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  • Resultat 1-10 av 22
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1.
  • Akalin, Neziha, 1988-, et al. (författare)
  • The Influence of Feedback Type in Robot-Assisted Training
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : Multidisciplinary Digital Publishing Institute. - 2414-4088. ; 3:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Robot-assisted training, where social robots can be used as motivational coaches, provides an interesting application area. This paper examines how feedback given by a robot agent influences the various facets of participant experience in robot-assisted training. Specifically, we investigated the effects of feedback type on robot acceptance, sense of safety and security, attitude towards robots and task performance. In the experiment, 23 older participants performed basic arm exercises with a social robot as a guide and received feedback. Different feedback conditions were administered, such as flattering, positive and negative feedback. Our results suggest that the robot with flattering and positive feedback was appreciated by older people in general, even if the feedback did not necessarily correspond to objective measures such as performance. Participants in these groups felt better about the interaction and the robot.
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2.
  • Krishna, Sai, 1986-, et al. (författare)
  • F-Formations for Social Interaction in Simulation Using Virtual Agents and Mobile Robotic Telepresence Systems
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 3:4
  • Tidskriftsartikel (refereegranskat)abstract
    • F-formations are a set of possible patterns in which groups of people tend to spatially organize themselves while engaging in social interactions. In this paper, we study the behavior of teleoperators of mobile robotic telepresence systems to determine whether they adhere to spatial formations when navigating to groups. This work uses a simulated environment in which teleoperators are requested to navigate to different groups of virtual agents. The simulated environment represents a conference lobby scenario where multiple groups of Virtual Agents with varying group sizes are placed in different spatial formations. The task requires teleoperators to navigate a robot to join each group using an egocentric-perspective camera. In a second phase, teleoperators are allowed to evaluate their own performance by reviewing how they navigated the robot from an exocentric perspective. The two important outcomes from this study are, firstly, teleoperators inherently respect F-formations even when operating a mobile robotic telepresence system. Secondly, teleoperators prefer additional support in order to correctly navigate the robot into a preferred position that adheres to F-formations.
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3.
  • Alenljung, Beatrice, 1971-, et al. (författare)
  • Conveying Emotions by Touch to the Nao Robot : A User Experience Perspective
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 2:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Social robots are expected gradually to be used by more and more people in a widerrange of settings, domestic as well as professional. As a consequence, the features and qualityrequirements on human–robot interaction will increase, comprising possibilities to communicateemotions, establishing a positive user experience, e.g., using touch. In this paper, the focus is ondepicting how humans, as the users of robots, experience tactile emotional communication with theNao Robot, as well as identifying aspects affecting the experience and touch behavior. A qualitativeinvestigation was conducted as part of a larger experiment. The major findings consist of 15 differentaspects that vary along one or more dimensions and how those influence the four dimensions ofuser experience that are present in the study, as well as the different parts of touch behavior ofconveying emotions.
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4.
  • Cooney, Martin, 1980-, et al. (författare)
  • Design for an Art Therapy Robot : An Explorative Review of the Theoretical Foundations for Engaging in Emotional and Creative Painting with a Robot
  • 2018
  • Ingår i: Multimodal Technologies Interact. Special Issue Emotions in Robots: Embodied Interaction in Social and Non-Social Environments. - Basel : MDPI. - 2414-4088. ; 2:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Social robots are being designed to help support people’s well-being in domestic and public environments. To address increasing incidences of psychological and emotional difficulties such as loneliness, and a shortage of human healthcare workers, we believe that robots will also play a useful role in engaging with people in therapy, on an emotional and creative level, e.g., in music, drama, playing, and art therapy. Here, we focus on the latter case, on an autonomous robot capable of painting with a person. A challenge is that the theoretical foundations are highly complex; we are only just beginning ourselves to understand emotions and creativity in human science, which have been described as highly important challenges in artificial intelligence. To gain insight, we review some of the literature on robots used for therapy and art, potential strategies for interacting, and mechanisms for expressing emotions and creativity. In doing so, we also suggest the usefulness of the responsive art approach as a starting point for art therapy robots, describe a perceived gap between our understanding of emotions in human science and what is currently typically being addressed in engineering studies, and identify some potential ethical pitfalls and solutions for avoiding them. Based on our arguments, we propose a design for an art therapy robot, also discussing a simplified prototype implementation, toward informing future work in the area.
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5.
  • Feger, Sebastian Stefan, et al. (författare)
  • Reproducibility: A Researcher-Centered Definition
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 6:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent years have introduced major shifts in scientific reporting and publishing. The scientific community, publishers, funding agencies, and the public expect research to adhere to principles of openness, reproducibility, replicability, and repeatability. However, studies have shown that scientists often have neither the right tools nor suitable support at their disposal to meet these modern science challenges. In fact, even the concrete expectations connected to these terms may be unclear and subject to field-specific, organizational, and personal interpretations. Based on a narrative literature review of work that defines characteristics of open science, reproducibility, replicability, and repeatability, as well as a review of recent work on researcher-centered requirements, we find that the bottom-up practices and needs of researchers contrast top-down expectations encoded in terms related to reproducibility and open science. We identify and define reproducibility as a central term that concerns the ease of access to scientific resources, as well as their completeness, to the degree required for efficiently and effectively interacting with scientific work. We hope that this characterization helps to create a mutual understanding across science stakeholders, in turn paving the way for suitable and stimulating environments, fit to address the challenges of modern science reporting and publishing.
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6.
