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We present the results of a pilot study that investigates if and how people judge the trustworthiness of a robot during social Human-Robot Interaction (sHRI). Current research in sHRI has observed that people tend to interact with robots socially. However, results from neuroscience suggests people use different cognitive mechanisms interacting with robots than they do with humans, leading to a debate...
Robots are currently being developed to enter our lives and interact with us in different tasks. For humans to be able to have a positive experience of interaction with such robots, they need to trust them to some degree. In this paper, we present the development and evaluation of a social robot that was created to play a card game with humans, playing the role of a partner and opponent. This type...
Previous studies have shown that external corrective feedback provided to individuals undergoing physical therapy sessions increases the efficacy of their intervention protocols, thus allowing for the individual to rapidly improve on their performance. However, direct feedback is typically provided by an expert therapist during weekly or monthly visits, which limits improvement on a daily basis. As...
This paper focuses on how to keep the members in a coalition even if more attractive offers are made to some members. A coalition consists of multiple agents cooperating together to achieve a common goal. The ongoing smart home project considers the service providers proactive in order to provide a composite service to satisfy the needs of the users through a coalition of cooperative agents. One of...
In artificial intelligence, the research on knowledge and belief has made many achievements. But most researches hardly combine knowledge with belief to be a single system. Moreover, people have researched the relationship between belief and other factors, such as scene, intention, behavior, action and so on. In this paper, however, we take another research direction. Based on the basic epistemic...
In this paper, we investigate the use of reinforcement learning to train the players in the game of guarding a territory. The game is played in the continuous domain. There are two players in the game: an invader and a guard. In our formulation, we set the guard to be 30 percent faster than the invader. We make the assumption that the players have no a priori knowledge of their optimal behavior. Therefore,...
The rise of robot-robot interactions (RRI) is pushing for novel controller design techniques. Instead of using fixed control laws, robots should choose actions to minimize some cost functions specified by the designer. However, since the cost function of one robot may not be known to other robots (information asymmetry), special reasoning strategies are needed for multiple robots to learn to cooperate...
This paper reports the results of a pilot study evaluating the performance of healthy volunteers working in pairs to fulfil a collaborative task in both real and virtual environments. The main aim of this study is to investigate how different environments (real vs. virtual) and communication modalities (with vs. without talking to each other) affect the quality of interaction between humans. The results...
Background. The rise in cases of motor impairing illnesses demands the research for improvements in rehabilitation therapy. The study of robotics for enhancing motor recovery has been gaining momentum, but there is still little standardization of tools. Objectives. This paper shows the current development state of a proposed new robotic treatment platform, primarily geared towards post-stroke cases,...
Non-research spectators of robotic competitions perceive robot behaviors as deterministic. This perception plays a significant role in the acceptation of robots as social entities. This paper presents a motivational based architecture to generate natural autonomous robot behaviors that will help to improve the users' perception of robot's abilities. This proposal is based on Alderfer's simplification...
In this study, steady-state visual evoked potential based brain computer interface design and implementation was being carried out. A portable and affordable EEG device was used to obtain brain signals. Computer monitor were preferred as visual stimuli source. In offline and online experiment, for detection of target visual stimulus selected by user, the amplitude of the EEG signal components, which...
RoboCup champions aimed at improving artificial intelligence methods. Competition formats include elimination, double elimination and round-robin. In soccer simulation league an agents' energy and knowledge in each game is independent of previous or simultaneous games. So when the format is round-robin the result is fair and the chronological order of holding games doesn't affect the result. In this...
One of the key competences for Europe in the 21st Century is the technological competence understood as an instrument for development, aimed at encouraging society to use and like science. This competence can only be fully achieved by using practical experiments, which present use cases in a realistic, creative, and revolutionary way. This paper presents our work on the development of practical experiments...
This research explores how user-generated content can strategically affect the relationship between human-robot trust and interactional outcomes. Results showed that user-generated content did not directly affect human-robot trust or interactional outcomes. Interestingly, the data were consistent with a moderation model, such that exposure to user-generated content altered the correlation between...
Guided by soft systems methodology, in an 8-month study of a 9-year old ASD subject a therapist is using a teleoperated NAO to evolve games aimed at improving prosocial and joint attention behaviors. Findings thus far include evidence of improvements in behavior and efficacy of the methodology.
We deployed an autonomous social robotic learning companion in three preschool classrooms at an American public school for two months. Before and after this deployment, we asked the teachers and teaching assistants who worked in the classrooms about their views on the use of social robots in preschool education. We found that teachers' expectations about the experience of having a robot in their classrooms...
In this paper, we present our idea about applying an adaptive social mobile agent in a game based scenario to support foreign language vocabulary learning. We hypothesize that through implementing an adaptive agent, we may mitigate the problem of a loss in child engagement or may also prolong the time a child takes to lose interest. We then present details on architecture and implementation of an...
The spread of edutainment robotics in everyday life raises new opportunities that can lead to a redefinition of the traditional game scenarios. Robots, indeed, represents a challenge for designer since allows a physical embodiment of a game character/element. These new opportunities have been analyzed in parallel with the world of childhood, its main characteristics, current topics and emerging issues...
My PhD research aims to develop a general framework for a behavior control architecture that will provide customized interaction between the robot and an elderly individual suffering from mild cognitive impairment (MCI). This framework will enable the robot to learn from past events and to adapt its behavior to the specific needs of the person that it interacts with. For this purpose, models will...
We investigated the perceived credibility of statements made by robots, hypothesising that people are more likely to believe robots with humanlike characteristics than those that are less anthropomorphic. We also examined whether prior experience with a humanlike robot would lead people to extend this advantage to the less-anthropomorphic robot. A measure of credibility was provided by agreement on...
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