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In the last years, social robots have become a trending topic. Indeed, robots which communicate with us and mimic human behavior patterns are fascinating. However, while there is a massive body of research on their design and acceptance in different fields of application, their market potential has been rarely investigated. As their future integration in society may have a vast disruptive potential, this work aims at shedding light on the market potential, focusing on the assistive health domain. A study with 197 persons from Italy (age: M = 67.87; SD = 8.87) and Germany (age: M = 62.15; SD = 6.14) investigates cultural acceptance, desired functionalities, and purchase preferences. The participants filled in a questionnaire after watching a video illustrating some examples of social robots. Surprisingly, the individual perception of health status, social status as well as nationality did hardly influence the attitude towards social robots, although the German group was somewhat more reluctant to the idea of using them. Instead, there were significant correlations with most dimensions of the Almere model (like perceived enjoyment, sociability, usefulness and trustworthiness). Also, technology acceptance resulted strongly correlated with the individual readiness to invest money. However, as most persons consider social robots as “Assistive Technological Devices” (ATDs), they expected that their provision should mirror the usual practices followed in the two Countries for such devices. Thus, to facilitate social robots’ future visibility and adoption by both individuals and health care organisations, policy makers would need to start integrating them into official ATDs databases.
Robots and automata are key elements of every vision and forecast of life in the near and distant future. However, robots and automata also have a long history, which reaches back into antiquity. Today most historians think that one of the key roles of robots and automata was to amaze or even terrify the audience: They were designed to express something mythical, magical, and not explainable. Moreover, the visions of robots and their envisioned fields of application reflect the different societies. Therefore, this short history of robotics and (especially) anthropomorphic automata aims to give an overview of several historical periods and their perspective on the topic. In a second step, this work aims to encourage readers to reflect on the recent discussion about fields of application as well as the role of robotics today and in the future.
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.
With our society moving towards Industry 4.0, an increasing number of tasks and procedures in manual workplaces are augmented with a digital component. While the research area of Internet-of-Things focuses on combining physical objects with their digital counterpart, the question arises how the interface to human workers should be designed in such Industry 4.0 environments. The project motionEAP focuses on using Augmented Reality for creating an interface between workers and digital products in interactive workplace scenarios. In this paper, we summarize the work that has been done in the motionEAP project over the run-time of 4 years. Further, we provide guidelines for creating interactive workplaces using Augmented Reality, based on the experience we gained.
Deafblindness, a form of dual sensory impairment, signifcantly impacts communication, access to information and mobility. Inde- pendent navigation and wayfnding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic informa- tion is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an opti- mal distance of 1.5 meters from the other person to win the game. Preliminary fndings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues.
Sollen soziale Roboter Teil unserer Gesellschaft werden?
Eingebettet in eine spannende Kriminalgeschichte vermittelt der Wissenschaftscomic von Oliver Korn und Jonas Grund den aktuellen Stand und Ausblick der Wissenschaft auf Social Robots.
Die Geschichte spielt in der nahen Zukunft: In einem internationalen Projekt erforschen Wissenschaftler die Anforderungen an soziale Roboter für den Gesundheitsbereich. Kurz bevor der Prototyp eines Pflegeroboters in einer Feldstudie zum Einsatz kommt, verschwindet er spurlos. In ihrem ersten großen Fall begibt sich die junge Kommissarin Kira auf eine Reise in die Welt der Wissenschaft. Dabei lernt sie viel über soziale Roboter, KI und die Welt internationaler wissenschaftlicher Kooperationen. Immer wieder kommen kritische Stimmen zu Wort: Anti-Roboter-Aktivisten protestieren gegen Automatisierung und ein Schwinden von Menschlichkeit und Empathie. Selbst in der Familie der Kommissarin wird die mögliche Pflege älterer Menschen durch Roboter kontrovers diskutiert.
Übergreifendes Ziel ist es, über alle Altersstufen hinweg Wissen aufzubauen, damit die Vor- und Nachteile dieser neuen Technologien kontrovers, aber kenntnisreich diskutiert werden können. „Soziale Roboter – ein Science Comic“ ist ein Beitrag zu einer informierten Diskussion in den Feldern Robotik, künstliche Intelligenz, Ethik und Politik und damit auch als Lehr- und Lernmittel geeignet.
