USING BRAIN–COMPUTER INTERFACES TO DETECT HUMAN SATISFACTION IN HUMAN–ROBOT INTERACTION

2011 ◽  
Vol 08 (01) ◽  
pp. 87-101 ◽  
Author(s):  
EHSAN TARKESH ESFAHANI ◽  
V. SUNDARARAJAN

This article discusses the use of a brain–computer interface (BCI) to obtain emotional feedback from a human in response to the motion of humanoid robots in collaborative environments. The purpose of this study is to detect the human satisfaction level and use it as a feedback for correcting and improving the behavior of the robot to maximize human satisfaction. This article describes experiments and algorithms that use human brains activity collected through BCI in order to estimate the level of satisfaction. Users wear an electroencephalogram (EEG) headset and control the movement of the robot by mental imagination. The robots responds to the mental imagination may not be the same as human mental command and this will affect the emotional satisfaction level. The headset records brain activity from 14 locations on the scalp. Power spectral density of each EEG frequency band and four largest Lyapunov exponents of each EEG signal form the feature vector. The Mann–Whitney–Wilcoxon test is then used to rank all the features. The highest rank features are then selected to train a linear discriminant classifier (LDC) to determine the satisfaction level. Our experimental results show an accuracy of 79.2% in detecting the human satisfaction level.

Sensors ◽  
2021 ◽  
Vol 21 (19) ◽  
pp. 6431
Author(s):  
Patricio Barria ◽  
Angie Pino ◽  
Nicolás Tovar ◽  
Daniel Gomez-Vargas ◽  
Karim Baleta ◽  
...  

Brain–computer interface (BCI) remains an emerging tool that seeks to improve the patient interaction with the therapeutic mechanisms and to generate neuroplasticity progressively through neuromotor abilities. Motor imagery (MI) analysis is the most used paradigm based on the motor cortex’s electrical activity to detect movement intention. It has been shown that motor imagery mental practice with movement-associated stimuli may offer an effective strategy to facilitate motor recovery in brain injury patients. In this sense, this study aims to present the BCI associated with visual and haptic stimuli to facilitate MI generation and control the T-FLEX ankle exoskeleton. To achieve this, five post-stroke patients (55–63 years) were subjected to three different strategies using T-FLEX: stationary therapy (ST) without motor imagination, motor imagination with visual stimulation (MIV), and motor imagination with visual-haptic inducement (MIVH). The quantitative characterization of both BCI stimuli strategies was made through the motor imagery accuracy rate, the electroencephalographic (EEG) analysis during the MI active periods, the statistical analysis, and a subjective patient’s perception. The preliminary results demonstrated the viability of the BCI-controlled ankle exoskeleton system with the beta rebound, in terms of patient’s performance during MI active periods and satisfaction outcomes. Accuracy differences employing haptic stimulus were detected with an average of 68% compared with the 50.7% over only visual stimulus. However, the power spectral density (PSD) did not present changes in prominent activation of the MI band but presented significant variations in terms of laterality. In this way, visual and haptic stimuli improved the subject’s MI accuracy but did not generate differential brain activity over the affected hemisphere. Hence, long-term sessions with a more extensive sample and a more robust algorithm should be carried out to evaluate the impact of the proposed system on neuronal and motor evolution after stroke.


2021 ◽  
Vol 4 (1) ◽  
pp. 8-14
Author(s):  
Rachmi Nurul Hidayat Hafid ◽  
Yusring Sanusi Baso ◽  
Sri Ramadany ◽  
Esther Sanda Manapa ◽  
Muhammad Tamar

This study aims to find out the difference in satisfaction level to try out competency test (UKOM) with the computer-based test and web-based test. Research method using research and development (R&D) and pre-experimental with one group pre and post-test design using purposive sampling techniques. The data were analyzed with the Wilcoxon test. This research was conducted at the Polytechnic of Health Ministry of Makassar and Megarezky Makassar University in November 2020. The results: it’s necessary to design an application for midwifery students, the design was made attractive and complete, validation results from 2 media experts averaged 87.9% and 2 material experts 94% who showed that the application is very feasible to use as well as 10 user trials with an average value of 95.1%. The satisfaction levels of tryout UKOM computer-based test by 45 users was 72.1% after given an intervention by 88.6%, so student’s satisfaction levels increased by 17,2% and the statistical test found a p-value of 0.000 < 0.05. So it can be concluded that there is a difference in the level of satisfaction of midwifery students to try out UKOM with computer-based test and web-based test.


