scholarly journals “Avatar to Person” (ATP) Virtual Human Social Ability Enhanced System for Disabled People

2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Zichun Guo ◽  
Zihao Wang ◽  
Xueguang Jin

How to make communication more effective has been underlined unprecedentedly in the artificial intelligence (AI) era. Nowadays, with the improvement of affective computing and big data, people have generally adapted to construct social networks relying on social robots and smartphones. Although the technologies above have been widely discussed and used, researches on disabled people in the social field are still very limited. In particular, facial disabled people, deaf-mutes, and autistic patients are still meeting great difficulty when interacting with strangers using online video technology. This project creates a virtual human social system called “Avatar to Person” (ATP) based on artificial intelligence and three-dimensional (3D) simulation technology, with which disabled people can complete tasks such as “virtual face repair” and “simulated voice generation,” in order to conduct face-to-face video communication freely and confidently. The system has been proven effective in the enhancement of the sense of online social participation for people with disabilities through user tests. ATP is certain to be a unique area of inquiry and design for disabled people that is categorically different from other types of human-robot interaction.

Robotics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 120
Author(s):  
Mehdi Hellou ◽  
Norina Gasteiger ◽  
Jong Yoon Lim ◽  
Minsu Jang ◽  
Ho Seok Ahn

Personalization and localization are important when developing social robots for different sectors, including education, industry, healthcare or restaurants. This allows for an adjustment of robot behaviors according to the needs, preferences or personality of an individual when referring to personalization or to the social conventions or the culture of a country when referring to localization. However, there are different models that enable personalization and localization presented in the current literature, each with their advantages and drawbacks. This work aims to help researchers in the field of social robotics by reviewing and analyzing different papers in this domain. We specifically focus our review by exploring different robots that employ distinct models for the adaptation of the robot to its environment. Additionally, we study an array of methods used to adapt the nonverbal and verbal skills of social robots, including state-of-the-art techniques in artificial intelligence.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


Societies ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 23 ◽  
Author(s):  
Aspen Lillywhite ◽  
Gregor Wolbring

Artificial intelligence (AI) and machine learning (ML) advancements increasingly impact society and AI/ML ethics and governance discourses have emerged. Various countries have established AI/ML strategies. “AI for good” and “AI for social good” are just two discourses that focus on using AI/ML in a positive way. Disabled people are impacted by AI/ML in many ways such as potential therapeutic and non-therapeutic users of AI/ML advanced products and processes and by the changing societal parameters enabled by AI/ML advancements. They are impacted by AI/ML ethics and governance discussions and discussions around the use of AI/ML for good and social good. Using identity, role, and stakeholder theories as our lenses, the aim of our scoping review is to identify and analyze to what extent, and how, AI/ML focused academic literature, Canadian newspapers, and Twitter tweets engage with disabled people. Performing manifest coding of the presence of the terms “AI”, or “artificial intelligence” or “machine learning” in conjunction with the term “patient”, or “disabled people” or “people with disabilities” we found that the term “patient” was used 20 times more than the terms “disabled people” and “people with disabilities” together to identify disabled people within the AI/ML literature covered. As to the downloaded 1540 academic abstracts, 234 full-text Canadian English language newspaper articles and 2879 tweets containing at least one of 58 terms used to depict disabled people (excluding the term patient) and the three AI terms, we found that health was one major focus, that the social good/for good discourse was not mentioned in relation to disabled people, that the tone of AI/ML coverage was mostly techno-optimistic and that disabled people were mostly engaged with in their role of being therapeutic or non-therapeutic users of AI/ML influenced products. Problems with AI/ML were mentioned in relation to the user having a bodily problem, the usability of AI/ML influenced technologies, and problems disabled people face accessing such technologies. Problems caused for disabled people by AI/ML advancements, such as changing occupational landscapes, were not mentioned. Disabled people were not covered as knowledge producers or influencers of AI/ML discourses including AI/ML governance and ethics discourses. Our findings suggest that AI/ML coverage must change, if disabled people are to become meaningful contributors to, and beneficiaries of, discussions around AI/ML.


2013 ◽  
Vol 837 ◽  
pp. 525-530 ◽  
Author(s):  
Florentina Adăscălitei ◽  
Ioan Doroftei ◽  
Dirk Lefeber ◽  
Bram Vanderborght

This paper focuses on our primary goal to achieve the emotional behaviour of the new version of the social robot Probo. The ability to enhance nonverbal communication with children is possible through facial expressions, eye-tracking and face-to-face contact. The new social robot has 21 degrees of freedom (DOF), grouped in five subsystems, named generically: eyes, ears, trunk, mouth and neck. The robotic head is actuated using only servo motors and all the components are manufactured using cheap, flexible and easy technologies. In order to get the social robot head able to express emotions, a Graphical User Interface (GUI) was developed. In this way facial expressions are created through sliders or push buttons. Additionally, we investigated the possibility of controlling the robot with an Arduino board. In this case, using pre-programmed or learned algorithms, the robot is getting a semiautonomous level, based on the usage of various sensors, being able to express six basic emotions: happiness, sadness, fear, anger, surprise and disgust. So, based on the feedback provided by the sensors, the robot can react accordingly, enhancing human-robot interaction (HRI).


2019 ◽  
Author(s):  
Cinzia Di Dio ◽  
Federico Manzi ◽  
Giulia Peretti ◽  
Angelo Cangelosi ◽  
Paul L. Harris ◽  
...  

Studying trust within human-robot interaction is of great importance given the social relevance of robotic agents in a variety of contexts. We investigated the acquisition, loss and restoration of trust when preschool and school-age children played with either a human or a humanoid robot in-vivo. The relationship between trust and the quality of attachment relationships, Theory of Mind, and executive function skills was also investigated. No differences were found in children’s trust in the play-partner as a function of agency (human or robot). Nevertheless, 3-years-olds showed a trend toward trusting the human more than the robot, while 7-years-olds displayed the reverse behavioral pattern, thus highlighting the developing interplay between affective and cognitive correlates of trust.


1993 ◽  
Vol 21 (2) ◽  
pp. 144-157
Author(s):  
F. Braza ◽  
P. Braza ◽  
M. Carreras ◽  
J. Munoz

Author(s):  
Paul F. M. J. Verschure

This chapter presents the Distributed Adaptive Control (DAC) theory of the mind and brain of living machines. DAC provides an explanatory framework for biological brains and an integration framework for synthetic ones. DAC builds on several themes presented in the handbook: it integrates different perspectives on mind and brain, exemplifies the synthetic method in understanding living machines, answers well-defined constraints faced by living machines, and provides a route for the convergent validation of anatomy, physiology, and behavior in our explanation of biological living machines. DAC addresses the fundamental question of how a living machine can obtain, retain, and express valid knowledge of its world. We look at the core components of DAC, specific benchmarks derived from the engagement with the physical and the social world (the H4W and the H5W problems) in foraging and human–robot interaction tasks. Lastly we address how DAC targets the UTEM benchmark and the relation with contemporary developments in AI.


Author(s):  
Mariek Vanden Abeele

Recent empirical work suggests that phubbing, a term used to describe the practice of snubbing someone with a phone during a face-to-face social interaction, harms the quality of social relationships. Based on a comprehensive literature review, this chapter presents a framework that integrates three concurrent mechanisms that explain the relational impact of phubbing: expectancy violations, ostracism, and attentional conflict. Based on this framework, theoretically grounded propositions are formulated that may serve as guidelines for future research on these mechanisms, the conditions under which they operate, and a number of potential issues that need to be considered to further validate and extend the framework.


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