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Sökning: WFRF:(Ziemke Tom) > (2020-2024)

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1.
  • Axell, Cecilia, 1965-, et al. (författare)
  • Artificial Intelligence in Contemporary Children’s Culture : A Case Study
  • 2022
  • Ingår i: PATT 39. - : Memorial University of Newfoundland. - 9780889015050 ; , s. 376-386
  • Konferensbidrag (refereegranskat)abstract
    • The overall aim of the school subject technology is to develop pupils’ understanding of technological solutions in everyday life. A starting point for this study is that it is important for teachers in technology to have knowledge of pupils’ prior conceptions of the subject content since these can both support and hinder their learning. In a previous study we found that when pupils (age 7) talk about digital technology and programming, they often refer to out-of-school experiences such as films, television programmes and books. Typically, their descriptions include robots with some form of intelligence. Hence, it seems like children’s culture may have an impact on the conceptions they bring to the technology classroom. In light of this, it is vital that technology teachers have knowledge about how robots and artificial intelligence (AI) are portrayed in children’s culture, and how pupils perceive these portrayals. However, knowledge about these aspects of technology in children’s culture is limited.The purpose of this study is to investigate how artifacts with artificial intelligence are portrayed in television programmes and literature aimed at children. This study is the first step in a larger study aiming to examine younger pupils’ conceptions and ideas about artificial intelligence. A novice conception of artificial intelligence can be described as an understanding of what a programmed device may, or may not, “understand” in relation to a human, which includes discerning th edifferences between the artificial and the human mind. Consequently, as a theoretical framework for investigating how artificial intelligence is portrayed in children’s culture, the concepts of Theoryof Mind (ToM) and Theory of Artificial Mind (ToAM), are used. The empirical material presented in this paper, i.e. four children’s books and a popular children’s television programme, was analysed using a qualitative thematic analysis. The results show that the portrayal of AI is ambiguous. The structure and function of the robot has elements of both human and machine, and the view of the human fictional characters of the robot is sometimes that of a machine, sometimes of a human. In addition, the whole empirical material includes portrayals of AI as a threat as well as a saviour. As regards implications, there is a risk that without real-life experiences of robots, the representations children’s books and other media convey can lead to ambivalent feelings towards real robots.
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2.
  • Babel, Franziska, et al. (författare)
  • Cars As Social Agents (CarSA): A Perspective Shift in Human-Vehicle Interaction
  • 2023
  • Ingår i: PROCEEDINGS OF THE 11TH CONFERENCE ON HUMAN-AGENT INTERACTION, HAI 2023. - : ASSOC COMPUTING MACHINERY. - 9798400708244 ; , s. 498-499
  • Konferensbidrag (refereegranskat)abstract
    • The rapid advancement of autonomous vehicle (AV) technology has opened up new possibilities and challenges in the domain of human-agent interaction. As AVs become increasingly prevalent on our roads, it is crucial to understand how humans perceive and interact with these intelligent systems. This workshop aims to bring together researchers and practitioners to explore the perception of cars as social agents. We explore the shift in user perception and the implications for interactions between autonomous vehicles, human drivers, and vulnerable road users (pedestrians, cyclists, etc.). Additionally, we investigate the communication of goals and intentions between cars and humans, as well as issues related to mixed agency, stakeholder perspectives, in-vehicle avatars, and human-vehicle power dynamics. The workshop aims to uncover the benefits, risks, and design principles associated with this emerging paradigm.
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3.
  • Babel, Franziska, et al. (författare)
  • Cyclists' Perception of Automated Shuttle Buses in Shared Spaces
  • 2023
  • Ingår i: PROCEEDINGS OF THE 11TH CONFERENCE ON HUMAN-AGENT INTERACTION, HAI 2023. - : ASSOC COMPUTING MACHINERY. - 9798400708244 ; , s. 467-469
  • Konferensbidrag (refereegranskat)abstract
    • As automated shuttle buses gradually become a part of urban traffic solutions, their interactions with vulnerable road users need careful consideration. However, the cyclists' perspectives on autonomous shuttle buses have not been explored extensively. This research addresses this gap by surveying 50 cyclists who regularly encounter automated shuttle buses. The results show that, in general, cyclists exhibit a high level of trust in the safety of the buses. Nevertheless, approximately one-third of the cyclists expressed disapproval as the buses tend to drive on the bicycle lane, leading them to wish for infrastructural solutions to avoid forcing cyclists to divert to pedestrian walkways. Identifying potential conflicts like these is vital for the development of effective and acceptable human-agent interactions in road traffic environments.