2021 ◽  
Vol 15 ◽  
Author(s):  
Jiaxin Xie ◽  
Maoqin Peng ◽  
Jingqing Lu ◽  
Chao Xiao ◽  
Xin Zong ◽  
...  

Due to the individual differences controlling brain-computer interfaces (BCIs), the applicability and accuracy of BCIs based on motor imagery (MI-BCIs) are limited. To improve the performance of BCIs, this article examined the effect of transcranial electrical stimulation (tES) on brain activity during MI. This article designed an experimental paradigm that combines tES and MI and examined the effects of tES based on the measurements of electroencephalogram (EEG) features in MI processing, including the power spectral density (PSD) and dynamic event-related desynchronization (ERD). Finally, we investigated the effect of tES on the accuracy of MI classification using linear discriminant analysis (LDA). The results showed that the ERD of the μ and β rhythms in the left-hand MI task was enhanced after electrical stimulation with a significant effect in the tDCS group. The average classification accuracy of the transcranial alternating current stimulation (tACS) group and transcranial direct current stimulation (tDCS) group (88.19% and 89.93% respectively) were improved significantly compared to the pre-and pseudo stimulation groups. These findings indicated that tES can improve the performance and applicability of BCI and that tDCS was a potential approach in regulating brain activity and enhancing valid features during noninvasive MI-BCI processing.


Author(s):  
Pradeep S. Kachhawa ◽  
Anushree Joshi ◽  
Anita Gajraj

The present study was conducted on 160 teachers of different subjects (Hindi, English, Mathematics, and Science) of secondary level under public sector schools to assess their job satisfaction. Results suggested that job satisfaction level was found maximum in mathematics subject teachers and minimum in Hindi. The key findings of this study was lack of better opportunity, low salary and the work that an individual find boring are certain issues which affect teacher's responsibility. Low level of satisfaction was a significant cause to move out from their objectives and it proportionally affects learning methodology of students.


2018 ◽  
Vol 9 (01) ◽  
Author(s):  
Parul Gill ◽  
Poonam Malik ◽  
Pankaj Gill

The present study was undertaken to explore the decision making patterns of college girls in relation to clothing and their satisfaction level with these decision making patterns. Thirty under graduate college girls from Panipat city were approached to record their responses regarding decision making in relation to clothing and satisfaction level through a well structured questionnaire. It was found that most of the girls (56.66%) themselves made the decisions about the type of garment (Indian, western or both) they wear and majority of girls (70%) were highly satisfied with this decision making. Parents performed the role of buyers for their college going daughters' garments in most of the cases (63.33%) and the 73.33% girls had high level of satisfaction with this. In most of the cases (60%) the decision about the garment design was made by the girls themselves and they were highly satisfied with it. Keywords: clothing, college, girls, decision making.


Author(s):  
Giorgio Metta

This chapter outlines a number of research lines that, starting from the observation of nature, attempt to mimic human behavior in humanoid robots. Humanoid robotics is one of the most exciting proving grounds for the development of biologically inspired hardware and software—machines that try to recreate billions of years of evolution with some of the abilities and characteristics of living beings. Humanoids could be especially useful for their ability to “live” in human-populated environments, occupying the same physical space as people and using tools that have been designed for people. Natural human–robot interaction is also an important facet of humanoid research. Finally, learning and adapting from experience, the hallmark of human intelligence, may require some approximation to the human body in order to attain similar capacities to humans. This chapter focuses particularly on compliant actuation, soft robotics, biomimetic robot vision, robot touch, and brain-inspired motor control in the context of the iCub humanoid robot.


