451 research outputs found

    eMuu : an embodied emotional character for the ambient intelligent home

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    Teaching geometrical principles to design students

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    We propose a new method of teaching the principles of geometry to design students. The students focus on a field of design in which geometry is the design: tessellation. We review different approaches to geometry and the field of tessellation before we discuss the setup of the course. Instead of employing 2D drawing tools, such as Adobe Illustrator, the students define their tessellation in mathematical formulas, using the Mathematica software. This procedure enables them to understand the mathematical principles on which graphical tools, such as Illustrator are built upon. But we do not stop at a digital representation of their tessellation design we continue to cut their tessellations in Perspex. It moves the abstract concepts of math into the real world, so that the students can experience them directly, which provides a tremendous reward to the students

    Who like androids more: Japanese or US Americans?

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    This study investigates to what degree the userspsila cultural background influences their perception of a robotpsilas anthropomorphism and likeability. More specifically, robots with a conventional robot-like appearance were compared to highly anthropomorphic androids. The US American participants like the robots on average more than the Japanese participants do, but a strong interaction effect was observed between the participantspsila cultural background and the type of robot. The Japanese participants had a strong preference for conventional robots. This confirms the stereotype that Japanese like conventional robots. However, this does not hold true for highly anthropomorphic androids, which they liked less than the US American participants did. This study focused on the perception of static images of robots and the results may be different for the perception of movies of moving robots or, to an even greater extent, the perception when standing right in front of a moving robot

    Killing a Robot

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    Robots are being introduced into our society but their social status is still unclear. A critical issue is if the robotā€™s exhibition of intelligent life-like behavior leads to the humanā€™s perception of animacy and therefore a hesitance to destroy the robot. This study proposes an experiment that investigates if humans destroy a robot differently depending on the robotā€™s levels of intelligent life-like behavior

    On the creation of standards for interaction between real robots and virtual worlds

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    Research on virtual worlds and environments has increased tremendously in the last decade, giving birth to a variety of applications spanning over several areas such as virtual reality, human-computer interaction, psychology and sociology, among others. In this paper we elaborate on one issue affecting the areas of virtual worlds and robotics: the lack of standard mechanisms for communication and interaction between virtual worlds and robots. We contribute to the scientific community our thoughts on the possibility of creating a standard platform that enable the seamless interaction between these heterogeneous, distributed devices and systems. Hopefully, these ideas will turn, in the future, into applications that not only address the challenges in communication, control and interoperability of such systems (robots and virtual worlds), but also help to improve the standard of life of people through tangible products and services

    Evaluating interactions with a cognitively biased robot in a creative collaborative task

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    SmartEx: a case study on user profiling and adaptation in exhibition booths

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    An investigation into user profiling and adaptation with exhibition booth as a case study is reported. First a review of the field of exhibitions and trade fairs and a summary introduction to adaptation and profiling are given. We then introduce three criteria for the evaluation of exhibition booth: effectiveness, efficiency and affect. Effectiveness is related the amount of information collected, efficiency is a measurement of the time taken to collect the information, and affect is the perception of the experience and the mood booth visitors have during and after their visit. We have selected these criteria to assess adaptive and profiled exhibition booths, we call smart exhibition (SmartEx). The assessment is performed with an experiment with three test conditions (non-profiled/non adaptive, profiled/non-adaptive and profiled adaptive presentations). Results of the experiment are presented along discussion. While there is significant improvements of effectiveness and efficiency between the two-first test conditions, the improvement is not significant for the last test condition, for reasons explained. As for the affect, the results show that it has an under-estimated importance in people minds and that it should be addressed more carefully
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