Robots are becoming an integral component of our society and have great potential in being utilized as an educational technology. To promote a deeper understanding of the area, we present a review of the field of robots in education. Several prior ventures in the area are discussed (post-2000) with the help of classification criteria. The dissecting criteria include domain of the learning activity, location of the activity, the role of the robot, types of robots and types of robotic behaviour. Our overview shows that robots are primarily used to provide language, science or technology education and that a robot can take on the role of a tutor, tool or peer in the learning activity. We also present open questions and challenges in the field that emerged from the overview. The results from our overview are of interest to not only researchers in the field of human-robot interaction but also administration in educational institutes who wish to understand the wider implications of adopting robots in education.
Background Many countries across the globe have released their own COVID-19 contact tracing apps. This has resulted in the proliferation of several apps that used a variety of technologies. With the absence of a standardized approach used by the authorities, policy makers, and developers, many of these apps were unique. Therefore, they varied by function and the underlying technology used for contact tracing and infection reporting. Objective The goal of this study was to analyze most of the COVID-19 contact tracing apps in use today. Beyond investigating the privacy features, design, and implications of these apps, this research examined the underlying technologies used in contact tracing apps. It also attempted to provide some insights into their level of penetration and to gauge their public reception. This research also investigated the data collection, reporting, retention, and destruction procedures used by each of the apps under review. Methods This research study evaluated 13 apps corresponding to 10 countries based on the underlying technology used. The inclusion criteria ensured that most COVID-19-declared epicenters (ie, countries) were included in the sample, such as Italy. The evaluated apps also included countries that did relatively well in controlling the outbreak of COVID-19, such as Singapore. Informational and unofficial contact tracing apps were excluded from this study. A total of 30,000 reviews corresponding to the 13 apps were scraped from app store webpages and analyzed. Results This study identified seven distinct technologies used by COVID-19 tracing apps and 13 distinct apps. The United States was reported to have released the most contact tracing apps, followed by Italy. Bluetooth was the most frequently used underlying technology, employed by seven apps, whereas three apps used GPS. The Norwegian, Singaporean, Georgian, and New Zealand apps were among those that collected the most personal information from users, whereas some apps, such as the Swiss app and the Italian (Immuni) app, did not collect any user information. The observed minimum amount of time implemented for most of the apps with regard to data destruction was 14 days, while the Georgian app retained records for 3 years. No significant battery drainage issue was reported for most of the apps. Interestingly, only about 2% of the reviewers expressed concerns about their privacy across all apps. The number and frequency of technical issues reported on the Apple App Store were significantly more than those reported on Google Play; the highest was with the New Zealand app, with 27% of the reviewers reporting technical difficulties (ie, 10% out of 27% scraped reviews reported that the app did not work). The Norwegian, Swiss, and US (PathCheck) apps had the least reported technical issues, sitting at just below 10%. In terms of usability, many apps, such as those from Singapore, Australia, and Switzerland, did not provide the users with an option to sign out from their apps. Conclusions This article highlighted the fact that COVID-19 contact tracing apps are still facing many obstacles toward their widespread and public acceptance. The main challenges are related to the technical, usability, and privacy issues or to the requirements reported by some users.
In this article, we present an emotion and memory model for a social robot. The model allowed the robot to create a memory account of a child’s emotional events over four individual sessions. The robot then adapted its behaviour based on the developed memory. The model was applied on the NAO robot to teach vocabulary to children while playing the popular game ‘Snakes and Ladders’. We conducted an exploratory evaluation of our model with 24 children at a primary school for 2 weeks to verify its impact on children’s long-term social engagement and overall vocabulary learning. Our preliminary results showed that the behaviour generated based on our model was able to sustain social engagement. In addition, it also helped children to improve their vocabulary. We also evaluated the impact of the positive, negative and neutral emotional feedback of the NAO robot on children’s vocabulary learning. Three groups of children (eight per group) interacted with the robot on four separate occasions over a period of 2 weeks. Our results showed that the condition where the robot displayed positive emotional feedback had a significantly positive effect on the child’s vocabulary learning performance as compared to the two other conditions: negative feedback and neutral feedback.