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4.
  • Billing, Erik, PhD, 1981-, et al. (författare)
  • The DREAM Dataset : Supporting a data-driven study of autism spectrum disorder and robot enhanced therapy
  • 2020
  • Ingår i: PLOS ONE. - : Public Library of Science. - 1932-6203. ; 15:8
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a dataset of behavioral data recorded from 61 children diagnosed with Autism Spectrum Disorder (ASD). The data was collected during a large-scale evaluation of Robot Enhanced Therapy (RET). The dataset covers over 3000 therapy sessions and more than 300 hours of therapy. Half of the children interacted with the social robot NAO supervised by a therapist. The other half, constituting a control group, interacted directly with a therapist. Both groups followed the Applied Behavior Analysis (ABA) protocol. Each session was recorded with three RGB cameras and two RGBD (Kinect) cameras, providing detailed information of children’s behavior during therapy. This public release of the dataset comprises body motion, head position and orientation, and eye gaze variables, all specified as 3D data in a joint frame of reference. In addition, metadata including participant age, gender, and autism diagnosis (ADOS) variables are included. We release this data with the hope of supporting further data-driven studies towards improved therapy methods as well as a better understanding of ASD in general.
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5.
  • Bjurling, Oscar, et al. (författare)
  • Drone Swarms in Forest Firefighting : A Local Development Case Study of Multi-Level Human-Swarm Interaction
  • 2020
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450375795
  • Konferensbidrag (refereegranskat)abstract
    • Swarms of autonomous and coordinating Unmanned Aerial Vehicles (UAVs) are rapidly being developed to enable simultaneous control of multiple UAVs. In the field of Human-Swarm Interaction (HSI), researchers develop and study swarm algorithms and various means of control and evaluate their cognitive and task performance. There is, however, a lack of research describing how UAV swarms will fit into future real-world domain contexts. To remedy this, this paper describes a case study conducted within the community of firefighters, more precisely two Swedish fire departments that regularly deploy UAVs in fire responses. Based on an initial description of how their UAVs are used in a forest firefighting context, participating UAV operators and unit commanders envisioned a scenario that showed how the swarm and its capabilities could be utilized given the constraints and requirements of a forest firefighting mission. Based on this swarm scenario description we developed a swarm interaction model that describes how the operators' interaction traverses multiple levels ranging from the entire swarm, via subswarms and individual UAVs, to specific sensors and equipment carried by the UAVs. The results suggest that human-in-the-loop simulation studies need to enable interaction across multiple swarm levels as this interaction may exert additional cognitive strain on the human operator.
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6.
  • Bjurling, Oscar, et al. (författare)
  • Swarms, teams, or choirs? : Metaphors in multi-UAV systems design
  • 2021
  • Ingår i: Advances in Human Factors in Robots, Unmanned Systems and Cybersecurity. - Cham : Springer International Publishing. - 9783030799960 - 9783030799977 ; , s. 10-15
  • Konferensbidrag (refereegranskat)abstract
    • Future Unmanned Aerial Vehicles (UAVs) are projected to fly and operate in swarms. The swarm metaphor makes explicit and implicit mappings regarding system architecture and human interaction to aspects of natural systems, such as bee societies. Compared to the metaphor of a team, swarming agents as individuals are less capable, more expendable, and more limited in terms of communication and coordination. Given their different features and limitations, the two metaphors could be useful in different scenarios. We also discuss a choir metaphor and illustrate how it can give rise to different design concepts. We conclude that designers and engineers should be mindful of the metaphors they use because they influence—and limit—how to think about and design for multi-UAV systems.
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7.