Der Comic wurde für Jugendliche und Erwachsene konzipiert und gestaltet. Insbesondere aber für jene, die bisher kaum in Berührung mit sozialen Robotern und künstlicher Intelligenz gekommen sind. Eine weitere Zielgruppe sind im Gesundheitswesen tätige Personen, denn die Betreuung und Pflege älterer Menschen gelten als einer der zukünftig wichtigsten Anwendungsbereiche für soziale Roboter.
DINA4 Hochformat, Hardcover Fadenheftung, erschienen in Deutsch und Englisch. Herausgegeben im Selbstverlag Affective & Cognitive Institute (ACI), Hochschule Offenburg
Should social robots become part of our society?
Embedded in an exciting crime story, the science comic by Oliver Korn and Jonas Grund conveys the current state and outlook of science on social robots.
The story takes place in the near future: In an international project, scientists are researching the requirements for social robots for the health sector. Shortly before the prototype of a nursing robot is used in a field study, it disappears without a trace. In her first major case, the young inspector Kira embarks on a journey into the world of science. In the process, she learns a lot about social robots, AI and the world of international scientific cooperation. Again and again, critical voices are heard: anti-robot activists protest against automation and a dwindling of humanity and empathy. Even in the Commissioner's family, the possible care of elderly people by robots is controversially discussed.
The overarching goal is to build knowledge across all age groups so that the advantages and disadvantages of these new technologies can be discussed controversially but knowledgeably. "Social Robots - a Science Comic" is a contribution to an informed discussion in the fields of robotics, artificial intelligence, ethics and politics and is thus also suitable as a teaching and learning tool.
The comic was conceived and designed for young people and adults. In particular, however, for those who have hardly come into contact with social robots and artificial intelligence so far. Another target group are people working in the health care sector, because the care and nursing of elderly people are considered to be one of the most important areas of application for social robots in the future.
DINA4 portrait format, hardcover thread stitching, published in German and English. Self-published by the Affective & Cognitive Institute (ACI), Offenburg University.
A Gamified and Adaptive Learning System for Neurodivergent Workers in Electronic Assembling Tasks
(2020)
Learning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements.
New employees are supposed to quickly understand their tasks, internal processes and familiarize with colleagues. This process is called “onboarding” and is still mainly realized by organizational methods from human resource management, such as introductory events or special employee sessions. Software tools and especially mobile applications are an innovative means to support provide onboarding processes in a modern, even remote, way. In this paper we analyze how the use of gamification can enhance onboarding processes. Firstly, we describe a mobile onboarding application specifically developed for the young, technically literate generations Y and Z, who are just about to start their career. Secondly, we report on a study with 98 students and young employees. We found that participants enjoyed the gamified application. They especially appreciated the feature “Team Bingo” which facilitates social integration and teambuilding. Based on the OCEAN personality model (“Big Five”), the personality traits agreeableness and openness revealed significant correlations with a preference for the gamified onboarding application.
Well-designed and informative product presentations can support consumers in making purchase decisions. There are plenty of facts and details about a product of interest. However, also emotions are an important aspect for the purchase decision. The unique visualization opportunities of virtual reality (VR) can give users of VR applications the feeling of being there (telepresence). The applications can intensely engage them in a flow experience, comprising the four dimensions of enjoyment, curiosity, focused attention and control. In this work, we claim that VR product presentations can create subjective product experiences for consumers and motivate them to reuse this innovative type of product presentation in the future, by immersing them in a virtual world and causing them to interact with it. To verify the conceptual model a study was conducted with 551 participants who explored a VR hotel application. The results indicate that VR product presentations evoke positive emotions among consumers. The virtual experience made potential customers focus their attention on the virtual world and aroused their curiosity about getting more information about the product in an enjoyable way. In contrast to the theoretical assumption, control did not influence the users’ behavioral intentions to reuse VR product presentation. We conclude that VR product presentations create a feeling of telepresence, which leads to a flow experience that contributes to the behavioral intention of users to reuse VR product presentations in the future.