2,693 research outputs found

    From undesired flaws to esthetic assets: A digital framework enabling artistic explorations of erroneous geometric features of robotically formed molds

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    Until recently, digital fabrication research in architecture has aimed to eliminate manufacturing errors. However, a novel notion has just been established—intentional computational infidelity. Inspired by this notion, we set out to develop means than can transform the errors in fabrication from an undesired complication to a creative opportunity. We carried out design experiment-based investigations, which culminated in the construction of a framework enabling fundamental artistic explorations of erroneous geometric features of robotically formed molds. The framework consists of digital processes, assisting in the explorations of mold errors, and physical processes, enabling the inclusion of physical feedback in digital explorations. Other complementary elements embrace an implementation workflow, an enabling digital toolset and a visual script demonstrating how imprecise artistic explorations can be included within the computational environment. Our framework application suggests that the exploration of geometrical errors aids the emergence of unprecedented design features that would not have arisen if error elimination were the ultimate design goal. Our conclusion is that welcoming error into the design process can reinstate the role of art, craft, and material agency therein. This can guide the practice and research of architectural computing onto a new territory of esthetic and material innovation

    From undesired flaws to esthetic assets: A digital framework enabling artistic explorations of erroneous geometric features of robotically formed molds

    Get PDF
    Until recently, digital fabrication research in architecture has aimed to eliminate manufacturing errors. However, a novel notion has just been established—intentional computational infidelity. Inspired by this notion, we set out to develop means than can transform the errors in fabrication from an undesired complication to a creative opportunity. We carried out design experiment-based investigations, which culminated in the construction of a framework enabling fundamental artistic explorations of erroneous geometric features of robotically formed molds. The framework consists of digital processes, assisting in the explorations of mold errors, and physical processes, enabling the inclusion of physical feedback in digital explorations. Other complementary elements embrace an implementation workflow, an enabling digital toolset and a visual script demonstrating how imprecise artistic explorations can be included within the computational environment. Our framework application suggests that the exploration of geometrical errors aids the emergence of unprecedented design features that would not have arisen if error elimination were the ultimate design goal. Our conclusion is that welcoming error into the design process can reinstate the role of art, craft, and material agency therein. This can guide the practice and research of architectural computing onto a new territory of esthetic and material innovation

    Exploring the role of trust and expectations in CRI using in-the-wild studies

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    Studying interactions of children with humanoid robots in familiar spaces in natural contexts has become a key issue for social robotics. To fill this need, we conducted several Child-Robot Interaction (CRI) events with the Pepper robot in Polish and Japanese kindergartens. In this paper, we explore the role of trust and expectations towards the robot in determining the success of CRI. We present several observations from the video recordings of our CRI events and the transcripts of free-format question-answering sessions with the robot using the Wizard-of-Oz (WOZ) methodology. From these observations, we identify children’s behaviors that indicate trust (or lack thereof) towards the robot, e.g., challenging behavior of a robot or physical interactions with it. We also gather insights into children’s expectations, e.g., verifying expectations as a causal process and an agency or expectations concerning the robot’s relationships, preferences and physical and behavioral capabilities. Based on our experiences, we suggest some guidelines for designing more effective CRI scenarios. Finally, we argue for the effectiveness of in-the-wild methodologies for planning and executing qualitative CRI studies

    More Than Zero: Variation in the Tattooed Population

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    Sociological research treats all individuals with more than zero tattoos as being part of the tattooed population. This type of categorization fails to capture the significant differences between tattooed individuals. For example, a gang member with a criminal insignia tattooed on his or her neck would be part of the same research population as long term tattoo artists with their entire body covered in tattoos or even a middle aged man with a single tattoo on his bicep. By interviewing tattoo artists, this thesis details the unique nature of tattooing as an occupation, the changing nature of the modern tattooing world, and how tattoo artists describe the variation within their clientele. The most significant variation described by interviewees was how the clients interacted with the tattoo artists and how that interaction affected their tattooing process. Two main types of clients emerged: core clients and casual clients. Core clients interact with the tattooing process in a more involved and long-term way, whereas casual clients are less involved and more likely to consume tattoos as a commodity rather than involve the tattooing process as an ongoing part of their life. Due to the increasing acceptance of tattooing by the mainstream and the increasing professionalization of tattoo shops, both core clients and casual clients are likely to receive high quality tattoos and a positive experience with tattoo artists though casual clients are at a slightly higher risk to receive the opposite. This difference in interaction with the tattooing process highlights one significant difference between individuals with more than zero tattoos. Such variation should be considered when conducting research on tattooed individuals