  • Frid, Emma, 1988- (författare)
  • Accessible Digital Musical Instruments : A Review of Musical Interfaces in Inclusive Music Practice
  • 2019
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 3:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Current advancements in music technology enable the creation of customized Digital Musical Instruments (DMIs). This paper presents a systematic review of Accessible Digital Musical Instruments (ADMIs) in inclusive music practice. History of research concerned with facilitating inclusion in music-making is outlined, and current state of developments and trends in the field are discussed. Although the use of music technology in music therapy contexts has attracted more attention in recent years, the topic has been relatively unexplored in Computer Music literature. This review investigates a total of 113 publications focusing on ADMIs. Based on the 83 instruments in this dataset, ten control interface types were identified: tangible controllers, touchless controllers, Brain–Computer Music Interfaces (BCMIs), adapted instruments, wearable controllers or prosthetic devices, mouth-operated controllers, audio controllers, gaze controllers, touchscreen controllers and mouse-controlled interfaces. The majority of the AMDIs were tangible or physical controllers. Although the haptic modality could potentially play an important role in musical interaction for many user groups, relatively few of the ADMIs (15.6%) incorporated vibrotactile feedback. Aspects judged to be important for successful ADMI design were instrument adaptability and customization, user participation, iterative prototyping, and interdisciplinary development teams.
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7.
  • Frid, Emma, 1988- (författare)
  • Erratum : Accessible digital musical instruments—a review of musical interfaces in inclusive music practice (Multimodal Technologies and Interaction, (2019) 3, 57, 10.3390/mti3030057)
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:3, s. 1-2
  • Tidskriftsartikel (refereegranskat)abstract
    • Unfortunately, some errors and imprecise descriptions were made in the final proofreading phase, and the author, therefore, wishes to make the following corrections to this paper [1]: In the Abstract, it is erroneously stated that the percentage of ADMIs that incorporated vibrotactile feedback was 15.6%. The correct percentage should be 14.5%. The same error is replicated in Section 4.4. Output Modalities, on page 11 (13 ADMIs should be 12 ADMIs), and in Section 6. Conclusions, on page 15. The author would like to apologize for any inconvenience caused by these changes. The correct percentage further supports the claim that relatively few of the ADMIs incorporated vibrotactile feedback. Based on guidelines for writing for accessibility [2], the author would like to refrain from using the term “elderly” and instead use the term “older adults” in Sections 4.5 Target User Group (page 11), 5. Discussion (page 13), and Conclusions (page 15). Minor formatting errors were identified in Figure 4, on page 9, where the terms “touchscreen” and “touchless” were mistakenly spelled “touch-screen” and “touch-less”. In Table 2, “Book Sections” should be “Book Chapters”. There were also two errors in Table 3, where “Eyes-web” should be spelled “EyesWeb” and the word “sensor” was misspelled as “senor”. The figure and table were updated to account for these mistakes.
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8.
  • Heikkilä, Mia, et al. (författare)
  • Debugging in Programming as a Multimodal Practice in Early Childhood Education Settings
  • 2018
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 2:3
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this article is to broadly elaborate on how programming can be understood as a new teaching scope in preschools, focusing specifically on debugging as one of the phases involved in learning to program. The research question How can debugging as part of teaching and learning programming be understood as multimodal learning? has guided the analysis and the presentation of the data. In this study, and its analysis process, we have combined a multimodal understanding of teaching and learning practices with understandings of programming and how it is practiced. Consequently, the multidisciplinary approach in this study, combining theories from social sciences with theories and concepts from computer science, is central throughout the article. This is therefore also a creative, explorative process as there are no clear norms to follow when conducting multidisciplinary analyses. The data consist of video recordings of teaching sessions with children and a teacher engaged in programming activities. The video material was recorded in a preschool setting during the school year 2017–2018 and consists of 25 sessions of programming activities with children, who were four or five years old. The results show how debugging in early childhood education is a multimodal activity socially established by use of speech, pointing and gaze. Our findings also indicate that artefacts are central to learning debugging, and a term ‘instructional artefacts’ is therefore added. Finally, the material shows how basic programming concepts and principles can be explored with young children.
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9.
  • Imottesjo, Hyekyung, 1977, et al. (författare)
  • Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:2, s. 1-21
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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10.
  • Krishna Pathi, Sai, 1986-, et al. (författare)
  • Detecting Groups and Estimating F-Formations for Social Human-Robot Interactions
  • 2022
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 6:3
  • Tidskriftsartikel (refereegranskat)abstract
    • The ability of a robot to detect and join groups of people is of increasing importance in social contexts, and for the collaboration between teams of humans and robots. In this paper, we propose a framework, autonomous group interactions for robots (AGIR), that endows a robot with the ability to detect such groups while following the principles of F-formations. Using on-board sensors, this method accounts for a wide spectrum of different robot systems, ranging from autonomous service robots to telepresence robots. The presented framework detects individuals, estimates their position and orientation, detects groups, determines their F-formations, and is able to suggest a position for the robot to enter the social group. For evaluation, two simulation scenes were developed based on the standard real-world datasets. The 1st scene is built with 20 virtual agents (VAs) interacting in 7 different groups of varying sizes and 3 different formations. The 2nd scene is built with 36 VAs, positioned in 13 different groups of varying sizes and 6 different formations. A model of a Pepper robot is used in both simulated scenes in randomly generated different positions. The ability for the robot to estimate orientation, detect groups, and estimate F-formations at various locations is used to determine the validation of the approaches. The obtained results show a high accuracy within each of the simulated scenarios and demonstrates that the framework is able to work from an egocentric view with a robot in real time.
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