Arévalo-Arboleda, Stephanie; Pascher, Max; Lakhnati, Younes; Gerken, Jens Understanding Human-Robot Collaboration for People with Mobility Impairments at the Workplace, a Thematic Analysis InproceedingsMIA RO-MAN 2020 - IEEE International Conference on Robot and Human Interactive Communication, 2020, ISBN: 978-1-7281-6075-7. Abstract | BibTeX | Links:   @inproceedings{Arévalo-Arboleda2020b,
title = {Understanding Human-Robot Collaboration for People with Mobility Impairments at the Workplace, a Thematic Analysis},
author = {Stephanie Arévalo-Arboleda and Max Pascher and Younes Lakhnati and Jens Gerken},
url = {https://hci.w-hs.de/pub_understanding_hrc_ta/, PDF Download},
doi = {10.1109/RO-MAN47096.2020.9223489},
isbn = {978-1-7281-6075-7},
year = {2020},
date = {2020-07-31},
booktitle = {RO-MAN 2020 - IEEE International Conference on Robot and Human Interactive Communication},
abstract = {Assistive technologies, in particular human-robot collaboration, have the potential to ease the life of people with physical mobility impairments in social and economic activities. Currently, this group of people has lower rates of economic participation, due to the lack of adequate environments adapted to their capabilities. We take a closer look at the needs and preferences of people with physical mobility impairments in a human-robot cooperative environment at the workplace. Specifically, we aim to design how to control a robotic arm in manufacturing tasks for people with physical mobility impairments. We present a case study of a shelteredworkshop as a prototype for an institution that employs people with disabilities in manufacturing jobs. Here, we collected data of potential end-users with physical mobility impairments, social workers, and supervisors using a Participatory Design technique (Future-Workshop). These stakeholders were divided into two groups, end-users and supervising personnel (social workers, supervisors), which were run across two separate sessions. The gathered information was analyzed using thematic analysis to reveal underlying themes across stakeholders. We identified concepts that highlight underlying concerns related to the robot fitting into the social and organizational structure, human-robot synergy, and human-robot problem management. In this paper, we present our findings and discuss the implications of each theme when shaping an inclusive humanrobot cooperative workstation for people with physical mobility impairments.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Assistive technologies, in particular human-robot collaboration, have the potential to ease the life of people with physical mobility impairments in social and economic activities. Currently, this group of people has lower rates of economic participation, due to the lack of adequate environments adapted to their capabilities. We take a closer look at the needs and preferences of people with physical mobility impairments in a human-robot cooperative environment at the workplace. Specifically, we aim to design how to control a robotic arm in manufacturing tasks for people with physical mobility impairments. We present a case study of a shelteredworkshop as a prototype for an institution that employs people with disabilities in manufacturing jobs. Here, we collected data of potential end-users with physical mobility impairments, social workers, and supervisors using a Participatory Design technique (Future-Workshop). These stakeholders were divided into two groups, end-users and supervising personnel (social workers, supervisors), which were run across two separate sessions. The gathered information was analyzed using thematic analysis to reveal underlying themes across stakeholders. We identified concepts that highlight underlying concerns related to the robot fitting into the social and organizational structure, human-robot synergy, and human-robot problem management. In this paper, we present our findings and discuss the implications of each theme when shaping an inclusive humanrobot cooperative workstation for people with physical mobility impairments. |
Arévalo-Arboleda, Stephanie; Dierks, Tim; Ruecker, Franziska; Gerken, Jens There’s More than Meets the Eye: Enhancing Robot Control through Augmented Visual Cues InproceedingsMIA HRI 2020 - ACM/IEEE International Conference on Human-Robot Interaction, 2020, ISBN: 978-1-4503-7057. Abstract | BibTeX | Links:   @inproceedings{Arévalo-Arboleda2020,
title = {There’s More than Meets the Eye: Enhancing Robot Control through Augmented Visual Cues},
author = {Stephanie Arévalo-Arboleda and Tim Dierks and Franziska Ruecker and Jens Gerken},
url = {https://hci.w-hs.de/pub_lbr1017_visualcues_arevalo_cameraready/, PDF Download},
doi = {10.1145/3371382.3378240},
isbn = {978-1-4503-7057},
year = {2020},
date = {2020-03-23},
booktitle = {HRI 2020 - ACM/IEEE International Conference on Human-Robot Interaction},
