4,312 research outputs found
I am Robot, Your Health Adviser for Older Adults: Do You Trust My Advice?
Artificial intelligence and robotic solutions are seeing rapid development for use across multiple occupations and sectors, including health and social care. As robots grow more prominent in our work and home environments, whether people would favour them in receiving useful advice becomes a pressing question. In the context of human–robot interaction (HRI), little is known about people’s advice-taking behaviour and trust in the advice of robots. To this aim, we conducted an experimental study with older adults to measure their trust and compliance with robot-based advice in health-related situations. In our experiment, older adults were instructed by a fictional human dispenser to ask a humanoid robot for advice on certain vitamins and over-the-counter supplements supplied by the dispenser. In the first experimented condition, the robot would give only information-type advice, i.e., neutral informative advice on the supplements given by the human. In the second condition, the robot would give recommendation-type advice, i.e., advice in favour of more supplements than those suggested initially by the human. We measured the trust of the participants in the type of robot-based advice, anticipating that they would be more trusting of information-type advice. Moreover, we measured the compliance with the advice, for participants who received robot-based recommendations, and a closer proxy of the actual use of robot health advisers in home environments or facilities in the foreseeable future. Our findings indicated that older adults continued to trust the robot regardless of the type of advice received, highlighting a type of protective role of robot-based recommendations on their trust. We also found that higher trust in the robot resulted in higher compliance with its advice. The results underpinned the likeliness of older adults welcoming a robot at their homes or health facilities
A Conversational Agent in mHealth for Self-Management of Parkinson’s Disease
Nos dias que correm vivemos rodeados de tecnologia, onde os “smartphones”
preenchem um espaço muito importante nas nossas vidas. O uso de serviços móveis
pelos “smartphones” no âmbito da saúde tem sido cada vez mais próspero, com um
uso acessĂvel por parte de todos. Com os avanços ao nĂvel de inteligĂŞncia artificial, especialmente no que toca Ă criação de sistemas inteligentes que comuniquem
de forma natural com os humanos, torna-se possĂvel criar agentes de conversação
adequados para uma interação pessoa-máquina com distintos objetivos.
Um dos objetivos que o projeto ONParkinson tem Ă© o de aumentar a adesĂŁo
terapêutica por parte das pessoas com doença de Parkinson. Sendo que a execução
recorrente de exercĂcio fĂsico Ă© essencial na gestĂŁo dos sintomas da doença de Parkinson. Por isso, existe a necessidade de interagir, educar e motivar os pacientes com
doença de Parkinson para uma maior adesĂŁo aos exercĂcios terapĂŞuticos.
Este trabalho propõe uma solução, no âmbito do projeto ONParkinson, que envolve a criaçãao de um agente de conversação com unidades de conhecimento mais
focadas nos exercicios terapĂŞuticos e com unidades que visam motivar e manter a pessoa com doença de Parkinson motivada para a realização de exercĂcios terapĂŞuticos.
A avaliação da solução envolve fisioterapeutas e pessoas com doença de Parkinson. O plano de avaliação estabelece o estudo do desempenho técnico, da experiência
do utilizador e da investigação na área da Saúde. Grande parte do conjunto dos pacientes com doença de Parkinson tem uma idade avançada, o que poderia levar a
uma maior resistĂŞncia ao uso das novas tecnologias. No entanto, os valores obtidos
nos indicadores referentes à perspetiva de utilidade, facilidade de uso e satisfação
da utilização demonstram um bom nĂvel de usabilidade da solução proposta. Como
a investigação de eficácia clĂnica ainda nĂŁo foi conduzida, nĂŁo Ă© possĂvel concluir
a efiácia da solução proposta no aumento da adesão terapêutica por parte dos
pacientes com doença de Parkinson.Nowadays, we live surrounded by technology, where smartphones fill a very important space in our lives. The use of mobile services by smartphones in the health
sector has been increasingly prosperous, with accessible use by everyone. With advances in artificial intelligence methodologies, regarding the creation of intelligent
systems that communicate naturally with humans, it is possible to create conversational agents for person-machine interaction with different objectives.
One of the goals of the ONParkinson project is to increase therapeutic adherence
by people with Parkinson’s disease. The recurrent execution of physical exercise is
essential in the management of the symptoms of Parkinson’s disease. Therefore,
there is a need to interact, educate and motivate patients with Parkinson’s disease
for greater adherence to therapeutic exercises.
This work proposes a solution, within the scope of the ONParkinson project,
which involves the creation of a conversation agent with units of knowledge more
focused on therapeutic exercises and with units aiming to motivate and keep the
person with Parkinson’s disease motivated to perform therapeutic exercises.
The evaluation of the solution involves physical therapists and patients with
Parkinson’s disease. The evaluation plan establishes the study of technical performance, the study of user experience and Health research study. A large part of
the set of patients with Parkinson’s disease is of advanced age, which could lead to
greater resistance to the use of new technologies. However, the values obtained in
the indicators referring to the perception of usefulness, ease of use and interaction
satisfaction demonstrate a good level of usability of the proposed solution. As the
investigation of clinical efficacy has not yet been conducted, it is not possible to conclude the effectiveness of the proposed solution in increasing therapeutic adherence
by patients with Parkinson’s disease
Training Effects of Adaptive Emotive Responses From Animated Agents in Simulated Environments
Humans are distinct from machines in their capacity to emote, stimulate, and express emotions. Because emotions play such an important role in human interactions, human-like agents used in pedagogical roles for simulation-based training should properly reflect emotions. Currently, research concerning the development of this type of agent focuses on basic agent interface characteristics, as well as character building qualities. However, human-like agents should provide emotion-like qualities that are clearly expressed, properly synchronized, and that simulate complex, real-time interactions through adaptive emotion systems.
