Alzheimer's Disease (AD) and Mild Cognitive Impairment (MCI) represent a major challenge for health systems within the aging population. New and better instruments will be crucial to assess the disease severity and progression, as well as to improve its treatment, stimulation, and rehabilitation. With the purpose of detecting, assessing and quantifying cognitive impairments like MCI or AD, several methods are employed by clinical experts. Syndrom Kurztest neuropsychological battery (SKT) is a simple and short test to measure cognitive decline as it assesses memory, attention, and related cognitive functions, taking into account the speed of information processing. In this paper, we present a decision system to embed in robot that can set up a productive interaction with a patient, and can be employed by the caregiver to motivate and support him while performing cognitive exercises as SKT. We propose two different interaction loops. First, the robot interacts with the caregiver in order to set up the mental and physical impairments of the patient and indicate a goal for the exercise. This is used to determine the desired robot behavior (human-centric or robot-centric, and preferred interaction modalities). Second, the robot interacts with the patient and adapts its actions to engage and assist him to complete the exercise. Two batches of experiments were conducted, and the results indicated that the robot can take profit of the initial interaction with the caregiver to provide
In recent years there has been an increasing interest in deploying robotic systems in public environments able to effectively interact with people. To properly work in the wild, such systems should be robust and be able to deal with complex and unpredictable events that seldom happen in controlled laboratory conditions. Moreover, having to deal with untrained users adds further complexity to the problem and makes the task of defining effective interactions especially difficult.In this work, a Cognitive System that relies on planning is extended with adaptive capabilities and embedded in a Tiago robot. The result is a system able to help a person to complete a predefined game by offering various degrees of assistance. The robot may decide to change the level of assistance depending on factors such as the state of the game or the user performance at a given time. We conducted two days of experiments during a public fair. We selected random users to interact with the robot and only for one time. We show that, despite the short-term nature of human-robot interactions, the robot can effectively adapt its way of providing help, leading to better user performances as compared to a robot not providing this degree of flexibility.
Socially assistive robots have the potential to augment and enhance therapist’s effectiveness in repetitive tasks such as cognitive therapies. However, their contribution has generally been limited as domain experts have not been fully involved in the entire pipeline of the design process as well as in the automatisation of the robots’ behaviour. In this article, we present aCtive leARning agEnt aSsiStive bEhaviouR (CARESSER), a novel framework that actively learns robotic assistive behaviour by leveraging the therapist’s expertise (knowledge-driven approach) and their demonstrations (data-driven approach). By exploiting that hybrid approach, the presented method enables in situ fast learning, in a fully autonomous fashion, of personalised patient-specific policies. With the purpose of evaluating our framework, we conducted two user studies in a daily care centre in which older adults affected by mild dementia and mild cognitive impairment (N = 22) were requested to solve cognitive exercises with the support of a therapist and later on of a robot endowed with CARESSER. Results showed that: (i) the robot managed to keep the patients’ performance stable during the sessions even more so than the therapist; (ii) the assistance offered by the robot during the sessions eventually matched the therapist’s preferences. We conclude that CARESSER, with its stakeholder-centric design, can pave the way to new AI approaches that learn by leveraging human–human interactions along with human expertise, which has the benefits of speeding up the learning process, eliminating the need for the design of complex reward functions, and finally avoiding undesired states.
Recent studies have revealed the key importance of modelling personality in robots to improve interaction quality by empowering them with social-intelligence capabilities. Most research relies on verbal and non-verbal features related to personality traits that are highly context-dependent. Hence, analysing how humans behave in a given context is crucial to evaluate which of those social cues are effective. For this purpose, we designed an assistive memory game, in which participants were asked to play the game obtaining support from an introvert or extroverted helper, whether from a human or robot. In this context, we aim to (i) explore whether selective verbal and non-verbal social cues related to personality can be modelled in a robot, (ii) evaluate the efficiency of a statistical decision-making algorithm employed by the robot to provide adaptive assistance, and (iii) assess the validity of the similarity attraction principle. Specifically, we conducted two user studies. In the human–human study (N=31), we explored the effects of helper’s personality on participants’ performance and extracted distinctive verbal and non-verbal social cues from the human helper. In the human–robot study (N=24), we modelled the extracted social cues in the robot and evaluated its effectiveness on participants’ performance. Our findings showed that participants were able to distinguish between robots’ personalities, and not between the level of autonomy of the robot (Wizard-of-Oz vs fully autonomous). Finally, we found that participants achieved better performance with a robot helper that had a similar personality to them, or a human helper that had a different personality.