In this paper, we report on the design and evaluation of a tabletop game especially created for senior citizens. The game is intended to provide leisure and fun and is played with four players on an augmented tabletop. It evolved from existing games and rules that are popular and familiar amongst senior citizens. Several aspects that are part of the gaming experience, such as immersion, flow, affect and, challenge, were assessed experimentally. The gaming experience was measured relatively by subjectively comparing user reactions across two sessions, one using a conventional board game and another using a digital tabletop version of the same game. Our results indicate that senior citizens found the tabletop version of the game to be more immersive and absorbing. We also discuss some implications to tabletop game design that can be deduced from the qualitative feedback provided by our participants.
Self-monitoring is the cornerstone of many health and wellness persuasive interventions. However, applications designed to promote health and wellness that use this strategy have recorded varying degrees of success. In this study, we investigated why the self-monitoring strategy might work in some contexts and fail in others. We conducted a series of large-scale studies, with a total of 1768 participants, to explore the strengths and weaknesses of the self-monitoring strategy. Our results uncover important strengths and weaknesses that could facilitate or hinder the effectiveness of self-monitoring to promote the health and wellness of its users. The strengths include its tendency to reveal problem behaviours, provide real and concrete information, foster reflection, make people accept responsibility, create awareness and raise users’ consciousness about their health and wellness. Some of the weaknesses include its tendency to provoke health disorder, be tedious and boring. We contribute to the digital health community by offering design guidelines for operationalising self-monitoring to overcome its weaknesses and amplify its strengths.
Background: Despite an alarming rise in the global prevalence of dementia, the available modalities for improving cognition and mental wellbeing of dementia patients remain limited. Environmental enrichment is an experimental paradigm that has shown promising anti-depressive and memory-enhancing effects in pre-clinical studies. However, its clinical utility has remained limited due to the lack of effective implementation strategies. Objective: The primary objective of this study was to evaluate the usability (tolerability and interactivity) of a long-term virtual reality (VR)- based environmental enrichment training program in older adults with mild cognitive impairment (MCI) and mild dementia. A secondary objective was to assess the effect of VR-based environmental enrichment on stabilization of cognitive functioning and improvement of mental wellbeing in older adults with MCI and mild dementia. Methods: A total of seven participants (four patients with MCI and three with mild dementia) received biweekly VR-based environmental enrichment over a course of 6 months. The tolerability and interactivity of the participants in the VR training was serially assessed via virtual reality sickness questionnaire (VRSQ) and recording of input-error ratio. Cognitive functioning was assessed through Montreal cognitive assessment (MoCA) before and after the study. Mental wellbeing was assessed through Warwick-Edinburgh Mental Well Being Scale (WEMWBS). Results: VR-based environmental enrichment was well-tolerated by the patients with significant decrease in VRSQ scores (p < 0.01) and input-error ratio (p < 0.001) overtime. VR training was also effective in stabilization of MoCA scores over the course of therapy (non-significant difference in the MoCA scores before and after the therapy) and was associated with a trend (p < 0.1) towards improvement in WEMWBS scores between the first and the last assessments. Qualitative observations by the care-givers further corroborated a noticeable improvement in mental wellbeing of patients. Conclusions: This pilot study shows that VR can be a feasible, tolerable, and potentially effective tool in long-term support of older adults with MCI and mild dementia.
Alone or togetherShahid, S.; Krahmer, E.J.; Swerts, M.G.J. Published in: Fun and Games Document version:Publisher's PDF, also known as Version of record General rightsCopyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights.-Users may download and print one copy of any publication from the public portal for the purpose of private study or research -You may not further distribute the material or use it for any profit-making activity or commercial gain -You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright, please contact us providing details, and we will remove access to the work immediately and investigate your claim. Abstract. In this paper, we investigate the influence of physical co-presence on the emotional expressions of game playing children. We show that the emotional response of children belonging to different age groups and different cultural backgrounds varies when they play a game alone or together with their friends. A simple but quite effective number guessing game was developed to use as a tool for inducing emotions in an ethical way, which was played by Pakistani and Dutch individuals and pairs. The audiovisual emotional data thus collected was used in two perception tests in which Dutch viewers observed and classified the emotional response of Pakistani and Dutch children. Results show that the correct classification in both cultures is higher for children playing games in pairs, thus children in pairs are more expressive than individuals. Furthermore, both Pakistani individuals and pairs are more expressive than Dutch ones.
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