204 research outputs found
User-driven design of robot costume for child-robot interactions among children with cognitive impairment
The involvement of arts and psychology elements in robotics research for children with cognitive impairment is still limited. However, the combination of robots, arts, psychology and education in the development of robots could significantly contribute to the improvement of social interaction skills among children with cognitive impairment. In this article, we would like to share our work on building and innovating the costume of LUCA's robot, which incorporating the positive psychological perspectives and arts values for children with cognitive impairment. Our goals are (1) to educate arts students in secondary arts school on the importance of social robot appearance for children with cognitive impairment, and (2) to select the best costume for future child-robot interaction study with children with cognitive impairments
Comparison of Human Social Brain Activity During Eye-Contact With Another Human and a Humanoid Robot
Robot design to simulate interpersonal social interaction is an active area of research with applications in therapy and companionship. Neural responses to eye-to-eye contact in humans have recently been employed to determine the neural systems that are active during social interactions. Whether eye-contact with a social robot engages the same neural system remains to be seen. Here, we employ a similar approach to compare human-human and human-robot social interactions. We assume that if human-human and human-robot eye-contact elicit similar neural activity in the human, then the perceptual and cognitive processing is also the same for human and robot. That is, the robot is processed similar to the human. However, if neural effects are different, then perceptual and cognitive processing is assumed to be different. In this study neural activity was compared for human-to-human and human-to-robot conditions using near infrared spectroscopy for neural imaging, and a robot (Maki) with eyes that blink and move right and left. Eye-contact was confirmed by eye-tracking for both conditions. Increased neural activity was observed in human social systems including the right temporal parietal junction and the dorsolateral prefrontal cortex during human-human eye contact but not human-robot eye-contact. This suggests that the type of human-robot eye-contact used here is not sufficient to engage the right temporoparietal junction in the human. This study establishes a foundation for future research into human-robot eye-contact to determine how elements of robot design and behavior impact human social processing within this type of interaction and may offer a method for capturing difficult to quantify components of human-robot interaction, such as social engagement
A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism
This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe
Tactile Interactions with a Humanoid Robot : Novel Play Scenario Implementations with Children with Autism
Acknowledgments: This work has been partially supported by the European Commission under contract number FP7-231500-ROBOSKIN. Open Access: This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feedback provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play scenarios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.Peer reviewedFinal Published versio
The role of antioxidants in the interplay between oxidative stress and senescence
Cellular senescence is an irreversible state of cell cycle arrest occurring in response to stressful stimuli, such as telomere attrition, DNA damage, reactive oxygen species, and oncogenic proteins. Although beneficial and protective in several physiological processes, an excessive senescent cell burden has been involved in various pathological conditions including aging, tissue dysfunction and chronic diseases. Oxidative stress (OS) can drive senescence due to a loss of balance between pro-oxidant stimuli and antioxidant defences. Therefore, the identification and characterization of antioxidant compounds capable of preventing or counteracting the senescent phenotype is of major interest. However, despite the considerable number of studies, a comprehensive overview of the main antioxidant molecules capable of counteracting OS-induced senescence is still lacking. Here, besides a brief description of the molecular mechanisms implicated in OS-mediated aging, we review and discuss the role of enzymes, mitochondria-targeting compounds, vitamins, carotenoids, organosulfur compounds, nitrogen non-protein molecules, minerals, flavonoids, and non-flavonoids as antioxidant compounds with an anti-aging potential, therefore offering insights into innovative lifespan-extending approaches
Leolani: a reference machine with a theory of mind for social communication
Our state of mind is based on experiences and what other people tell us. This
may result in conflicting information, uncertainty, and alternative facts. We
present a robot that models relativity of knowledge and perception within
social interaction following principles of the theory of mind. We utilized
vision and speech capabilities on a Pepper robot to build an interaction model
that stores the interpretations of perceptions and conversations in combination
with provenance on its sources. The robot learns directly from what people tell
it, possibly in relation to its perception. We demonstrate how the robot's
communication is driven by hunger to acquire more knowledge from and on people
and objects, to resolve uncertainties and conflicts, and to share awareness of
the per- ceived environment. Likewise, the robot can make reference to the
world and its knowledge about the world and the encounters with people that
yielded this knowledge.Comment: Invited keynote at 21st International Conference on Text, Speech and
Dialogue, https://www.tsdconference.org/tsd2018
Social robots as psychometric tools for cognitive assessment: a pilot test
Recent research demonstrated the benefits of employing robots as therapeutic assistants and caregivers, but very little is known on the use of robots as a tool for psychological assessment. Socially capable robots can provide many advantages to diagnostic practice: engage people, guarantee standardized administration and assessor neutrality, perform automatic recording of subject behaviors for further analysis by practitioners. In this paper, we present a pilot study on testing people’s cognitive functioning via social interaction with a humanoid robot. To this end, we programmed a social robot to administer a psychometric tool for detecting Mild Cognitive Impairment, a risk factor for dementia, implementing the first prototype of robotic assistant for mass screening of elderly population. Finally, we present a pilot test of the robotic procedure with healthy adults that show promising results of the robotic test, also compared to its traditional paper version
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