245 research outputs found

    Introduction

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    Traditionally, robots are considered technological artifacts that act somewhat autonomously to serve and support people in various ways, from taking over dangerous, dirty, and dull tasks in working environments to providing care and company in social contexts. They are technology embodying the hegemonic narrative of progress that permeates our science, culture, and art. Lupetti introduces a broader socio-technical framing for robots championed in the book. This frame intends robots as artificial agents whose technological sophistication is intrinsically entangled with the rhetoric of automation and marvel. Within this frame, the book advocates for a disciplinary broadening of the field while - at the same time - communicating what human-robot interaction (HRI) has to offer to adjacent fields and dismantling preconceived ideas we hold about who should be entitled to shape robots and our futures with them. In this chapter, Lupetti summarizes the main frame and position of the book while providing a compass to navigate its 11 chapters, written to be a practical resource for all who design robots, not just those who are considered a “designer”

    Designing Playful HRI: Acceptability of Robots in Everyday Life through Play

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    The spread of edutainment robotics in everyday life raises new opportunities that can lead to a redefinition of the traditional game scenarios. Robots, indeed, represents a challenge for designer since allows a physical embodiment of a game character/element. These new opportunities have been analyzed in parallel with the world of childhood, its main characteristics, current topics and emerging issues. This analysis is at the basis of the Phygital Play project, a mixed-reality playground in which children can play with or against a robot. The project aims to encourage children to play physically in order to reduce sedentary behaviors, which are recently increasing accordingly to the spread of screen-based activities

    Shybo. An open-source low-anthropomorphic robot for children

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    This article presents Shybo: a novel low-anthropomorphic robot for children. The robot, resulted from the combination of open-source hardware and software, is able to perceive sounds and to react through two non-verbal behaviors: hat's movement and lighting. By taking advantage of an open- source machine-learning software, the robot can be easily trained by children. This robot can be employed in research to support human-robot interaction studies with children, for investigating perceptual aspects of robot's features or for investigating children' cognitive abilities. It can also be used for applications in educational context to support playful learning experiences

    Robots, Aesthetics, and the Heritage Context

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    The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading voices in the field. </jats:p

    Shybo. Design of a research artifact for human-robot interaction studies

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    This article discusses the role of Design Research in the field of Human-Robot Interaction (HRI). Notably, the Research through Design (RtD) approach is proposed as a valuable method to develop HRI research artefacts due to the importance of having a physical artefact, a robot, that enables direct interaction. Moreover, there is a growing interest in HRI for design methodologies as methods for investigation. Related to this, the article presents an example of a design process, focused on hands-on activities, namely sketching, 3D modelling, prototyping, and documenting. These making practices were applied to the development of Shybo, a small sound-reactive robot for children. Particular attention has been given to the five prototypes that led to the definition of the current solution. Morphological, behavioral, and interaction aspects were investigated throughout the whole process. Each phase of the design process was then documented with the intent of sharing potentially replicable practices and contributing to the understanding of the role that RtD can play in HRI

    Robot Citizenship: A Design Perspective

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    This paper suggests robot citizenship as a design perspective for attending to the sociality of humanrobot interactions (HRI) in the near future. First, we review current positions regarding robot citizenship, which we summarize as: human analogy, nonhuman analogy and socio-relationality. Based on this review, we then suggest an understanding of citizenship that stresses the socio-relational implications of the concept, and in particular its potential for rethinking the way we approach the design of robots in practice. We suggest that designing for robot citizenship (in the terms suggested by this paper) has the potential of fostering a shift from a logic of functionality to one of relationality. To illuminate the direction of this shift in design practice, we include and discuss three robot concepts designed to address and rethink present HRI challenges in the urban environment from a relational perspective

    Design for Human-Robot Acceptability: The Case of Edutainment Robotics for Children

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    This article presents a reflection about the concept of acceptability and its role in the field of human-robot interaction. Multiple acceptability models and case studies were taken into account to understand how this theme is currently addressed. Two main aspects emerge. On one hand, the main acceptability factors are usually addressed separately. On the other hand, the concept of acceptability is generally addressed in the evaluation stage of the projects. However, developing acceptable robotic solutions requires to take into account these factors as design drivers, during the whole design process. Thus, an acceptability driven approach was proposed and applied during the Robot & Gaming project, in which edutainment robots were used to design play experiences for children

    Design Research per HRI ludica. Il ruolo del Design per l'accettazione dei robot nella vita quotidiana

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    Nei prossimi anni si assisterà ad una forte crescita della Robotica di Servizio che genererà nuove sfide, soprattutto dal punto di vista dell'accettazione. In particolare, la categoria dei robot per l'intrattenimento, grazie alla sua natura giocosa, assumerà un ruolo strategico per l'interazione uomo-robot (HRI), l'accettabilità dei robot e la loro adozione. L'aspetto più interessante dei robot è la loro fisicità: questi rendono possibile la fisicizzazione dei personaggi e degli elementi anche nei giochi di natura virtuale. Per questo motivo, i robot raggiungono un alto livello di engagement. Questo aspetto deve essere preso in considerazione come una sfida per il design che può condurre allo sviluppo di modalità d'interazione innovative nel quotidiano. Quindi, come si può sfruttare la fisicità dei robot per progettare degli scenari di interazione significativi? Questa domanda offre grandi spunti progettuali. In particolare, la figura del designer, può rispondere a tale sfida spostando il focus dalla tecnologia alla creazione di valore per l'uomo. Il progetto Phygital Play è stato sviluppato sulla base di queste riflessioni, con lo scopo di definire un nuovo scenario di gioco attraverso una progettazione basata sull'uomo

    ROBOTICS IN HOME ENVIRONMENT: DIFFUSION AND ACCEPTANCE THROUGH A PARASITIC DESIGN APPROACH

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    This paper presents a concept of an edutainment robot designed to improve the quality of domestic environment. The design process reflects on the role of robotics in home context highlighting the strong sales growth of robotic vacuum cleaner. A focus on the human robot interaction (HRI) aspects drives to the adoption of a parasitic design approach: it is not necessary to design a new robot that can move, sense, elaborate and interact, but rather combine a robot able to move around (like Roomba) with an intelligent module. The design process proceeds together with the prototype developmen

    Service Robotics in educational context: generating value through design methodology

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    This paper present an overview of the design methodology applied to Service Robotic in educational context, to explore and highlight weaknesses and strenghts related to the introduction of robotic solutions in educative activities, like attending lessons. The Design assumes, in this field, a key role to the production of value for the end users, moving its analysis from the environment to single actions, linking points of view from different disciplines. Specifically, the design process leads to a proposal of robotic telepresence service, in which technological aspects are evaluated in relation to ethical issues and the aim is to propose a service concept which actually meets human needs. To find the ethical dimension of the service, the design process synthesized the operation principles of the robot and explored the spectrum of possible applications, identifying users for whom the service would bring greater benefits, that in this case are people who experience unusual and discriminatory health condition, such as disabilities or disease requiring long-term care, as in cancer patients
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