We present a novel robotic telepresence platform composed by a semi-autonomous mobile robot based on a cloud robotics framework, which has been developed with the aim of enabling mobility impaired people to enjoy museums and archaeological sites that would be otherwise inaccessible. Such places, in fact, very often are not equipped to provide access for mobility impaired people, in particular because these aids require dedicated infrastructures that may not fit within the environment and large investments. For this reason, people affected by mobility impairments are often unable to enjoy a part or even the entire museum experience. Solutions allowing mobility impaired people to enjoy museum experience are often based on recorded tours, thus they do not allow active participation of the user. On the contrary, the presented platform is intended to allow users to enjoy completely the museum round. A robot equipped with a camera is placed within the museum and users can control it in order to follow predefined tours or freely explore the museum. Our solution ensures that users see exactly what the robot is seing in real-time. The cloud robotics platform controls both navigation capabilities and teleoperation. Navigation tasks are intended to let the robot reliably follow pre-defined tours, while main concern of teleoperation tasks is to ensure robot safety (e.g., by means of dynamic obstacle detection and avoidance software). Proposed platform has been optimized to maximize user experience.
Over the last few decades, semi-autonomous machine’s technology started to promote awareness towards the importance of human–robot interaction (HRI) for improving daily activities. More affordable social robots are being commercially released and in order to implement viable applications of HRI, a combination human-computer interaction and user experience methodologies could play a pivotal role in assessing new scenarios and evaluating new investigations. However, literature shows that it is still challenging to reach an optimal user experience with robotic companions. The aim of the study was to determine the chance to enhance the user experience with a semi-autonomous social robot, using user experience and human–computer interaction methodologies. In this study, a social robotic companion has been developed and prototyped in order to be adopted in a specific public environment such as a company workspace. The challenges emerged from this peculiar environment triggered the need for a more productive and comfortable office for the employees, and, at the same time, the usability, acceptance and likeability of the robotic companion have been evaluated. The results emphasize that, since HRI is highly interdisciplinary, the benefits of combining approaches from other fields could positively benefit from a meaningful social interaction with the users.
The introduction of new technologies to enhance the visiting museum experience is not a novelty. A large variety of interactive systems are nowadays available, including virtual tours, which makes cultural heritage accessible remotely. The theme of increase in accessibility and attractiveness has lately been faced with the employment of the service robotics, covering various types of applications. Regrettably, many of robotics solutions appear less successful in terms of utility and usability. On the basis of this awareness, a design for a new robotic solution for cultural heritage has been proposed. The project, developed at the royal residence of Racconigi Castle, consists of a telepresence robot designed as a tool to explore inaccessible areas of the heritage. The employed robot, called Virgil, was expressly designed for the project. The control of the robot is entrusted to the museum guides in order to enhance their work and enrich the cultural storytelling.
Abstract:This article presents an investigation of the implications of designing for children's playful learning with robots. This study was carried out by adopting a Research through Design approach that resulted in the development of a novel low-anthropomorphic robot called Shybo. The article reports the main phases of the project: the preliminary and exploratory research that was carried out to define a list of design requirements; the design of the robot and its supplementary materials for carrying out playful learning experiences; and the evaluation of the project that involved both parents and children. The robot, in fact, was finally tested as part of a two-hour experience that engaged children in activities related to the associations between sounds and colours. The article presents and discusses the results of this evaluation to point out positive aspects of the experience, emerging issues and hints for future works. These are documented to share lessons learned that might be supportive of the general development of children's playful learning and cognitive experiences with robots.
In recent years, new innovations have been introduced into the cultural heritage sector, aimed at offering more engaging and accessible tours to the public. The article discusses the development process of the VirgilTell project, for the visit of inaccessible places in the Racconigi Castle, one of the Savoy residences in Piedmont (Italy), by the UXD Team of Politecnico di Torino. The places assigned to the project are being restored and therefore excluded from the tour. The VirgilTell experience aims to include and make them accessible to visitors, through a virtual tour including multimedia content for the entertainment and involvement of the users. The visit has been realised through mixed techniques between VR and AR for the narration of the spaces in which the user takes part in a journey made of narratives by characters from the past and objects that no longer exist. The VirgilTell visit was also created with the aim of anticipating, in promotional terms, the physical visit to the museum spaces undergoing restoration, so as to attract visitors back inside once the work is finished.Design for heritage. Augmented reality. Human centered design. User experience design. Digital storytelling.
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