    Fruffeltin

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    Fruffeltin is a short 2D animated film following the journey of a goofy children’s book character trying to win back the affection of a child after being replaced by a fighting video game. The film’s core message regarding mental health awareness is illuminated through the visualization of character-driven animation, juxtaposing environments and symbolic details. The concept stems from my own personal growth trajectory and reflection upon it within the framework of animated creatures and robots. The narrative follows Fruffeltin, a children’s book character with three leaves on his head, who lives to make a young boy laugh by performing silly tricks. When the young boy’s attention is drawn to a video game instead, Fruffeltin sets out on a mission to regain his attention within the futuristic video game world. Out of his element, Fruffeltin finds himself struggling to perform his usual tricks and is further hindered by the older brother, who uses his game robot to interfere in the process. Fruffeltin has to determine whether to stay in this world and win back the boy’s attention in the face of these mounting obstacles

    Social Robots in Retail: Emotional Experiences a Critical Driver of Purchase Intention

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    The purpose of the current study is to explore whether emotional experiences prompted due to human-social robot interaction in retail environments significantly influence consumers' purchase intentions. This present study focuses primarily on emotional experience, comprising factors, namely, enjoyment, arousal, and emotional involvement. The study tests the conceptual model on a sample of 229 respondents using the PLS-SEM (Partial Least Squares – Structural Equation Modeling) approach. The results reveal that emotional experiences significantly impact consumers’ purchase intentions in retail settings. All three emotional experiences, including enjoyment, emotional involvement, and arousal were significant in shaping consumers' purchase intentions. The study findings offer unique insights for manufacturers developing social robots for the retail sector. The present research extends the current body of work exploring hedonic predictors of consumers' purchase intentions in novel socio-technical contexts, such as social robotics

    ENGLISH TEACHING AND LEARNING ACTIVITIES FOR SECOND GRADE STUDENTS IN SD NEGERI 2 JOHO, SUKOHARJO

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    This final project report is written based on the writer’s experience as an English teacher in SDN 2 Joho, Sukoharjo. The purposes are to know and to understand the English teaching and learning activities for second grade students in SDN 2 Joho, Sukoharjo, including the supporting factors, problems faced in teaching and learning activities, and the solutions for those problems. The class activities consist of warming up to get students’ attention and preparing their readiness to follow the lesson; presenting the materials to the students; and evaluating the result of teaching and learning activity. The material consists of reading, writing, speaking, listening, new vocabularies and simple grammar. The writer finds the supporting factors and problems faced in teaching and learning activities in SDN 2 Joho, Sukoharjo. The supporting factors are English lesson’s schedule, students’ curiosity, and time for English lesson. Meanwhile, the problems are writing English, uncooperative students, inactive students and big class. Based on the discussion, the writer tries to present the solutions to solve the problems in teaching and learning activities and suggestions to improve the quality of the English class in SDN 2 Joho, Sukoharjo

    Robots as Ideal Moral Agents per the Moral Responsibility System

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    Contrary to the prevailing view that robots cannot be full-blown members of the larger human moral community, I argue not only that they can but that they would be ideal moral agents in the way that currently counts. While it is true that robots fail to meet a number of criteria which some human agents meet or which all human agents could in theory meet, they earn a perfect score as far as the behavioristic conception of moral agency at work in our moral responsibility practices goes.Peer reviewe

    Robot Comedy Lab: experimenting with the social dynamics of live performance

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    Copyright © 2015 Katevas, Healey and Harris. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.This document is protected by copyright and was first published by Frontiers. All rights reserved. It is reproduced with permission.This work was funded by EPSRC (EP/G03723X/1) through the Media and Arts Technology Program, an RCUK Center for Doctoral Training
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