We present G-nome Surfer 2.0, a tabletop interface for fostering inquiry-based learning of genomics. We conducted an experimental study with 48 participants that compared students' learning of genomic concepts using existing bioinformatics tools and using two alternative implementations of G-nome Surfer: a collaborative multimouse GUI and a tabletop interface. Our findings indicate that G-nome Surfer improves students' performance, reduces workload, and increases enjoyment. The comparison of tabletop and multi-mouse implementations further shows that the tabletop condition results in four educational benefits: 1) increasing physical participation, 2) encouraging reflection, 3) fostering effective collaboration, and 4) facilitating more intuitive interaction.
Functional near infrared spectroscopy (NIRS) is a relatively new technique complimentary to EEG for the development of brain-computer interfaces (BCIs). NIRS-based systems for detecting various cognitive and affective states such as mental and emotional stress have already been demonstrated in a range of adaptive human–computer interaction (HCI) applications. However, before NIRS-BCIs can be used reliably in realistic HCI settings, substantial challenges oncerning signal processing and modeling must be addressed. Although many of those challenges have been identified previously, the solutions to overcome them remain scant. In this paper, we first review what can be currently done with NIRS, specifically, NIRS-based approaches to measuring cognitive and affective user states as well as demonstrations of passive NIRS-BCIs. We then discuss some of the primary challenges these systems would face if deployed in more realistic settings, including detection latencies and motion artifacts. Lastly, we investigate the effects of some of these challenges on signal reliability via a quantitative comparison of three NIRS models. The hope is that this paper will actively engage researchers to acilitate the advancement of NIRS as a more robust and useful tool to the BCI community.
Robots intended for social contexts are often designed with explicit humanlike attributes in order to facilitate their reception by (and communication with) people. However, observation of an “uncanny valley”—a phenomenon in which highly humanlike entities provoke aversion in human observers—has lead some to caution against this practice. Both of these contrasting perspectives on the anthropomorphic design of social robots find some support in empirical investigations to date. Yet, owing to outstanding empirical limitations and theoretical disputes, the uncanny valley and its implications for human-robot interaction remains poorly understood. We thus explored the relationship between human similarity and people's aversion toward humanlike robots via manipulation of the agents' appearances. To that end, we employed a picture-viewing task (Nagents = 60) to conduct an experimental test (Nparticipants = 72) of the uncanny valley's existence and the visual features that cause certain humanlike robots to be unnerving. Across the levels of human similarity, we further manipulated agent appearance on two dimensions, typicality (prototypic, atypical, and ambiguous) and agent identity (robot, person), and measured participants' aversion using both subjective and behavioral indices. Our findings were as follows: (1) Further substantiating its existence, the data show a clear and consistent uncanny valley in the current design space of humanoid robots. (2) Both category ambiguity, and more so, atypicalities provoke aversive responding, thus shedding light on the visual factors that drive people's discomfort. (3) Use of the Negative Attitudes toward Robots Scale did not reveal any significant relationships between people's pre-existing attitudes toward humanlike robots and their aversive responding—suggesting positive exposure and/or additional experience with robots is unlikely to affect the occurrence of an uncanny valley effect in humanoid robotics. This work furthers our understanding of both the uncanny valley, as well as the visual factors that contribute to an agent's uncanniness.
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