scholarly journals Research on Intention Flexible Mapping Algorithm for Elderly Escort Robot

2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Xiaoyu Qiu ◽  
Zhiquan Feng ◽  
Tao Xu ◽  
Xiaohui Yang ◽  
Ya Hou ◽  
...  

With the development of science and technology and the intensification of the aging of the world’s population, elderly care robots have begun to enter people’s lives. However, the current elderly care system lacks intelligence and is just a simple patchwork of some traditional elderly products, which is not conducive to the needs of the elderly for easy understanding and easy operation. Therefore, this paper proposes a flexible mapping algorithm (FMFD), that is, a gesture can correspond to a flexible mapping of multiple semantics in the same interactive context. First, combine the input gesture with the surrounding environment to establish the current interactive context. Secondly, when the user uses the same gesture to express different semantics, the feature differences formed due to different cognitions are used as the basis to realize the mapping from one gesture to multiple semantics. Finally, four commonly used gestures are designed to demonstrate the results of flexible mapping. Experiments show that compared with the traditional gesture-based human-computer interaction, the proposed flexible mapping scheme greatly reduces the number of gestures that users need to remember, improves the fault tolerance of gestures in the human-computer interaction process, and meets the concept of elderly caregiver robots.

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


Author(s):  
Karin Hedstrom ◽  
Stefan Cronholm

In this chapter, we discuss an evaluation of a computerized information system in an elderly care unit. The evaluation is based on the concept of actability, which is a combination of theories from Human-Computer Interaction and the Language Action Perspective. The reason for uniting different theories is to obtain a more holistic evaluation model. The findings show that the evaluated system has a low degree of actability, and the users had a positive attitude towards the system. One explanation could be that we, as evaluators, reviewed both structure and content, whereas the users saw only the content of the information system (i.e., its functions) as the most important aspect.


Author(s):  
Márcia Cristina Moraes ◽  
Milene Silveira

The area of animated pedagogical agents is related to the development of applications that aim to improve the human-computer interaction process using software agents represented by characters or human figures. Several projects are being developed in this area, and one of their concerns is the “illusion of life” effect. In order to reach the believability needed for promoting the “illusion of life,” it is important that researches be concerned with two main aspects during projects of animated pedagogical agents: the design aspect and the evaluation aspect. In this chapter, we will discuss basic guidelines for animated pedagogical agents design, and an evaluation method based on concepts provided by computer in education (CE), artificial intelligence (AI), and human-computer interaction (HCI), in order to help CE and AI researchers (to project and to develop pedagogical agents that can enhance human-agent usability) and HCI researchers and teachers (to evaluate these agents).


2016 ◽  
Vol 33 (2) ◽  
pp. 123-134 ◽  
Author(s):  
Anjana Ramkumar ◽  
Pieter Jan Stappers ◽  
Wiro J. Niessen ◽  
Sonja Adebahr ◽  
Tanja Schimek-Jasch ◽  
...  

2021 ◽  
Vol 6 (17) ◽  
Author(s):  
Dena Al-Thani

Technology-supported coaching in conjunction with a variety of persuasive methods can be considered of great potential in supporting the elderly independent living. One of the goals of persuasive technology is to promote and initiate behavioral change. Persuasive technology was initially defined by Fogg in the early 90s. Fogg defines persuasive technology as “the means by which the user’s attitude or behavior changes” (Fogg, 1998). Unlike campaigns that aim to change the attitude of a group of individuals, persuasive technology can be designed for specific individuals. Such technology intends to change the user’s behavior by introducing specific principles in human-computer interaction (Kaptein et al., 2012). Persuasive technology focuses on the final psychological outcome and whether the result has been positive (effective) or negative (no effect) (Ruer et al., 2016). Persuasive technology has transformed over the years. A decade ago, it was used primarily in commercials, advertising, marketing, and sales, and today, It forms a part of many ubiquitous technologies that individuals use daily (Fogg, 2003). However, there is a rather limited attempt to support the elderly’s independent living by using persuasive technologies to support independent living for the elderly.


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