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The work brings a new perspective to the sensorial design of embodied experiences which is based on "material perception" and haptic metaphors, and highlights potential opportunities opened by haptic clothing to change body-perception.Dramatic cost savings, safety improvements and accelerated nuclear decommissioning are all possible through the application of robotic solutions. Remotely-controlled systems with modern sensing capabilities, actuators and cutting tools have the potential for use in extremely hazardous environments, but operation in facilities used for handling radioactive material presents complex challenges for electronic components. We present a methodology and results obtained from testing in a radiation cell in which we demonstrate the operation of a robotic arm controlled using modern electronics exposed at 10 Gy/h to simulate radioactive conditions in the most hazardous nuclear waste handling facilities.As social robots continue to show promise as assistive technologies, the exploration of appropriate and impactful robot behaviors is key to their eventual success. Teens are a unique population given their vulnerability to stress leading to both mental and physical illness. Much of teen stress stems from school, making the school environment an ideal location for a stress reducing technology. The goal of this mixed-methods study was to understand teens' operation of, and responsiveness to, a robot only capable of movement compared to a robot only capable of speech. Stemming from a human-centered approach, we introduce a Participatory Wizard of Oz (PWoz) interaction method that engaged teens as operators, users, and witnesses in a uniquely transparent interaction. In this paper, we illustrate the use of the PWoz interaction method as well as how it helps identify engaging robot interactions. Using this technique, we present results from a study with 62 teens that includes details of the complexity of teen stress and a significant reduction in negative attitudes toward robots after interactions. We analyzed the teens' interactions with both the verbal and non-verbal robots and identified strong themes of (1) authenticity, (2) empathy, (3) emotional engagement, and (4) imperfection creates connection. Finally, we reflect on the benefits and limitations of the PWoz method and our study to identify next steps toward the design and development of our social robot.The aim of this study was to assess what drives gender-based differences in the experience of cybersickness within virtual environments. In general, those who have studied cybersickness (i.e., motion sickness associated with virtual reality [VR] exposure), oftentimes report that females are more susceptible than males. As there are many individual factors that could contribute to gender differences, understanding the biggest drivers could help point to solutions. Two experiments were conducted in which males and females were exposed for 20 min to a virtual rollercoaster. In the first experiment, individual factors that may contribute to cybersickness were assessed via self-report, body measurements, and surveys. Cybersickness was measured via the simulator sickness questionnaire and physiological sensor data. Interpupillary distance (IPD) non-fit was found to be the primary driver of gender differences in cybersickness, with motion sickness susceptibility identified as a secondary driver. Females whose IPD could not be properly fit to the VR headset and had a high motion sickness history suffered the most cybersickness and did not fully recover within 1 h post exposure. A follow-on experiment demonstrated that when females could properly fit their IPD to the VR headset, they experienced cybersickness in a manner similar to males, with high cybersickness immediately upon cessation of VR exposure but recovery within 1 h post exposure. Taken together, the results suggest that gender differences in cybersickness may be largely contingent on whether or not the VR display can be fit to the IPD of the user; with a substantially greater proportion of females unable to achieve a good fit. VR displays may need to be redesigned to have a wider IPD adjustable range in order to reduce cybersickness rates, especially among females.Underwater robots are nowadays employed for many different applications; during the last decades, a wide variety of robotic vehicles have been developed by both companies and research institutes, different in shape, size, navigation system, and payload. While the market needs to constitute the real benchmark for commercial vehicles, novel approaches developed during research projects represent the standard for academia and research bodies. An interesting opportunity for the performance comparison of autonomous vehicles lies in robotics competitions, which serve as an useful testbed for state-of-the-art underwater technologies and a chance for the constructive evaluation of strengths and weaknesses of the participating platforms. In this framework, over the last few years, the Department of Industrial Engineering of the University of Florence participated in multiple robotics competitions, employing different vehicles. In particular, in September 2017 the team from the University of Florence took part in the European Robotics League Emergency Robots competition held in Piombino (Italy) using FeelHippo AUV, a compact and lightweight Autonomous Underwater Vehicle (AUV). Despite its size, FeelHippo AUV possesses a complete navigation system, able to offer good navigation accuracy, and diverse payload acquisition and analysis capabilities. This paper reports the main field results obtained by the team during the competition, with the aim of showing how it is possible to achieve satisfying performance (in terms of both navigation precision and payload data acquisition and processing) even with small-size vehicles such as FeelHippo AUV.Path planning is general problem of