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Reciprocity is a cornerstone of human relationships and apparently it also appears in human-robot interaction independently of the context. It is expected that reciprocity will play a principal role in HRI in the future. The negative side of reciprocal phenomena has not been entirely explored in human-robot interaction. For instance, a reciprocal act such as bribery between Humans and robots is a...
In this video we present a social robotic player that is able to play a traditional card game in a social manner. The interaction takes place in a rich environment in which two teams of two players each compete to win the card game. Therefore, the robotic game player has a partner, and an opponent team of two other players. During each game, the robot explores both competitiveness with the opponent...
We present initial findings from an experiment where we used Semantic Free Utterances — vocalizations and sounds without semantic content — as an alternative to Natural Language in a child-robot collaborative game. We tested (i) if two types of Semantic Free Utterances could be accurately recognized by the children; (ii) what effect the type of Semantic Free Utterances had as part of help-giving behaviors...
This paper investigates the experiences of Italian and Dutch children while interacting with a social robot that is designed to support their diabetes self-management. Observations of children's behaviors and analyses of questionnaires at diabetes camps, showed positive experiences with variation (e.g., Italian children seemed to be more open and expressive, and more close to the robot compared to...
Robots that facilitate touch by children have special requirements in terms of safety and robustness, but little is known about how and when children actually use touch with robots. Tools and techniques are required to sense the variety of children's touch and to interpret the volumes of data generated. This explorative user study investigated children's patterns of touch during game play with a robot...
An autonomous mobile robot, working with human teammates, should be equipped to intelligently react to changes in team behavior without relying on directives from human team members. To respond appropriately to changes in team behavior, the robot should detect when these situations occur, and correctly classify the new team behavior. We demonstrate a method for detecting and classifying behavior changes...
The overall purpose of this project is to test the impact and potential benefits of Virtual Reality technology by creating a virtual simulator for the operation of the Mitsubishi Movemaster RV-M1 Robot.
We study conditions for sustained growth of complexity in an abstract model of parasitic coevolution. Previous research has found that complexification is hard to achieve if the evolution of the symbiont population is constrained by the hosts but the evolution of the hosts is unconstrained, or, more generally, if the task difficulty is much higher for the symbionts than for the hosts. Here we study...
We present Robot Devastation, a multiplayer augmented reality game using low-cost robots. Players can assemble their low-cost robotic platforms and connect them to the central server, commanding them through their home PCs. Several low-cost platforms were developed and tested inside the game.
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In this paper we address the problem of agent development for MOBA games. We implement a two-layered architecture agent that handles both navigation and game mechanics...
Cooperation is a key to understand social behavior and decision-making in conflict situations in nature or society. The problem of cooperation is formulated as Iterated Prisoner's Dilemma in game theory. To find out pairs of strategies that establish mutual cooperation in equilibrium, several studies used evolutionary computer simulations. Although the payoff matrix of IPD is defined by the two ordinal...
In this study, a brain-computer interface (BCI) paradigm based on steady-state visually evoked potentials (SSVEP) has been presented to seek the effects of the movement of the stimulus targets on classification accuracy in virtual environment, which was seldom noticed previously. Several paths including fixed, up/down, broken line, random path, and different speeds were set for searching performances'...
Educators and parents alike are seeking innovative ways to introduce young students to computer programming. The hope is to capture children's attention and foster learning at the same time. The goal of this work was to not only introduce elementary students to the fundamentals of computer programming, but also help them explore more complex concepts in an engaging way. Studies have shown that factors...
For individuals with a motor skill disorder, repetition of recommended therapy exercises is essential for motor improvement. Moreover, external feedback of performance is an important component of therapy such that individuals can correct their exercises and improve their performance. However, direct feedback is typically only provided by an expert therapist during weekly or monthly therapy sessions,...
While interactive technologies frequently are designed to be enjoyable, there are particular reasons to prioritize this for technologies intended to support autism interventions. Most broadly, enjoyment of activities or materials used in interventions has been associated with heightened improvements in the behaviors targeted by the interventions. In the largest group study to date of school-aged children...
Mimicry and laughter are two social signals displaying affiliation among people. To date, however, their relationship remains uninvestigated and relatively unexploited in designing the behaviour of robots and virtual characters. This paper presents an experiment aimed at examining how laughter and mimicry are related. The hypothesis is that hand movements a person produces during a laughter episode...
The ability of robots to interact in a socially intelligent manner with humans is the core of human-robot interaction (HRI). The quality of this interaction is typically measured in terms of how it is engaging to the users either reflected in duration of time users spend interacting with a robot, or their self-reports on engagement during the interaction. In contrast to existing studies that analyze...
This paper presents an assist-as-needed method for ankle rehabilitation based on adaptive impedance control strategies. First, the dynamic contribution of the patient during the motion is estimated from robot's torque and kinematic information. Then, two robot assistance control strategies (complementary and optimal) are proposed to calculate the stiffness parameter of the impedance controller. In...
This paper considers a data-driven framework to model target selection strategies using runtime kinematic parameters of individual patients. These models can be used to select new exercise targets that conform with the decision criteria of the therapist. We present the results from a single-subject case study with a manually written target selection function. Motivated by promising results, we propose...
This paper describes the results of a month-long case study of a stroke patient training with the anklebot conducted at the MIT Newman Laboratory for Biomechanics. The study provides promising evidence for reducing paretic impairment using the anklebot in stroke patients. We found a statistically significant increase in the paretic soleus and tibialis anterior EMG levels following anklebot training.
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