Robot Play for All
Developing Toys and Games for Disability
- 2022
- Book
- Authors
- Andrea Bonarini
- Serenella Besio
- Book Series
- Research for Development
- Publisher
- Springer International Publishing
About this book
This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress.
This book presents a framework for the design of playful activities with robots, developed over 20 years’ experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role.
Table of Contents
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Frontmatter
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Chapter 1. Introduction
Andrea Bonarini, Serenella BesioThe chapter delves into the intersection of robots and play, focusing on the potential of robots to enhance play activities for children with disabilities. It highlights the need for a multidisciplinary approach that combines insights from psychology, education, and technology to create meaningful and inclusive play experiences. The authors discuss the background of play research, the challenges faced by children with disabilities, and the innovative solutions offered by robots. They also present a framework for designing playful robot activities, drawing on examples from both market products and research prototypes. Additionally, the chapter addresses ethical, social, and psychological considerations related to the use of robots in play activities. Throughout, the text emphasizes the importance of play as a context for development and rehabilitation, and the unique opportunities that robots present in this domain.AI Generated
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AbstractWhat is the role of robots in defining playing activities, and in particular playing activities for all, where persons with different abilities can play and interact with each other thanks to the presence of a robot? Play is one of the basic activities people and most animals use to develop abilities and skills. The aim of this book is to frame the relevant aspects of playing with robots so as to provide foundations for a structured analysis of what has been so far presented in literature and experimented, and for an informed design of the huge amount of new playing experiences that could be implemented. -
Inclusive Play
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Frontmatter
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Chapter 2. Play and Games
Serenella BesioThe chapter 'Play and Games' delves into the complex and enduring topic of play, tracing its historical roots and exploring its significance across different cultures and time periods. It discusses the various disciplines that have studied play, including anthropology, neuroscience, and psychology, each offering unique insights into its nature and functions. The chapter highlights the evolution of play theories, from early interpretations to contemporary understandings, and emphasizes the role of play in human development and socialization. Additionally, it examines the cultural and geographical variations in play activities and their implications for understanding human behavior and societal norms. The chapter also touches on the importance of play in education and child development, drawing on the work of prominent theorists such as Piaget and Vygotsky. Overall, the chapter provides a rich and engaging exploration of play, arousing interest in its multifaceted dimensions and its enduring relevance in human life.AI Generated
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AbstractWhat is play? Philosophers, psychologists, sociologists, designers, and computer scientists have given definitions trying to capture the essence of this activity that has been recognized as an essential component of the development process of people (and animals). We present the different definitions and the different types of playful activities and games, as they have been classified, along different dimensions, in structured frameworks. We put in evidence the role of play in the people development process and the accessibility conditions of each type of play activity. -
Chapter 3. Play and Disabilities
Serenella BesioThe chapter delves into the significance of play for children with disabilities, emphasizing their right to play as enshrined in international conventions. It discusses the challenges these children face due to their disabilities and the need for playful activities tailored to their specific needs. The text also explores the various types of play and the environmental and personal factors that influence a child's ability to engage in play. Additionally, it highlights the importance of inclusive play environments and the role of adults in facilitating play activities for children with disabilities. The chapter concludes by emphasizing the need for further research and intervention in this area to ensure that all children, regardless of their abilities, have the opportunity to play and develop.AI Generated
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AbstractThe UN Convention on Children’s Rights has stated the right to play for any children, including children with disabilities. For them, play possibilities may be affected by not only the lack of tools to play with, considering the specific impairments, but also by the need for the presence of peers and caregivers to play with. Above all, their right to play may be denied by the unavailability of adequate play contexts, lack of methodological knowledge as well as unawareness of the importance of play. Not only children with disabilities but also adults with developmental disorders often do not have access to play, while play may have a relevant role in their life, as for everybody. Playful activities may improve the motivation to participate in therapies since play is an intrinsic need for everybody. Moreover, play for the sake of play, independently from therapeutic protocols, may make interesting aspects emerging, as well as functional evolution. Appropriate design of playful activities may obtain important improvements but needs to consider the different impairments. In this chapter, we motivate the need of play for everybody, we review how the different types of play may find obstacles in the different types of impairments and we discuss how these obstacles could be removed.
