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Sökning: (WFRF:(Ziemke Tom)) > (2015-2019)

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1.
  • Alenljung, Beatrice, et al. (författare)
  • User Experience in Social Human-Robot Interaction
  • 2017
  • Ingår i: International Journal of Ambient Computing and Intelligence (IJACI). - : I G I Global. - 1941-6237 .- 1941-6245. ; 8:2, s. 12-31
  • Tidskriftsartikel (refereegranskat)abstract
    • Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people’s lives, it is of major importance to stressthe need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.
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2.
  • Billing, Erik, 1981-, et al. (författare)
  • Finding Your Way from the Bed to the Kitchen: Reenacting and Recombining Sensorimotor Episodes Learned from Human Demonstration
  • 2016
  • Ingår i: Frontiers in Robotics and Ai. - Lausanne, Switzerland : Frontiers Media SA. - 2296-9144. ; 3
  • Tidskriftsartikel (refereegranskat)abstract
    • Several simulation theories have been proposed as an explanation for how humans and other agents internalize an "inner world" that allows them to simulate interactions with the external real world - prospectively and retrospectively. Such internal simulation of interaction with the environment has been argued to be a key mechanism behind mentalizing and planning. In the present work, we study internal simulations in a robot acting in a simulated human environment. A model of sensory-motor interactions with the environment is generated from human demonstrations and tested on a Robosoft Kompai robot. The model is used as a controller for the robot, reproducing the demonstrated behavior. Information from several different demonstrations is mixed, allowing the robot to produce novel paths through the environment, toward a goal specified by top-down contextual information. The robot model is also used in a covert mode, where the execution of actions is inhibited and perceptions are generated by a forward model. As a result, the robot generates an internal simulation of the sensory-motor interactions with the environment. Similar to the overt mode, the model is able to reproduce the demonstrated behavior as internal simulations. When experiences from several demonstrations are combined with a top-down goal signal, the system produces internal simulations of novel paths through the environment. These results can be understood as the robot imagining an "inner world" generated from previous experience, allowing it to try out different possible futures without executing actions overtly. We found that the success rate in terms of reaching the specified goal was higher during internal simulation, compared to overt action. These results are linked to a reduction in prediction errors generated during covert action. Despite the fact that the model is quite successful in terms of generating covert behavior toward specified goals, internal simulations display different temporal distributions compared to their overt counterparts. Links to human cognition and specifically mental imagery are discussed.
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3.
  • Billing, Erik, 1981-, et al. (författare)
  • Robot-Enhanced Therapy for Children with Autism
  • 2018
  • Ingår i: Proceedings of the 14th SweCog Conference. - Skövde : University of Skövde. - 9789198366730 ; , s. 19-22
  • Konferensbidrag (refereegranskat)
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4.
  • Cai, Haibin, et al. (författare)
  • Sensing-enhanced Therapy System for Assessing Children with Autism Spectrum Disorders : A Feasibility Study
  • 2019
  • Ingår i: IEEE Sensors Journal. - : Institute of Electrical and Electronics Engineers (IEEE). - 1530-437X .- 1558-1748. ; 19:4, s. 1508-1518
  • Tidskriftsartikel (refereegranskat)abstract
    • It is evident that recently reported robot-assisted therapy systems for assessment of children with autism spectrum disorder (ASD) lack autonomous interaction abilities and require significant human resources. This paper proposes a sensing system that automatically extracts and fuses sensory features such as body motion features, facial expressions, and gaze features, further assessing the children behaviours by mapping them to therapist-specified behavioural classes. Experimental results show that the developed system has a capability of interpreting characteristic data of children with ASD, thus has the potential to increase the autonomy of robots under the supervision of a therapist and enhance the quality of the digital description of children with ASD. The research outcomes pave the way to a feasible machine-assisted system for their behaviour assessment. IEEE
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6.
  • Einarsson, Anna, et al. (författare)
  • Exploring the Multi-Layered Affordances of Composing and Performing Interactive Music with Responsive Technologies
  • 2017
  • Ingår i: Frontiers in Psychology. - : Frontiers Media S.A.. - 1664-1078. ; 8
  • Tidskriftsartikel (refereegranskat)abstract
    • The question motivating the work presented here, starting from a view of music as embodied and situated activity, is how can we account for the complexity of interactive music performance situations. These are situations in which human performers interact with responsive technologies, such as sensor-driven technology or sound synthesis affected by analysis of the performed sound signal. This requires investigating in detail the underlying mechanisms, but also providing a more holistic approach that does not lose track of the complex whole constituted by the interactions and relationships of composers, performers, audience, technologies, etc. The concept of affordances has frequently been invoked in musical research, which has seen a "bodily turn" in recent years, similar to the development of the embodied cognition approach in the cognitive sciences. We therefore begin by broadly delineating its usage in the cognitive sciences in general, and in music research in particular. We argue that what is still missing in the discourse on musical affordances is an encompassing theoretical framework incorporating the sociocultural dimensions that are fundamental to the situatedness and embodiment of interactive music performance and composition. We further argue that the cultural affordances framework, proposed by Rietveld and Kiverstein (2014) and recently articulated further by Ramstead et al. (2016) in this journal, although not previously applied to music, constitutes a promising starting point. It captures and elucidates this complex web of relationships in terms of shared landscapes and individual fields of affordances. We illustrate this with examples foremost from the first author's artistic work as composer and performer of interactive music. This sheds new light on musical composition as a process of construction-and embodied mental simulation-of situations, guiding the performers' and audience's attention in shifting fields of affordances. More generally, we believe that the theoretical perspectives and concrete examples discussed in this paper help to elucidate how situations-and with them affordances-are dynamically constructed through the interactions of various mechanisms as people engage in embodied and situated activity.