The research conducted for this dissertation was a quantitative investigation using 3 (within) x 2 (between) x 3 (within) factorial design. A total of 56 paid participants consented to complete the study. Independent variables included emotion intensity (i.e., low, moderate, and high emotion), levels of expertise (novice participant versus experienced participant), and number of trials. Dependent measures included visual attention, emotional response towards the animated agents, simulation performance score, and learners\u27 perception of the pedagogical agent persona while participants interacted with a pain assessment and management simulation.
While no relationships were indicated between the levels of emotion intensity portrayed by the animated agents and the participants\u27 visual attention, emotional response towards the animated agent, and simulation performance score, there were significant relationships between the level of expertise of the participant and the visual attention, emotional responses, and performance outcomes. The results indicated that nursing students had higher visual attention during their interaction with the animated agents. Additionally, nursing students expressed more neutral facial expression whereas experienced nurses expressed more emotional facial expressions towards the animated agents. The results of the simulation performance scores indicated that nursing students obtained higher performance scores in the pain assessment and management task than experienced nurses. Both groups of participants had a positive perception of the animated agents persona
A semantic memory bank assisted by an embodied conversational agents for mobile devices
Alzheimer’s disease is a type of dementia that causes memory loss and interferes with intellectual abilities seriously. It has no current cure and therapeutic efficiency of current medication is limited. However, there is evidence that non-pharmacological treatments could be useful to stimulate cognitive abilities. In the last few year, several studies have focused on describing and under- standing how Virtual Coaches (VC) could be key drivers for health promotion in home care settings. The use of VC gains an augmented attention in the considerations of medical innovations. In this paper, we propose an approach that exploits semantic technologies and Embodied Conversational Agents to help patients training cognitive abilities using mobile devices. In this work, semantic technologies are used to provide knowledge about the memory of a specific person, who exploits the structured data stored in a linked data repository and take advantage of the flexibility provided by ontologies to define search domains and expand the agent’s capabilities. Our Memory Bank Embodied Conversational Agent (MBECA) is used to interact with the patient and ease the interaction with new devices. The framework is oriented to Alzheimer’s patients, caregivers, and therapists
Comparing Older and Younger Adults Perceptions of Voice and Text-based Search for Consumer Health Information Tasks
The increased prevalence of voice search presents opportunities to address consumer challenges accessing online health information. However, it is essential to understand how users’ perceptions of voice affect their search processes for health information, concerns, and different scenarios for using voice for health information tasks. We conducted semi-structured interviews with 16 younger (18-25) and older (60-64) adult participants to understand and compare their perceptions of using voice and text-based search for non-health-related and health related tasks. While most participants preferred traditional text search, younger adults were not inclined to use voice search for health information due to concerns about privacy, credibility, and perceived efficiency in filtering results. Older adults found voice search potentially beneficial for reducing manual query generation burdens; however, some were unsure of how to use the technology effectively. We provide a set of considerations to address concerns about voice search for health information tasks in the futur
LLM-Powered Conversational Voice Assistants: Interaction Patterns, Opportunities, Challenges, and Design Guidelines
Conventional Voice Assistants (VAs) rely on traditional language models to
discern user intent and respond to their queries, leading to interactions that
often lack a broader contextual understanding, an area in which Large Language
Models (LLMs) excel. However, current LLMs are largely designed for text-based
interactions, thus making it unclear how user interactions will evolve if their
modality is changed to voice. In this work, we investigate whether LLMs can
enrich VA interactions via an exploratory study with participants (N=20) using
a ChatGPT-powered VA for three scenarios (medical self-diagnosis, creative
planning, and debate) with varied constraints, stakes, and objectivity. We
observe that LLM-powered VA elicits richer interaction patterns that vary
across tasks, showing its versatility. Notably, LLMs absorb the majority of VA
intent recognition failures. We additionally discuss the potential of
harnessing LLMs for more resilient and fluid user-VA interactions and provide
design guidelines for tailoring LLMs for voice assistance
"Mango Mango, How to Let The Lettuce Dry Without A Spinner?'': Exploring User Perceptions of Using An LLM-Based Conversational Assistant Toward Cooking Partner
The rapid advancement of the Large Language Model (LLM) has created numerous
potentials for integration with conversational assistants (CAs) assisting
people in their daily tasks, particularly due to their extensive flexibility.
However, users' real-world experiences interacting with these assistants remain
unexplored. In this research, we chose cooking, a complex daily task, as a
scenario to investigate people's successful and unsatisfactory experiences
while receiving assistance from an LLM-based CA, Mango Mango. We discovered
that participants value the system's ability to provide extensive information
beyond the recipe, offer customized instructions based on context, and assist
them in dynamically planning the task. However, they expect the system to be
more adaptive to oral conversation and provide more suggestive responses to
keep users actively involved. Recognizing that users began treating our LLM-CA
as a personal assistant or even a partner rather than just a recipe-reading
tool, we propose several design considerations for future development.Comment: Under submission to CHI202
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