A proper behaviour of a robot is probably of importance when we consider the possibility of having it accepted by people. For example, it has been shown that erratic or unexplained behaviour tends to be a cause of dis...
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A proper behaviour of a robot is probably of importance when we consider the possibility of having it accepted by people. For example, it has been shown that erratic or unexplained behaviour tends to be a cause of distrust in the robot. There are several other, more non-technical issues that need to be fulfilled by the robot in order to make it acceptable in society. Even for cognitive, intelligent and largely autonomous robots their tasks need to be modelled. One such task modelling method, task patterns, has been proposed earlier as a language for describing robot activities. In this article it is suggested that the task pattern language can be extended through a framework based on the ideas behind Design Patterns, to also incorporate modelling of task properties that are important to the acceptance of a robot in a social environment.
Today there is a large movement towards creating social and cognitive robots. Today there is research aiming at using robots as care support as well as social agents introduced in geriatric care and home care. Much of...
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Today there is a large movement towards creating social and cognitive robots. Today there is research aiming at using robots as care support as well as social agents introduced in geriatric care and home care. Much of the research is aimed at the development of cognitive and social agents, since robot agents are considered to need ways of interacting with the people in the surrounding areas. In this perspective it is necessary to start thinking of robots not only in terms of social, cognitive or sociable, but also of socially acceptable. What are the requirements for a socially acceptable robot, and which properties in a robot provide for making it more or less acceptable as part of a social environment? In this paper a set of tentative acceptance properties is presented, together with the results from a pilot study trying to assess the importance of some of these properties for the social acceptance of domestic service robots.
For many years, the HCI community has harbored a vision of interacting with intelligent, embodied computer agents. However, the reality of this vision remains elusive. From an interaction design perspective, little is...
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This paper presents a generalized scheme for modeling learning in simple and more complex tasks, and shows how such a model can be applied to optimizing conditions of practice to maximize some desired performance. To ...
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An elegant solution to the problem of instrumenting paralyzed limbs with artificial sensors for use with closed-loop FES systems is to use natural sensors, such as muscle afferent activity as feedback for the artifici...
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An elegant solution to the problem of instrumenting paralyzed limbs with artificial sensors for use with closed-loop FES systems is to use natural sensors, such as muscle afferent activity as feedback for the artificial controller. Longitudinal intra-fascicular electrodes (LIFEs) are electrodes that have shown promise in this application. As a peripheral nerve interface, they are designed to be placed inside the peripheral nerve, but near potentially active muscles and the stimulating electrode. Artefacts from EMG and stimulation remain limiting factors in signal acquisition. Here, we present a technique for improving the signal-to-noise ratio which consists of wrapping a shield around the implant site of the recording electrode. Preliminary results obtained during in-vivo experiments suggest that the shielding increases the level of the neural signal in the recordings.
In this work, we further test the hypothesis that physical embodiment has a measurable effect on performance and impression of social interactions. Support for this hypothesis would suggest fundamental differences bet...
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In this work, we further test the hypothesis that physical embodiment has a measurable effect on performance and impression of social interactions. Support for this hypothesis would suggest fundamental differences between virtual agents and robots from a social standpoint and would have significant implications for human-robot interaction. We have refined our task-based metrics to give a measurement, not only of the participant's immediate impressions of a coach for a task, but also of the participant's performance in a given task. We measure task performance and participants' impression of a robot's social abilities in a structured task based on the Towers of Hanoi puzzle. Our experiment compares aspects of embodiment by evaluating: (1) the difference between a physical robot and a simulated one; and (2) the effect of physical presence through a co-located robot versus a remote, tele-present robot. With a participant pool (n=21) of roboticists and non- roboticists, we were able to show that participants felt that an embodied robot w as more appealing and perceptive of the world than non-embodied robots. A larger pool of participants (n=32) also demonstrated that the embodied robot was seen as most helpful, watchful, and enjoyable when compared to a remote tele-present robot and a simulated robot.
Strategic negotiations in digital tabletop displays have not been well understood. There is little reported in the literature on how users strategize when group priorities and individual priorities conflict and need t...
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Interactive narratives are an important element in video games and serious games alike, however, their authoring tools have their roots in programming language and programming environments. While these end-user enviro...
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ISBN:
(纸本)9783879408191
Interactive narratives are an important element in video games and serious games alike, however, their authoring tools have their roots in programming language and programming environments. While these end-user environments for interactive narratives provide a means for users to create custom content, they are not necessarily intuitive or easy to use for non-programmers. This paper provides the basis of a pattern language of design for authoring tools for story-tellers that are not programmers.
While considerable technical ingenuity is being devoted to making the computer “disappear”, comparatively few research endeavours have concertedly explored the issues which arise when innovative ar...
ISBN:
(纸本)9783540727255
While considerable technical ingenuity is being devoted to making the computer “disappear”, comparatively few research endeavours have concertedly explored the issues which arise when innovative artefacts are deployed in public settings. Innovations in “mixed reality”, “augmented reality” and “ubiquitous computing” tend to be confined to demonstrations, circumscribed trials or other controlled settings. However, a number of projects have begun to devote themselves to putting such technologies into the hands of the public and reflecting on the design and development issues that are encountered as a result. In particular, the SHAPE project was concerned with deploying innovative technologies in public settings, most notably museums. Over the course of our research, we developed an orientation to design which combines social scientific study, close collaboration with museum personnel and visitors, and a characteristic approach for technology deployment. In this chapter, we describe this orientation, exemplify it through accounts of the exhibitions the project has built at a number of museums in different European countries, and assess its broader implications for research on human-computerinteraction, ubiquitous computing, and allied concerns.
Time-series forecasting has a large number of applications. Users with a partial time series for auctions, new stock offerings, or industrial processes desire estimates of the future behavior. We present a data driven...
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Time-series forecasting has a large number of applications. Users with a partial time series for auctions, new stock offerings, or industrial processes desire estimates of the future behavior. We present a data driven forecasting method and interface called similarity-based forecasting (SBF). A pattern matching search in an historical time series dataset produces a subset of curves similar to the partial time series. The forecast is displayed graphically as a river plot showing statistical information about the SBF subset. A forecasting preview interface allows users to interactively explore alternative pattern matching parameters and see multiple forecasts simultaneously. User testing with 8 users demonstrated advantages and led to improvements.
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