Adherence to repetitive rehabilitation exercises is important in motor recovery after stroke. Similarly, repetitive solo practice exercises can improve the skill level of sports players. In both of these scenarios, regular human coaching has benefits, but in practice, the required training is often carried out alone, resulting in lowered adherence. This work presents a mixed methodology approach, novel in the context of designing for HRI, towards informing the design of a personalised robotic coach for stroke rehabilitation and squash. Using observations of human-human interactions, we first obtained action sequences of behaviours exhibited by coaches and physiotherapists. We then clustered these action sequences into behaviour graphs, with each graph representing a coaching policy usable for robotic control. Next we obtained coaches' and physiotherapists' reflections on the graphs' applicability to the real world. Finally, we provide an explanation of how the policies visualised in these graphs could be used for robotic control. CCS CONCEPTS• Human-centered computing → Interaction design; Interaction design process and methods; User centered design; • Computer systems organization → Embedded and cyber-physical systems; Robotics;
Web 2.0 is the popular name of a new generation of Web applications, sites and companies that emphasis openness, community and interaction. Examples include technologies such as Blogs and Wikis, and sites such as Flickr. In this paper we compare these next generation tools to the aspirations of the early Hypertext pioneers to see if their aims have finally been realized.
Ten minutes in the company most school or college-age people almost anywhere in the world today is enough to make it apparent that young people live in an always-on, Internet-connected, multi-tasking world. Mobile devices, cloud computing, gaming, multiple devices, Internet information and multi-channel entertainment have revolutionised the everyday experiences and expectations of the talent pool available to the oil and gas industry. To compete and retain the human capital needed to sustain the industry, new solutions for education and training that respect the changing expectations of the workforce are required. The rapid evolution of consumer electronics and the cloud-based computing platforms of the future are set to revolutionise the learning experience of the next generation. Focusing on the role of the control room operator and the field technician in the oil and gas industry, this presentation explores methods and tools organisations can use to enhance the learning experience of the student, as a new recruit and throughout their continuous professional development. A framework is described that allows organisations to design learning and training experiences that will be engaging for the students and cost effective for the organisation. By designing the student workbook using a theoretical framework it is possible for students to develop towards clear, well-defined goals at their own pace, while KPI-based feedback helps identify performance gaps and provides opportunities for active interventions. Examples show how “gamification” techniques such as virtual reality simulation, together with more traditional challenge and response scenarios, provide an enriched experience for both teacher and student. These new techniques motivate and engage students, increasing attainment of learning outcomes and improving retention of knowledge, skills and behaviours. The economic and social imperative for safe, efficient production combined with the compulsion to grow shareholder value puts immense pressure on human capital. Education and training performance is an efficient lever to help respond to these challenges.
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