1,721,913 research outputs found

    DE-ENIGMA: Multimodal Human-Robot Interaction for Teaching and Expanding Social Imagination in Autistic Children

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    Autism affects children in many ways, particularly their communication and interaction skills. They can have difficulties recognizing and understanding people’s behaviors and expressing their own emotions. Conventionally, foundational skills such as emotion recognition are taught face to face with an adult. The EU-funded project DE-ENIGMA (https://de-enigma.eu/) aimed at revolutionizing autism therapy by offering robust, context-sensitive, multimodal, and naturalistic human–robot interaction (HRI) aimed at enhancing the social imagination skills of children on the autism spectru

    Virtual Reality in Telemedicine

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    Virtual Reality (VR) can be considered as the leading edge of a general evolution of present communication interfaces involving the television, computer and telephone. Main characteristic of this evolution is the full immersion of the human sensorimotor channels into a vivid and global communication experience. Since telemedicine is principally focusing on transmitting medical information, VR has the potential to enhance this function. Particularly VR can be used in telemedicine as an advanced communication interface, which enables a more intuitive mode of interacting with information, and as a flexible environment that enhances the feeling of physical presence during the interaction. In this chapter, the state of the art in VR-based telemedicine applications is described. This technology is now used in remote or augmented surgery, and surgical training, which are critically dependent upon eye-hand coordination. Recently, however, different researchers have tried to use virtual environments (VEs) in medical visualization and for the assessment and rehabilitation in neuro-psychology. The chapter also discusses technological, ergonomical and human factor issues and specific guidelines are presented for expanding the use of VR in telemedicine

    Virtual Reality as telemedicine tool: technology, ergonomics and actual applications

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    This paper surveys the state of the art in telemedicine applications of virtual environments (VEs) and related technologies for health care. The possible use of VEs as telemedicine tool has attracted much interest in medicine. Actually this technology is commonly used in remote or augmented surgery, and surgical training, which are critically dependent upon eye-hand coordination. Recently, however, different researchers have tried to use VEs in anatomic learning and for the assessment and rehabilitation in neuro-psychology. To date, such applications have improved the quality of health care, and later they will lead to substantial cost savings. Tools that respond to the needs of present VE systems are being refined or developed. However, the possible use of VEs in telemedicine is not linked to the solution of technical problems only. In fact telemedicine is not simply a technology but a complex process whose successful exploitation needs significant attention to ergonomics, human factors and organizational changes in the structure of the relevant health service

    REELER: Responsible Ethical Learning with Robotics

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    Robots can now be found in numerous professional sectors. In health care for example, robotic applications are used to monitor patients, alert nurses, and dispense medication. They can also assist in surgery and facilitate rehabilitation. Robotic exoskeletons can help patients with spinal injuries to walk again. However, few empirical studies have been made in how roboticists' visions may differ from users/affected stakeholders' needs and concerns with these pervasive and radical changes. The REELER EU project (https://reeler.eu/), involving four European partners from the fields of anthropology, learning, robotics, philosophy, and economy, aims at aligning roboticists' visions of a future with robots with empirically based knowledge of human needs and societal concerns

    Moral and Legal Autonomy in the Era of Artificial Intelligence

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    The ethical principle of autonomy is one of the core principles in the field of applied ethics, from bioethics to ethics of artificial intelligence (AI). In this paper, we pursue an ethical inquiry into how AI systems can affect human autonomy according to a moral and legal perspective, that is, both in its moral dimension (as implicit endorsement) as well as in its legal one (as explicit consent). More specifically, after having defined the concept of individual autonomy from a moral and juridical standpoint as the human normative power of self-determination both in the moral sphere and in the legal one, and thus, better substantiating the AI ethics principle of autonomy as currently adopted in the field, we show how the design of novel AI systems, such as machine-learning and deep-learning algorithms, that widely rule the functioning of digital information and communication technology (ICT), can negatively affect both the preconditions of our moral and legal autonomy, by suspending intrinsic consent that individuals can express in order to endorse external information as a true motive of their choices and actions, as well as bypassing the legal conditions for a valid consent, as the external manifestation of the individual legal autonomy. We conclude by highlighting the ethical implications and risks of such phenomenon and proposing ethical and legal design practices to prevent or mitigate them

    Being there : the experience of presence in mediated environments

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    Presence, the experience of ‘being there’ in a mediated environment, has become closely associated with VR and other advanced media. Different types of presence are discussed, including physical presence, social presence, and co-presence. Fidelity-based approaches to presence research emphasize the fact that as media become increasingly interactive, perceptually realistic, and immersive, the experience of presence becomes more convincing. In addition, the ecological-cultural approach is described, pointing out the importance of the possibility of action in mediated environments, as well as the role that a common cultural framework plays in engendering a sense of presence. In particular for multi-user or collaborative virtual environments (CVEs), processes of negotiation and community creation need to be supported by the CVE design to enable communication and the creation of a social context within the CVE
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