  • Chilufya, Emma Mainza, 1986-, et al. (författare)
  • A Comparative Study of Physical and Virtual Reality Prototyping of a Migrating Agent Interface
  • 2023
  • Ingår i: Proceedings of the 11th International Conference on Human-Agent Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9798400708244 ; , s. 369-371
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Prototyping methods are commonly employed iteratively throughout the design and product development, typically ranging from early low-fidelity to later high-fidelity prototypes. We present a case study focusing on prototyping a receptionist agent migrating between three platforms (a monitor on the wall, a mobile phone, and a physical robot). More specifically, we compare virtual reality (VR) and physical (real world) prototyping methods. The two methods are compared in terms of fidelity and usability. The breadth of features, the degree of functionality, and the interactivity were similar. However, the aesthetic refinement differed. The VR prototyping method also had much higher prerequisites in terms of equipment and skills, and the learning curve for the designer was steep. Both methods were equally efficient in user testing, but the VR method revealed more usability issues in the efficiency category, while the physical space method revealed more issues in the effectiveness category.
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8.
  • Chilufya, Emma Mainza, et al. (författare)
  • Prototypes of a Migrating Receptionist in Physical and Virtual Space
  • 2023
  • Ingår i: PROCEEDINGS OF THE 23RD ACM INTERNATIONAL CONFERENCE ON INTELLIGENT VIRTUAL AGENTS, IVA 2023. - : ASSOC COMPUTING MACHINERY. - 9781450399944
  • Konferensbidrag (refereegranskat)abstract
    • A migrating receptionist is an intelligent virtual agent (IVA) designed to transfer from one embodiment to another. The embodiment can range from a virtual human-like form to a physical robot. We present a study of the prototyping and evaluation of a migrating virtual receptionist interface. One prototype was made in virtual reality (VR) and one in physical space. The study looks at how to design a migrating virtual receptionist for a department of computer science. The virtual receptionist was designed to migrate from a screen by the entrance, to a mobile phone used while walking, and then to a robot in the coffee area. The evaluation was conducted with 23 participants who interacted with the virtual receptionist using both prototypes. Data was collected with the System Usability Scale (SUS) and Microsoft Reaction Cards. Although the physical space and the virtual space were different, the results of the evaluation are similar. The SUS mean was 83.9 for the physical space and 78.3 for the virtual space. The reaction cards also showed more positive than negative reactions for both prototypes.
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9.
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10.
  • Elgarf, Maha (författare)
  • Child-Robot Behavioral Alignment and Creativity Performance
  • 2022
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • In recent years, robots have been prevalent in almost all domains. One of the most common applications of social robotics is for education with children. This dissertation addresses the integration of creativity-related education in child-robot interactions. Creativity is a required skill in the 21st century. It is regarded by many researchers as an essential survival skill. It has been established that current educational methods limit children's freedom of expression and therefore, negatively impact their creative abilities. To date, a few research attempts have focused on developing social child-robot interactions to foster children's creativity. In this work, methods were investigated to boost children's creativity skills through social interactions with a robot in a storytelling context. To define and evaluate creativity, standard four creativity measures were used throughout the thesis: fluency, flexibility, elaboration and originality. First, a social activity was developed to be performed between a social robot and a child. The activity comprises of two games: an interactive priming game and a storytelling game. The activity has been used throughout the thesis to evaluate implemented algorithms and methods. Second, 3 field studies were conducted with 210 school-aged children (5-10 years old). In these studies, the developed activity was used and notions of emotional alignment and creativity alignment between a child and a social robot were examined. In the context of this work, the concept of behavioral alignment refers to the synchronisation between the robot and the child that results in the child mirroring the robot. Emotional alignment occurs when a child mirrors the robot's emotions. Whereas, creativity alignment results in the child behaving creatively as an effect of interacting with a creative robot. Through the conducted studies, the effects of the various types of child-robot behavioral alignment on children's emotional states, engagement with the robot and children's creativity skills were investigated. Third, a computational model that enables a conversational agent to collaboratively interact with a child in a storytelling activity in a creative manner was produced. The computational model was implemented to be used in an integrated manner with the software interface of the storytelling game. The data collected in the first two studies was used to train the computational model that was assessed through the third and last study.The findings highlight the effectiveness of social robots in promoting children's creativity skills. They emphasize the potential of the developed educational application (storytelling game interface + computational model) in improving children's creative abilities. This work enriches the literature with new insights on developing robot's behaviors that benefit children's creative processes and therefore, is significant to the child-robot interaction (cHRI) community.
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