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Playing Robots
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Frontmatter
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Chapter 4. Playful Robots
Andrea BonariniThe chapter 'Playful Robots' delves into the formal definitions of robots by major normative institutes like ISO and IEEE, highlighting their importance in both controlled and free environments. It discusses various robot roles such as automated, semi-autonomous, fully autonomous, and tele-operated robots, and their applications in play activities. The chapter also explores the significance of a robot's physical body, including shape, size, color, and material, and how these factors influence play interactions. Furthermore, it discusses the types of actuators and sensors that enable robots to interact with players, and the importance of animacy and emotional expression in making robots engaging and believable. The chapter concludes with considerations on the cost of robots and the potential for affordable, playful robot solutions.AI Generated
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AbstractWhat is a robot, how can it be designed considering sensor and actuator possibilities, materials, shape, and control? How can it operate in the unstructured world that it should face when interacting with people? The definitions of robot given by international agencies (ISO, IEEE) open a wide spectrum of possibilities for the implementation of robotic devices, that go beyond the classical mental images that we may have of robots, and get closer to what entertainment producers are proposing in the last seventy years, since electronics has reached the reliability and costs compatible with this mass market. What is important to consider in the design of a robot able to play with people with different abilities in an inclusive way? We discuss different aspects of the development of playing robots, from the ones related to physical aspects, such as shape, external appearance, dimension, material, to the ones enabling functionalities, such as sensors and actuators, and to the ones related to data elaboration and behaviour definition, including adaptation to the human player, a relevant aspect when interacting with people that may exhibit a wide range of possibly unexpected reactions. The final aim for a playing robot is to produce a feeling of animacy, which makes the robot a companion to play with. The goal of this chapter is to provide an insight about the set of tools that could be used to implement playful robots. -
Chapter 5. Robots and Play Activities
Andrea BonariniThis chapter delves into the role of robots in play activities, highlighting their potential to engage and support players, particularly those with disabilities. It discusses the principles of flow theory and how robots can be designed to bring players into a state of complete absorption and enjoyment. The text explores different types of play, such as practice play, symbolic play, constructive play, and play with rules, and how robots can be integrated into these activities. It also addresses the challenges of designing play activities that are engaging and adaptable to the abilities and moods of all players. Additionally, the chapter considers the market aspects of play experiences with robots, discussing the differences between market-ready products and research prototypes. Throughout, the text emphasizes the importance of designing play activities that are accessible, enjoyable, and beneficial for all participants.AI Generated
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AbstractHow play activities could be structured when a robot is involved and why? What is working and what it is not in a robotic playing activity, not only for persons with disabilities but also for normally developed people? The accent is on physical games, where autonomous robots can move, act autonomously, and become effective game companions. We present issues related to the type of movement, and in general the use of actuators, which should be carefully designed to engage the specific player in an interesting activity. In free play, the robot should be interesting and propose activities that could match the abilities of the player, while in structured games, it should also be able to comply with the game rules, and to adapt abilities to produce behaviours that could keep any player in the state of flow. We analyze the role of robots in the type of play and the contexts related to the different disabilities introduced in Chap. 3, providing a conceptual framework that could be used to analyze the examples that will be presented in the third part of this book. We discuss how it is possible to obtain a playful robot at a cost compatible with the market, overcoming the intrinsic limitations that may come from imperfect sensors and actuators. Robot and game design should interact to originate play situations that can be perceived as appropriate and engaging, also when the available technology cannot achieve the performance that we may like to have. -
Chapter 6. The Role of Robots in Play Activities for Persons with Disabilities
Andrea BonariniThe chapter delves into the transformative potential of robots in play activities for individuals with disabilities. It begins by emphasizing the need for inclusive robotic play, designed to match specific needs rather than providing one-size-fits-all solutions. The text then categorizes disabilities and suggests corresponding accessibility and playability conditions. For individuals with physical impairments, the chapter discusses robots that facilitate manipulation, mobility, and social interaction. It also explores how robots can be adapted for people with intellectual disabilities, including those on the autism spectrum, by considering their unique sensory and cognitive needs. Additionally, the chapter addresses sensor disabilities, such as visual and auditory impairments, and how robots can be designed to enhance play experiences for these individuals. The chapter also touches on the importance of data collection and usability in robot-assisted play, providing a holistic view of the subject. Throughout, the chapter offers practical examples and guidelines, making it a valuable resource for professionals seeking to integrate robots into play activities for persons with disabilities.AI Generated
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AbstractHow could robots play in inclusive, physical games? Issues and opportunities are introduced in this chapter. A robot is different from a simple toy, since it can produce its own reactions, and, possibly, take initiatives. This ability provides a new dimension to the use of the play instrument, which does not require the creative act of inventing a kind of pretended interaction, or the cognitive load of following game rules, but enables the engagement in a relationship with an active object. This may be easier than playing with inanimate toys, and reassuring, for instance, for people affected by neuro-developmental disorders. Moreover, it gives the possibility to play autonomously, without the need for assistance, and, possibly, to play with companions. Independent play is an important achievement for persons with disabilities. It may be also possible to provide the robot with sensors that can collect data about play that may be used to objectively assess the progress of the players. We discuss in this chapter what can be the role of a robot in inclusive play, and what are the requirements to obtain a successful experience.