abstract = {In this paper, we present the design of a visual feedback mechanism using Augmented Reality, which we call augmented visual cues, to assist pick-and-place tasks during robot control. We propose to augment the robot operator’s visual space in order to avoid attention splitting and increase situational awareness (SA). In particular, we aim to improve on the SA concepts of perception, comprehension,
and projection as well as the overall task performance. For that, we built upon the interaction design paradigm proposed by Walker et al.. On the one hand, our design augments the robot to support picking-tasks; and, on the other hand, we augment the environment to support placing-tasks. We evaluated our design in a first user study, and results point to specific design aspects that need improvement while showing promise for the overall approach, in particular regarding user satisfaction and certain SA concepts.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper, we present the design of a visual feedback mechanism using Augmented Reality, which we call augmented visual cues, to assist pick-and-place tasks during robot control. We propose to augment the robot operator’s visual space in order to avoid attention splitting and increase situational awareness (SA). In particular, we aim to improve on the SA concepts of perception, comprehension,
and projection as well as the overall task performance. For that, we built upon the interaction design paradigm proposed by Walker et al.. On the one hand, our design augments the robot to support picking-tasks; and, on the other hand, we augment the environment to support placing-tasks. We evaluated our design in a first user study, and results point to specific design aspects that need improvement while showing promise for the overall approach, in particular regarding user satisfaction and certain SA concepts. |
Lakhnati, Younes; Springer, Raphael; White, Edward; Gerken, Jens Is It Real?: Understanding Interaction Mechanics Within the Reality-virtuality Continuum Inproceedings Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, ACM, New York, NY, USA, 2019, ISBN: 978-1-4503-7624-2. Abstract | BibTeX | Links:   @inproceedings{Lakhnati2019,
title = {Is It Real?: Understanding Interaction Mechanics Within the Reality-virtuality Continuum},
author = {Younes Lakhnati and Raphael Springer and Edward White and Jens Gerken},
url = {https://hci.w-hs.de/pub_isitrealunderstandinteractionmechanics/, PDF Download},
doi = {10.1145/3365610.3365634},
isbn = {978-1-4503-7624-2},
year = {2019},
date = {2019-11-26},
booktitle = {Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {
The concept of Mixed Reality has existed in research for decades but has experienced rapid growth in recent years, mainly due to technological advances and peripherals such as the Microsoft HoloLens reaching the market. Despite this, certain design aspects of Mixed Reality experiences, such as the different nuances of real and virtual elements, remain largely unexplored.
This paper presents an explorative study with 15 participants which aims to investigate and gain a better understanding of the different qualities of real and virtual objects. To that end, we developed a Mixed Reality board game that offered different combinations of real and virtual game components, such as the board, the pieces and the dice. Our analysis shows that the participants generally preferred the completely virtual variant but appreciated different qualities of real and virtual elements. The results also indicate that virtual interaction elements work better on a real background than vice versa. However, this conflicts with some participants' preference of using physical pieces for the haptic experience, creating a design trade-off. This study represents a first step in exploring how the experience changes when swapping elements of differing realities for one another and identifying these trade-offs.
},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
The concept of Mixed Reality has existed in research for decades but has experienced rapid growth in recent years, mainly due to technological advances and peripherals such as the Microsoft HoloLens reaching the market. Despite this, certain design aspects of Mixed Reality experiences, such as the different nuances of real and virtual elements, remain largely unexplored.
This paper presents an explorative study with 15 participants which aims to investigate and gain a better understanding of the different qualities of real and virtual objects. To that end, we developed a Mixed Reality board game that offered different combinations of real and virtual game components, such as the board, the pieces and the dice. Our analysis shows that the participants generally preferred the completely virtual variant but appreciated different qualities of real and virtual elements. The results also indicate that virtual interaction elements work better on a real background than vice versa. However, this conflicts with some participants' preference of using physical pieces for the haptic experience, creating a design trade-off. This study represents a first step in exploring how the experience changes when swapping elements of differing realities for one another and identifying these trade-offs.
|