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Abstract
In the Human Robot Interaction field, developers choose among different solutions to portray a face, ranging for mechanical solutions, or avatars displayed on screens attached to the robot’s body. Those designs are commonly displayed separately, being a mechanical head and a tablet size screen, or a screen with the avatar’s face and a different one for the Graphical User Interface. The user interactions with the avatar and the GUI are noticeably divided by screen, and interaction designers can make use of design guidelines for computer systems during their design process. However, when the Avatar and Graphical User Interface are displayed together in the same screen, visual and interactive features compete for user’s attention, increasing the complexity and affecting users’ impression of the robotics system.
It is known that prior knowledge affects older user’s interactions, and navigation structures for can be applied trying to elicit that prior knowledge. However, when it comes to robots and elderly people, interaction designers should consider a robot’s embodiment as a variable in the interaction equation, whether they are making decisions for the avatar or the GUI.
Designers have little empirical research to guide them in creating such combined models for robotics interfaces and older adults. The fashion in which the visual interfaces of a robot are designed could make the difference in how often and ease individuals use that technology. The true challenge in designing a robotic interface for a system that displays an avatar and a Graphical User Interface in the same screen is representing a GUI Interaction structure without affecting the state of the embodied agent or avatar.
The present research approaches this issue. Different Robotic Interfaces designs for Avatar + GUI with older adults as users are analyzed. The study reported in this paper, implements a robotic female Avatar and Graphical User Interface of our own design. Both designs share the same screen on Homemate, a consumer robot developed to assist the elderly with errand services, communication, entertainment capabilities, and that employs a screen instead of head, allowing us to explore whether these design considerations of Avatar + GUI produce any effect in older adults impressions of an assistant robot.
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