Introduction. Every 3 seconds someone develops dementia worldwide. Brain-training exercises, preferably involving also physical activity, have shown their potential to monitor and improve the brain function of people affected by Alzheimer Disease (AD) or Mild Cognitive Impairment (MCI). Objectives. This paper presents a cognitive robotic system designed to assist mild dementia patients during brain-training sessions of sorting tokens, an exercise inspired by the Syndrom KurzTest neuropsychological test (SKT). Methods. The system is able to perceive, learn and adapt to the user's behaviour and is composed of two main modules. The adaptive module based on representing the human-robot interaction as a planning problem, that can adapt to the user performance offering different encouragement and recommendation actions using both verbal and gesture communication in order to minimize the time spent to solve the exercise. As safety is a very important issue, the cognitive system is enriched with a safety module that monitors the possibility of physical contact and reacts accordingly. Results. The cognitive system is presented as well as its embodiment in a real robot. Simulated experiments are performed to i) evaluate the adaptability of
Collecting data in Human-Robot Interaction for training learning agents might be a hard task to accomplish. This is especially true when the target users are older adults with dementia since this usually requires hours of interactions and puts quite a lot of workload on the user. This paper addresses the problem of importing the Personas technique from HRI to create fictional patients' profiles. We propose a Persona-Behaviour Simulator tool that provides, with high-level abstraction, user's actions during an HRI task, and we apply it to cognitive training exercises for older adults with dementia. It consists of a Persona Definition that characterizes a patient along four dimensions and a Task Engine that provides information regarding the task complexity. We build a simulated environment where the high-level user's actions are provided by the simulator and the robot initial policy is learned using a Q-learning algorithm. The results show that the current simulator provides a reasonable initial policy for a defined Persona profile. Moreover, the learned robot assistance has proved to be robust to potential changes in the user's behaviour. In this way, we can speed up the fine-tuning of the rough policy during the real interactions to tailor the assistance to the given user. We believe the presented approach can be easily extended to account for other types of HRI tasks; for example, when input data is required to train a learning algorithm, but data collection is very expensive or unfeasible. We advocate that simulation is a convenient tool in these cases.
In recent years, the rapid ageing of the population, a longer life expectancy and elderly people’s desire to live independently are social changes that put pressure on healthcare systems. This context is boosting the demand for companion and entertainment social robots on the market and, consequently, producers and distributors are interested in knowing how these social robots are accepted by consumers. Based on technology acceptance models, a parsimonious model is proposed to estimate the intention to use this new advanced social robot technology and, in addition, an analysis is performed to determine how consumers’ gender and rational thinking condition the precedents of the intention to use. The results show that gender differences are more important than suggested by the literature. While women gave greater social influence and perceived enjoyment as the main motives for using a social robot, in contrast, men considered their perceived usefulness to be the principal reason and, as a differential argument, the ease of use. Regarding the reasoning system, the most significant differences occurred between heuristic individuals, who stated social influence as the main reason for using a robot, and the more rational consumers, who gave ease of use as a differential argument.
The Covid-19 pandemic has stimulated the use of social robots in front-office services. However, some initial applications yielded disappointing results, as managers were unaware of the level of development of the robots’ artificial intelligence systems. This study proposes to adapt the Almere model to estimate the technological acceptance of service robots, which express their gender and personality, whilst assisting consumers. A 2 × 2 (two genders vs. two personalities) between-subjects experiment was conducted with 219 participants. Model estimation with Structural Equation Modelling confirmed seven out of eight hypotheses, and all four scenarios were estimated with Ordinary Least Squares, showing that robot gender and personality affected their technological acceptance.
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