2021 ◽  
Vol 13 (2) ◽  
pp. 32
Author(s):  
Diego Reforgiato Recupero

In this paper we present a mixture of technologies tailored for e-learning related to the Deep Learning, Sentiment Analysis, and Semantic Web domains, which we have employed to show four different use cases that we have validated in the field of Human-Robot Interaction. The approach has been designed using Zora, a humanoid robot that can be easily extended with new software behaviors. The goal is to make the robot able to engage users through natural language for different tasks. Using our software the robot can (i) talk to the user and understand their sentiments through a dedicated Semantic Sentiment Analysis engine; (ii) answer to open-dialog natural language utterances by means of a Generative Conversational Agent; (iii) perform action commands leveraging a defined Robot Action ontology and open-dialog natural language utterances; and (iv) detect which objects the user is handing by using convolutional neural networks trained on a huge collection of annotated objects. Each module can be extended with more data and information and the overall architectural design is general, flexible, and scalable and can be expanded with other components, thus enriching the interaction with the human. Different applications within the e-learning domains are foreseen: The robot can either be a trainer and autonomously perform physical actions (e.g., in rehabilitation centers) or it can interact with the users (performing simple tests or even identifying emotions) according to the program developed by the teachers.


Author(s):  
Zayid K. Almayahi ◽  
Fahad Alswaidi ◽  
Abdullah Alzahrani

Abstract Background The established aim of the Saudi Health Electronic Surveillance Network (HESN) is to support the prevention and control of different health events, and to facilitate the delivery of other public health programs. This study aims to evaluate the perceptions of active HESN users regarding its general performance through five major components: practicability, design, data and communication, technical support, and general impression. Methods A cross-sectional study was conducted in 2016 using a sample of active HESN users. Out of 1535 active users, 700 were randomly selected. A predesigned electronic questionnaire was sent to each participant via email which was completed by 485 participants. Different composite scores were calculated and compared to the sociodemographic and other technical variables. Results The mean age of the participants was 36.92 ± 9.12 (24–65 years), and 57.8% of the sample were male. Riyadh and the KSA’s eastern province represented the highest two regions of participation, at (18.4%) and (14.2%) participants, respectively. About 70.8% were generally satisfied with HESN, while 86.6%% believed that it is better than the traditional paper-work system. Participants who used to work more frequently expressed more level of satisfaction compared to those with minimal use per week or month (P ≤ 0.001). Internet speed displayed a significant association with the general level of satisfaction with HESN (P < 0.001). Additionally, users who accessed HESN with the Google Chrome browser displayed higher levels of satisfaction when compared to users who relied on other browsers (P = 0.003). Conclusion Presently, the level of user satisfaction with HESN is reasonable. However, to achieve optimal outcomes for HESN usage, improvements should be considered.


2021 ◽  
Vol 13 (9) ◽  
pp. 4829
Author(s):  
Ahmed Hosny Saleh Metwally ◽  
Maiga Chang ◽  
Yining Wang ◽  
Ahmed Mohamed Fahmy Yousef

There is a growing body of literature that recognizes the importance of applying gamification in educational settings. This research developed an application to gamify students’ homework to address the concern of the students’ inability to complete their homework. This research aims to investigate students’ performance in doing their homework, and reflections and perceptions of the gameful experience in gamified homework exercises. Based on the data gathered from experimental and control groups (N = 84) via learning analytics, survey, and interview, the results show a high level of satisfaction according to students’ feedback. The most noticeable finding to extract from the analysis is that students can take on a persona, earn points, and experience a deeper sense of achievement through doing the gamified homework. Moreover, the students, on the whole, are likely to be intrinsically motivated whenever the homework is attributed to factors under their own control, when they consider that they have the expertise to be successful learners to achieve their desired objectives, and when they are interested in dealing with the homework for learning, not just achieving high grades.


2020 ◽  
Vol 12 (1) ◽  
pp. 58-73
Author(s):  
Sofia Thunberg ◽  
Tom Ziemke

AbstractInteraction between humans and robots will benefit if people have at least a rough mental model of what a robot knows about the world and what it plans to do. But how do we design human-robot interactions to facilitate this? Previous research has shown that one can change people’s mental models of robots by manipulating the robots’ physical appearance. However, this has mostly not been done in a user-centred way, i.e. without a focus on what users need and want. Starting from theories of how humans form and adapt mental models of others, we investigated how the participatory design method, PICTIVE, can be used to generate design ideas about how a humanoid robot could communicate. Five participants went through three phases based on eight scenarios from the state-of-the-art tasks in the RoboCup@Home social robotics competition. The results indicate that participatory design can be a suitable method to generate design concepts for robots’ communication in human-robot interaction.


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