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7.
  • Einarsson, Anna (författare)
  • Singing the body electric : Understanding the role of embodiment in performing and composing interactive music
  • 2017
  • Konstnärligt arbete (övrigt vetenskapligt/konstnärligt)abstract
    • Almost since the birth of electronic music, composers have been fascinated by the prospect of integrating the human voice with its expressiveness and complexity into electronic musical works. This thesis addresses how performing with responsive technologies in mixed works, i.e. works that combine an acoustic sound source with a digital one, is experienced by participating singers, adopting an approach of seamlessness, of zero – or invisible – interface, between singer and computer technology. It demonstrates how the practice of composing and the practice of singing both are embodied activities, where the many-layered situation in all its complexity is of great importance for a deepened understanding. The overall perspective put forward in this thesis is that of music as a sounding body to resonate with, where the resonance, a process of embodying, of feeling and emotion, guides the decision-making. The core of the investigation is the lived experiences through the process of composing and performing three musical works. One result emerging from this process is the suggested method of calibration, according to which a bodily rooted attention forms a kind of joint attention towards the work in the making. Experiences from these three musical works arrive in the formulation of an over-arching framework entailing a view of musical composition as a process of construction – and embodied mental simulation – of situations, whose dynamics unfold to engage musicians and audience through shifting fields of affordances, based on a shared landscape of affordances.
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8.
  • Ekanayake, Hiran B., 1978- (författare)
  • Validating User Engagement and Effectiveness of Training Simulations : A mixed-methods approach informed by embodied cognition and psychophysiological measures
  • 2015
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Simulation-based training has gained widespread attention recently as a response to drawbacks associated with traditional training approaches, such as high training costs (instructors, equipment, etc.), high risks (e.g. pilot training), and ethical issues (e.g. medical training), as well as a lack of availability of certain training environments (e.g. space exploration). Apart from their target training domains, many of aspects of simulations differ, such as their degree of physical realism (fidelity), scenarios (e.g. story), and pedagogical aspects (e.g. after-action reviews and collaborative learning). Among those aspects, designers have mostly focused on developing high-fidelity simulations with the expectation of increasing the effectiveness of training. However, some authors suggest that the above belief is a myth as researchers have failed to identify a linear relationship between the (physical) fidelity and training effectiveness of simulations.  Most researchers have therefore evaluated the correspondence between the behaviours of trainees in both real world and simulated contexts, however, the existing methods of simulation validation using behavioural measures have a number of drawbacks, such as the fact that they do not address certain complex phenomena of skills acquisition.Bridging the above knowledge gap, this research reports on empirical investigations using an improved methodology for validating training simulations. This research includes an investigation of the user experience of trainees, with respect to the acceptance of virtual scenarios provoking a similar psychophysiological response as in real world scenarios, and the training potential of simulations with respect to the positive transfer of training from a simulator to real world operational contexts. The most prominent features of the proposed methodology include the use of psychophysiological measures in addition to traditional behavioural measures and the use of natural (quasi-) experiments. Moreover, its conceptual framework was influenced by contemporary theories in cognitive science (e.g. constructivism and embodied cognition). The results of this research have several important theoretical and methodological implications, involving, for example, the dependency of the effectiveness of simulations on the perceived realism of trainees, which is more embodied than has been predicted by previous researchers, and the requirement of several different types/levels of adaptive training experience, depending on the type of trainee.
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9.
  • Esteban, Pablo G., et al. (författare)
  • How to Build a Supervised Autonomous System for Robot-Enhanced Therapy for Children with Autism Spectrum Disorder
  • 2017
  • Ingår i: Paladyn - Journal of Behavioral Robotics. - : De Gruyter Open. - 2080-9778 .- 2081-4836. ; 8:1, s. 18-38
  • Tidskriftsartikel (refereegranskat)abstract
    • Robot-Assisted Therapy (RAT) has successfully been used to improve social skills in children with autism spectrum disorders (ASD) through remote control of the robot in so-called Wizard of Oz (WoZ) paradigms.However, there is a need to increase the autonomy of the robot both to lighten the burden on human therapists (who have to remain in control and, importantly, supervise the robot) and to provide a consistent therapeutic experience. This paper seeks to provide insight into increasing the autonomy level of social robots in therapy to move beyond WoZ. With the final aim of improved human-human social interaction for the children, this multidisciplinary research seeks to facilitate the use of social robots as tools in clinical situations by addressing the challenge of increasing robot autonomy.We introduce the clinical framework in which the developments are tested, alongside initial data obtained from patients in a first phase of the project using a WoZ set-up mimicking the targeted supervised-autonomy behaviour. We further describe the implemented system architecture capable of providing the robot with supervised autonomy.
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10.
  • Jerčić, Petar (författare)
  • The Effects of Emotions and Their Regulation on Decision-making Performance in Affective Serious Games
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions.This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored.The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task.Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance.
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