We present the robot developed within the Hobbit project, a socially assistive service robot aiming at the challenge of enabling prolonged independent living of elderly people in their own homes. We present the second prototype (Hobbit PT2) in terms of hardware and functionality improvements following first user studies. Our main contribution lies within the description of all components developed within the Hobbit project, leading to autonomous operation of 371 days during field trials in Austria, Greece, and Sweden. In these field trials, we studied how 18 elderly users (aged 75 years and older) lived with the autonomously interacting service robot over multiple weeks. To the best of our knowledge, this is the first time a multifunctional, low-cost service robot equipped with a manipulator was studied and evaluated for several weeks under real-world conditions. We show that Hobbit’s adaptive approach towards the user increasingly eased the interaction between the users and Hobbit. We provide lessons learned regarding the need for adaptive behavior coordination, support during emergency situations, and clear communication of robotic actions and their consequences for fellow researchers who are developing an autonomous, low-cost service robot designed to interact with their users in domestic contexts. Our trials show the necessity to move out into actual user homes, as only there can we encounter issues such as misinterpretation of actions during unscripted human-robot interaction.
In this article, we present results obtained from field trials with the Hobbit robotic platform, an assistive, social service robot aiming at enabling prolonged independent living of older adults in their own homes. Our main contribution lies within the detailed results on perceived safety, usability, and acceptance from field trials with autonomous robots in real homes of older users. In these field trials, we studied how 16 older adults (75 plus) lived with autonomously interacting service robots over multiple weeks. Robots have been employed for periods of months previously in home environments for older people, and some have been tested with manipulation abilities, but this is the first time a study has tested a robot in private homes that provided the combination of manipulation abilities, autonomous navigation, and nonscheduled interaction for an extended period of time. This article aims to explore how older adults interact with such a robot in their private homes. Our results show that all users interacted with Hobbit daily, rated most functions as well working, and reported that they believe that Hobbit will be part of future elderly care. We show that Hobbit's adaptive behavior approach towards the user increasingly eased the interaction between the users and the robot. Our trials reveal the necessity to move into actual users' homes, as only there, we encounter real-world challenges and demonstrate issues such as misinterpretation of actions during non-scripted human-robot interaction. The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement No. 288146 (HOBBIT).
Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users-regardless of their programming expertise-can effectively use the tools to create and modify training scenarios in VR.
This work regards the digital representation of tangible and intangible dimensions of heritage crafts, towards craft preservation. Based on state-of-the-art digital documentation, knowledge representation and narrative creation approach are presented. Craft presentation methods that use the represented content to provide accurate, intuitive, engaging, and educational ways for HC presentation and appreciation are proposed. The proposed methods aim to contribute to HC preservation, by adding value to the cultural visit, before, and after it.
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