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Experiences with Playing Robots
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Frontmatter
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Chapter 7. Existing Robotic Toys
Andrea BonariniThis chapter delves into the fascinating world of robotic toys, tracing their evolution from early pet-like robots to advanced autonomous robots. It categorizes these toys into pets, tele-controlled, tele-operated, programmable, button-operated, robotic assembly, and autonomous robots. Each category is analyzed for its potential in play activities designed to benefit individuals with special needs. The chapter highlights how these robots can enhance cognitive and motor skills, foster social interactions, and provide therapeutic benefits. It also explores the challenges and opportunities in adapting these toys for diverse abilities, making it a valuable resource for professionals seeking to integrate robotics into therapeutic and educational settings.AI Generated
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AbstractIn this chapter, we present some of the categories of robots that the market is presently offering to play with, and what it is possible to do with commercial robotic toys, including the toys that are not presented as robots, but actually comply with the definitions given in Chap. 4. Millions of robotic toys reach our homes every year. The framework defined in Chap. 4 drives the analysis of categories of robotic toys, their features, and their possible limitations to be used for inclusive play. -
Chapter 8. Experimental Robots
Andrea BonariniThe chapter 'Experimental Robots' delves into the use of robots for playful interventions with individuals with disabilities, emphasizing the importance of robots' physical interactions and categorizing play activities into 'play for the sake of play' and 'structured play'. It discusses various robotic systems and their applications, including robots like Teo and Skunky, which engage users in free and structured play activities. The chapter also explores the evaluation of outcomes and play activities, highlighting the need for clinical assessment and benchmarks. Notably, it emphasizes the challenges and potential of using robots to alleviate anxiety and improve social skills in individuals with disabilities.AI Generated
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AbstractThis chapter analyses, according to the presented framework, playful robots developed in research labs in the world and at Politecnico di Milano AI and Robotics Lab. In most cases, these have not reached the market nor development levels that could bring them to the real users in a real setting without the presence of the developers, but they have been used in experiments limited to labs or few, selected care centres or schools. However, it is interesting to analyse these experiences to understand what kind of playful activities have been explored, how these have been evaluated, what kind of outcomes have been obtained, and what kind of technologies have been used, since they trace the directions that are bringing to the next future products. At the end of the chapter, the scenarios to bring these innovative products to the market are analysed. These include the evaluation of effectiveness of this technology, and of the different characteristics that should be taken into account, such as playability, playfulness, accessibility, and usability. -
Chapter 9. Ethical, Social, and Psychological Issues
Andrea BonariniThe chapter delves into the ethical, social, and psychological issues associated with the introduction of autonomous robots in society, particularly in play contexts. It begins by defining 'roboethics' and discussing the ethical principles that guide the design and use of robots. The text then focuses on physical safety, emphasizing the importance of intrinsically safe robot designs and the management of potential misuse. Cognitive safety and social issues are also explored, highlighting the importance of acceptability, trust, and the prevention of dehumanization. Additionally, the chapter addresses privacy concerns, discussing the implications of data collection and management in compliance with regulations like GDPR. Throughout, the text offers practical insights and solutions to mitigate risks, making it a valuable resource for professionals in the field.AI Generated
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AbstractIn this chapter, we discuss the ethical, social, and psychological implications of playing with a robot, in the physical world. Issues like attachment, bullying, and improper use of the device to which some animacy is attributed are reported in literature and in the authors’ experience: they give the opportunity to reflect about social, psychological, and ethical consequences of this new play setting. Measures to limit undesired issues are discussed, together with their implications on design and readiness for the market. -
Chapter 10. To Infinity and Beyond
Andrea BonariniThis chapter delves into the exciting future of robotic play companions, discussing the rapid advancements in sensor and actuation technologies that are paving the way for more believable and trustful play experiences. It highlights the potential for robots to adapt to individual players, enhancing engagement and accessibility, particularly for those with disabilities. The chapter explores innovative play activities enabled by advanced robots, including those with unusual shapes and textures, and envisions a future where robots can actively participate in traditional games, making them more inclusive and enjoyable for all.AI Generated
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AbstractIn this chapter, whose title is inspired by the motto of Buzz Lightyear, the robot toy appearing in the “Toy Story” movies, we put in evidence the open issues, and the developments that are being enabled both by the advancement of technology and by the results of the many experiences that are being done. We envision how playful robots and not yet implemented robotic games could be realized in the very next future, and we also present wishful thinking about desirable robotic games that may suggest further developments. -
Chapter 11. Conclusion
Andrea Bonarini, Serenella BesioThis chapter delves into the crucial role of play in child development, highlighting its importance for children with disabilities. It introduces the concept of using robotic devices to create new play opportunities and bridge gaps in satisfactory play experiences. The chapter provides a detailed framework for developing play activities with robots, emphasizing the need for multi-disciplinary collaboration and the involvement of end-users. It also discusses the assessment of play activities and the integration of robots into these experiences. The guidelines offered are designed to be practical and applicable, ensuring that play activities are both engaging and beneficial for children with disabilities.AI Generated
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AbstractThis book would like to be a contribution to support the engineered development of robotic devices able to play with people, including people affected by disabilities, and the corresponding play activities. We have shown how it is possible to design a robot that can play a role in the development of new play experiences in the physical world and could be affordable for everybody. We have proposed a framework to analyse the different aspects involved in this activity and guide the development of such robots and play activities, and we have discussed how this can be applied to existing robots and to the ones that could be realized. In this chapter, we summarize what has been presented and propose guidelines for the development process.
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Backmatter
- Title
- Robot Play for All
- Authors
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Andrea Bonarini
Serenella Besio
- Copyright Year
- 2022
- Publisher
- Springer International Publishing
- Electronic ISBN
- 978-3-031-05042-8
- Print ISBN
- 978-3-031-05041-1
- DOI
- https://doi.org/10.1007/978-3-031-05042-8
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