A Remote Synthetic Testbed For Human-Robot Teaming: An Iterative Design Process

Author(s):  
Margaret Wong ◽  
Akudasuo Ezenyilimba ◽  
Alexandra Wolff ◽  
Tyrell Anderson ◽  
Erin Chiou ◽  
...  

Urban Search and Rescue (USAR) missions often involve a need to complete tasks in hazardous environments. In such situations, human-robot teams (HRT) may be essential tools for future USAR missions. Transparency and explanation are two information exchange processes where transparency is real-time information exchange and explanation is not. For effective HRTs, certain levels of transparency and explanation must be met, but how can these modes of team communication be operationalized? During the COVID-19 pandemic, our approach to answering this question involved an iterative design process that factored in our research objectives as inputs and pilot studies with remote participants. Our final research testbed design resulted in converting an in-person task environment to a completely remote study and task environment. Changes to the study environment included: utilizing user-friendly video conferencing tools such as Zoom and a custom-built application for research administration tasks and improved modes of HRT communication that helped us avoid confounding our performance measures.

Author(s):  
Jeong-Soo Ahn ◽  
Kyihwan Park ◽  
Richard H. Crawford

Abstract Design activities consists not only of product design, but also of development of the process by which the product will be designed. However, development and documentation of computational design processes are largely unsupported by commercial CAD systems. This paper proposes a new computational architecture for procedural representation of embodiment design processes. A design actor is defined as an independent computational unit of the design process. The proposed architecture models a design process as a sequence of design tasks by representing individual parameters and tasks as design actors, and the sequence of design tasks as a network of design actors assembled according to their functional dependencies. The use of design actors promotes modularity in representing design problems and solution processes. Iterative design processes can be represented since the architecture provides explicit feedforward and feedback information exchange between design actors. The paper describes an object-oriented implementation of the design actor architecture, and demonstrates the approach with an example design of an air-core solenoid in an optical disk drive.


Author(s):  
Mark O Sullivan ◽  
Carl T Woods ◽  
James Vaughan ◽  
Keith Davids

As it is appreciated that learning is a non-linear process – implying that coaching methodologies in sport should be accommodative – it is reasonable to suggest that player development pathways should also account for this non-linearity. A constraints-led approach (CLA), predicated on the theory of ecological dynamics, has been suggested as a viable framework for capturing the non-linearity of learning, development and performance in sport. The CLA articulates how skills emerge through the interaction of different constraints (task-environment-performer). However, despite its well-established theoretical roots, there are challenges to implementing it in practice. Accordingly, to help practitioners navigate such challenges, this paper proposes a user-friendly framework that demonstrates the benefits of a CLA. Specifically, to conceptualize the non-linear and individualized nature of learning, and how it can inform player development, we apply Adolph’s notion of learning IN development to explain the fundamental ideas of a CLA. We then exemplify a learning IN development framework, based on a CLA, brought to life in a high-level youth football organization. We contend that this framework can provide a novel approach for presenting the key ideas of a CLA and its powerful pedagogic concepts to practitioners at all levels, informing coach education programs, player development frameworks and learning environment designs in sport.


2021 ◽  
Vol 12 (01) ◽  
pp. 164-169
Author(s):  
Laurie Lovett Novak ◽  
Jonathan Wanderer ◽  
David A. Owens ◽  
Daniel Fabbri ◽  
Julian Z. Genkins ◽  
...  

Abstract Background The data visualization literature asserts that the details of the optimal data display must be tailored to the specific task, the background of the user, and the characteristics of the data. The general organizing principle of a concept-oriented display is known to be useful for many tasks and data types. Objectives In this project, we used general principles of data visualization and a co-design process to produce a clinical display tailored to a specific cognitive task, chosen from the anesthesia domain, but with clear generalizability to other clinical tasks. To support the work of the anesthesia-in-charge (AIC) our task was, for a given day, to depict the acuity level and complexity of each patient in the collection of those that will be operated on the following day. The AIC uses this information to optimally allocate anesthesia staff and providers across operating rooms. Methods We used a co-design process to collaborate with participants who work in the AIC role. We conducted two in-depth interviews with AICs and engaged them in subsequent input on iterative design solutions. Results Through a co-design process, we found (1) the need to carefully match the level of detail in the display to the level required by the clinical task, (2) the impedance caused by irrelevant information on the screen such as icons relevant only to other tasks, and (3) the desire for a specific but optional trajectory of increasingly detailed textual summaries. Conclusion This study reports a real-world clinical informatics development project that engaged users as co-designers. Our process led to the user-preferred design of a single binary flag to identify the subset of patients needing further investigation, and then a trajectory of increasingly detailed, text-based abstractions for each patient that can be displayed when more information is needed.


