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Manipulation of beacons is a method of Human-Swarm Interaction (HSI) of relative ease to implement, especially for computer simulated environments. This paper focuses on doing an in depth analysis of an implementation of attractor and repulsor fields and determining its advantages and disadvantages through experimental means. The results give an optimistic view of the method: the learning curve is...
Our goal is to automatically detect which direction a child is facing based on a single, simple overhead picture, and track that direction across time. Engaging in joint attention, which is the shared focus of two individuals on some object of interest, is a strong cue of typically developing children, and the lack thereof can be an indicator of autism spectrum disorder or other pervasive developmental...
The final result of multiple pursuers vs one evader pursuit will be affected by the action selection of each robot with self-interested factors. The whole capture time may significantly be extended when each robot chooses action strategies from selfinterested perspective, so the entire system will cost more when the conflict between their own interest and the overall interest generates. If we adjust...
This paper describes a concept for an interdisciplinary robot contest that is suitable for distance learning universities. Its usability for project tasks in bachelor courses and for research topics for bachelor theses is shown by comparing several robot contest formats. Adequacy and practicability for different levels during the bachelor courses at a distance learning university are compared. The...
This paper describes a concept for an interdisciplinary robot contest that is suitable for distance learning universities. Its usability for project tasks in bachelor courses and for research topics for bachelor theses is shown by comparing several robot contest formats. Adequacy and practicability for different levels during the bachelor courses at a distance learning university are compared. The...
This study investigates how genetic programs can be effectively used in a multi-agent system to allow agents to learn to communicate. Using the pursuit domain and a co-operative learning strategy, communication protocols are compared as multiple predator agents learn the meaning of commands in order to achieve their common goal of first finding and then tracking prey. The outcome of this study reveals...
The Robot World Cup Initiative instigates the challenge of programming robots which will one day be capable of competing against a human soccer team. The current state of the RoboCup Standard Platform League requires utilization of the humanoid NAO robots created by Aldebaran. While teams have made incredible progress in programming a NAO's ability to play the game, there is still a long way before...
In many future social interactions between robots and humans, robots may need to convince people to change their behavior. People may dislike and resist such persuasive attempts, a phenomenon known as psychological reactance. This paper examines how reactance, measured in terms of negative cognitions and feelings of anger, is affected by the persuading agent's social agency cues and the level of controlling...
When it's between a robot on your team and a human member of a competing team, who will you favor? Past research indicates that people favor and behave more morally toward ingroup than outgroup members. Conversely, people typically indicate that they have more moral responsibilities toward humans than nonhumans. This study puts participants into two competing teams, each consisting of two humans and...
A good explanation takes the user who is receiving the explanation into account. We aim to get a better understanding of user preferences and the differences between children and adults who receive explanations from a robot. We implemented a Nao-robot as a belief-desire-intention (BDI)-based agent and explained its actions using two different explanation styles. Both are based on how humans explain...
A preliminary experiment is carried out to investigate the effects of LED light animations on a user's perception of a computer. As anthropomorphism has become an important factor in interaction design, current research tends to add human-like expression abilities to interactive devices. Such methods, however, have limitations as they are complex and not applicable to many currently-in-use appearance-constrained...
This paper describes a generalized software interface for formation flying by drones from different manufacturers. Conventional research into formation flight assumes that the drones all have the same power and functionality. However, consider a disaster response, where we might assemble a platoon of drones to sense the environment and to search for survivors by combining the different functions of...
In this paper, we explore how the integration of auditory and visual cues can help teach the timing of motor skills for the purpose of motor function rehabilitation. We conducted a study using Amazon's Mechanical Turk in which 106 participants played a virtual therapy game requiring wrist movements. To validate that our results would translate to trends that could also be observed during robotic rehabilitation...
This paper presents two different strategies for difficulty adaptation in a competitive arm rehabilitation game: a manual adaptation strategy and an automatic performance-based adaptation strategy. The two strategies were implemented in a competitive game controlled with an inertial-sensor-based home rehabilitation device. They were first evaluated with 32 pairs of unimpaired participants, who played...
Rehabilitation robotic systems may afford better care and telerehabilitation may extend the use and benefits of robotic therapy to the home. Data transmissions over distance are bound by intrinsic communication delays which can be significant enough to deem the activity unfeasible. Here we describe an approach that combines unilateral robotic telerehabilitation and serious games. This approach has...
The main focus of spasticity treatment is to alleviate pain, improve function and reduce risk of additional complications. In this paper the design of a robotic system with enhanced focal vibro-tactile stimulation for the treatment of spasticity in the upper limbs is presented. Building on emerging evidence on the use of vibrations in the treatment of spasticity, we propose a new integrated approach...
Previous studies of robots used in learning environments suggest that the interaction between learner and robot is able to enhance the learning procedure towards a better engagement of the learner. Moreover, intelligent robots can also adapt their behavior during a learning process according to certain criteria resulting in increasing cognitive learning gains. Motivated by these results, we propose...
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed...
Rehabilitation robots are often combined with serious games that motivate patients and keep them exercising at high intensities. A promising type of game are competitive rehabilitation games, but few difficulty adaptation algorithms have been presented for them. This paper thus presents the adaptation of difficulty in a competitive arm rehabilitation game based on two physiological signals: respiration...
Recent technological developments regarding wearable soft-robotic devices extend beyond the current application of rehabilitation robotics and enable unobtrusive support of the arms and hands during daily activities. In this light, the HandinMind (HiM) system was developed, comprising a soft-robotic, grip supporting glove with an added computer gaming environment. The present study aims to gain first...
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