural Representations Of Television From “Edison’s Telephonoscope” To The Electronic Screen

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    Do inventions that exist only on paper have less credibility than functional technologies? How has the meaning and significance of audiovisual media and technology changed over time? This dissertation examines historiography and methodology for media history, arguing for an interdisciplinary approach. It addresses methodological issues in media history—media in transition, media archaeology, and film history—through an examination of television’s speculative era. It tackles moving-image history through an historical investigation of Victorian and Machine age “television”. Because the concept and terminology of “television” changed dramatically during this period, I use the phrases “distant electric vision” and “seeing by electricity,” to define the concept of electric and electronic moving-image technology. By identifying manifestations of “television” before functional models existed, this dissertation examines the ways in which a modern concept of moving-image technology came into existence. Engineers and inventors, as well as audiences and journalists contributed to the construction of “television.” Newspaper announcements, editorial columns, letters to the editor, rumors and satires circulated. Victorian-era readers, writers and inventors pictured “seeing by electricity” to do for the eye what the telephone had done for the ear, bringing people closer together though separated by great distances. In contrast, early twentieth-century Machine-age engineers placed more emphasis on systems, communication, design, and picture quality. Developments in the 1920s with complex systems and electronics made “distant electric vision” a reality. This dissertation identifies several shifts that took place during television’s speculative era from the Victorian “annihilation of space” to Machine-Age systems engineering. Journalists, readers, and engineers all play a part in the rhetoric of innovation. From the Victorian era to the Machine age, the educational function of popular science and the role of audiences in constructing meaning and value for new technologies remain relatively consistent. I offer several case studies, including Thomas Edison’s inventions, illuminating engineering, and Bell Labs experiments with television. This dissertation argues that modern television design relies on the ability of the technology to make an unnatural experience seem as effortless as possible. Ultimately, it advocates for an expanded definition of media and technology, along with an historical emphasis on context

    Paradoxes of Interactivity

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    Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. »Paradoxes of Interactivity« brings together reflections on »interactivity« from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound

    Paradoxes of interactivity: perspectives for media theory, human-computer interaction, and artistic investigations

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    Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. "Paradoxes of Interactivity" brings together reflections on "interactivity" from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound
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