2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


Author(s):  
Andrew P. Sabelhaus ◽  
Hao Ji ◽  
Patrick Hylton ◽  
Yakshu Madaan ◽  
ChanWoo Yang ◽  
...  

The Underactuated Lightweight Tensegrity Robotic Assistive Spine (ULTRA Spine) project is an ongoing effort to create a compliant, cable-driven, 3-degree-of-freedom, underactuated tensegrity core for quadruped robots. This work presents simulations and preliminary mechanism designs of that robot. Design goals and the iterative design process for an ULTRA Spine prototype are discussed. Inverse kinematics simulations are used to develop engineering characteristics for the robot, and forward kinematics simulations are used to verify these parameters. Then, multiple novel mechanism designs are presented that address challenges for this structure, in the context of design for prototyping and assembly. These include the spine robot’s multiple-gear-ratio actuators, spine link structure, spine link assembly locks, and the multiple-spring cable compliance system.


2021 ◽  
Author(s):  
Jeonghwan Hwang ◽  
Taeheon Lee ◽  
Honggu Lee ◽  
Seonjeong Byun

BACKGROUND Despite the unprecedented performances of deep learning algorithms in clinical domains, full reviews of algorithmic predictions by human experts remain mandatory. Under these circumstances, artificial intelligence (AI) models are primarily designed as clinical decision support systems (CDSSs). However, from the perspective of clinical practitioners, the lack of clinical interpretability and user-centered interfaces block the adoption of these AI systems in practice. OBJECTIVE The aim of this study was to develop an AI-based CDSS for assisting polysomnographic technicians in reviewing AI-predicted sleep staging results. This study proposed and evaluated a CDSS that provides clinically sound explanations for AI predictions in a user-centered fashion. METHODS User needs for the system were identified during interviews with polysomnographic technicians. User observation sessions were conducted to understand the workflow of the practitioners during sleep scoring. Iterative design process was performed to ensure easy integration of the tool into clinical workflows. Then, we evaluated the system with polysomnographic technicians. We measured the improvements in sleep staging accuracies after adopting our tool and assessed qualitatively how the participants perceived and used the tool. RESULTS The user study revealed that technicians desire explanations relevant to key electroencephalogram (EEG) patterns for sleep staging when assessing the correctness of the AI predictions. Here, technicians could evaluate whether AI models properly locate and use those patterns during prediction. Based on this, information in AI models that is closely related to sleep EEG patterns was formulated and visualized during the iterative design process. Furthermore, we developed a different visualization strategy for each pattern based on the way the technicians interpreted the EEG recordings with these patterns during their workflows. Generally, the tool evaluation results from the nine polysomnographic technicians were positive. Quantitatively, technicians achieved better classification performances after reviewing the AI-generated predictions with the proposed system; classification accuracies measured with Macro-F1 scores improved from 60.20 to 62.71. Qualitatively, participants reported that the provided information from the tool effectively supported them, and they were able to develop notable adoption strategies for the tool. CONCLUSIONS Our findings indicate that formulating clinical explanations for automated predictions using the information in the AI with a user-centered design process is an effective strategy for developing a CDSS for sleep staging.


2011 ◽  
Vol 12 (2) ◽  
pp. 322-332 ◽  
Author(s):  
Jinyuan Li ◽  
Shuming Tang ◽  
Xiqin Wang ◽  
Wei Duan ◽  
Fei-Yue Wang

Author(s):  
Holger Schnädelbach ◽  
Boriana Koleva ◽  
Mike Twidale ◽  
Steve Benford

2019 ◽  
pp. 1-22
Author(s):  
Miriam B. Larson ◽  
Barbara B. Lockee

2017 ◽  
Vol 14 (4) ◽  
pp. 387-409 ◽  
Author(s):  
Stephanie de Smale ◽  
Martijn J. L. Kors ◽  
Alyea M. Sandovar

This article reports on a study with 11 bit studios and their game, This War of Mine. Rather than a formal analysis of the game, our objective was to situate the research in game production studies by documenting the design context (gamework) and designer perceptions about the game that inform morally complex gameplay. The research was conducted with four team members of 11 bit studios: a senior game designer, a writer, a senior writer (with stakes in marketing), and a quality assurance lead. We employed reflective interviewing techniques and visual methods to better understand how moral gameplay was designed. Our analysis illustrates the roles underlying narratives in the design process and balancing everyday work negotiations play in the design of moral gameplay, how a designer’s research informs the vision to create emotional realism in the game, and the importance of a player-centered iterative design process to produce morally engaging gameplay.


Sign in / Sign up

Export Citation Format

Share Document