mobile robots, which has special characteristics when applied to marine applications. In addition to avoid colliding with obstacles, in marine scenarios, environment conditions such as water currents or wind need to be taken into account in the path planning process. In this paper, several solutions based on the Fast Marching Method are proposed. https://www.selleckchem.com/products/disodium-phosphate.html The basic method focus on collision avoidance and optimal planning and, later on, using the same underlying method, the influence of marine currents in the optimal path planning is detailed. Finally, the application of these methods to consider marine robot formations is presented.Emotional deception and emotional attachment are regarded as ethical concerns in human-robot interaction. link2 Considering these concerns is essential, particularly as little is known about longitudinal effects of interactions with social robots. We ran a longitudinal user study with older adults in two retirement villages, where people interacted with a robot in a didactic setting for eight sessions over a period of 4 weeks. The robot would show either non-emotive or emotive behavior during these interactions in order to investigate emotional deception. Questionnaires were given to investigate participants' acceptance of the robot, perception of the social interactions with the robot and attachment to the robot. Results show that the robot's behavior did not seem to influence participants' acceptance of the robot, perception of the interaction or attachment to the robot. Time did not appear to influence participants' level of attachment to the robot, which ranged from low to medium. The perceived ease of using the robot significantly increased over time. These findings indicate that a robot showing emotions-and perhaps resulting in users being deceived-in a didactic setting may not by default negatively influence participants' acceptance and perception of the robot, and that older adults may not become distressed if the robot would break or be taken away from them, as attachment to the robot in this didactic setting was not high. However, more research is required as there may be other factors influencing these ethical concerns, and support through other measurements than questionnaires is required to be able to draw conclusions regarding these concerns.Most collaborative tasks require interaction with everyday objects (e.g., utensils while cooking). Thus, robots must perceive everyday objects in an effective and efficient way. This highlights the necessity of understanding environmental factors and their impact on visual perception, such as illumination changes throughout the day on robotic systems in the real world. In object recognition, two of these factors are changes due to illumination of the scene and differences in the sensors capturing it. In this paper, we will present data augmentations for object recognition that enhance a deep learning architecture. We will show how simple linear and non-linear illumination models and feature concatenation can be used to improve deep learning-based approaches. The aim of this work is to allow for more realistic Human-Robot Interaction scenarios with a small amount of training data in combination with incremental interactive object learning. This will benefit the interaction with the robot to maximize object learning for long-term and location-independent learning in unshaped environments. With our model-based analysis, we showed that changes in illumination affect recognition approaches that use Deep Convolutional Neural Network to encode features for object recognition. Using data augmentation, we were able to show that such a system can be modified toward a more robust recognition without retraining the network. Additionally, we have shown that using simple brightness change models can help to improve the recognition across all training set sizes.Natural language is inherently a discrete symbolic representation of human knowledge. Recent advances in machine learning (ML) and in natural language processing (NLP) seem to contradict the above intuition discrete symbols are fading away, erased by vectors or tensors called distributed and distributional representations. However, there is a strict link between distributed/distributional representations and discrete symbols, being the first an approximation of the second. link3 A clearer understanding of the strict link between distributed/distributional representations and symbols may certainly lead to radically new deep learning networks. In this paper we make a survey that aims to renew the link between symbolic representations and distributed/distributional representations. This is the right time to revitalize the area of interpreting how discrete symbols are represented inside neural networks.Self-folding technologies have been studied by many researchers for applications to various engineering fields. Most of the self-folding methods that use the physical properties of materials require complex preparation, and usually take time to complete. In order to solve these problems, we focus on the elasticity of a material, and propose a model for forming a 3D structure using its characteristics. Our proposed model achieves high-speed and high-precision self-folding with a simple structure, by attaching rigid frames to a stretchable elastomer. The self-folded structure is applied to introduce a self-assembled actuator by exploiting a dielectric elastomer actuator (DEA). We develop the self-assembled actuator driven with the voltage application by attaching stretchable electrodes on the both side of the elastomer. We attempt several experiments to investigate the basic characteristics of the actuator. We also propose an application of the self-assembled actuator as a gripper based on the experimental results.
Homepage: https://www.selleckchem.com/products/disodium-phosphate.html
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