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- Volume 5, Issue, 2004
Interaction Studies - Volume 5, Issue 2, 2004
Volume 5, Issue 2, 2004
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Robot-mediated joint attention in children with autism: A case study in robot-human interaction
Author(s): Ben Robins, Paul Dickerson, Penny Stribling and Kerstin Dautenhahnpp.: 161–198 (38)More LessInteractive robots are used increasingly not only in entertainment and service robotics, but also in rehabilitation, therapy and education. The work presented in this paper is part of the Aurora project, rooted in assistive technology and robot-human interaction research. Our primary aim is to study if robots can potentially be used as therapeutically or educationally useful ‘toys’. In this paper we outline the aims of the project that this study belongs to, as well as the specific qualitative contextual perspective that is being used. We then provide an in-depth evaluation, in part using Conversation Analysis (CA), of segments of trials where three children with autism interacted with a robot as well as an adult. We focus our analysis primarily on joint attention which plays a fundamental role in human development and social understanding. Joint attention skills of children with autism have been studied extensively in autism research and therefore this behaviour provides a relevant focus for our study. In the setting used, joint attention emerges from natural and spontaneous interactions between a child and an adult. We present the data in the form of transcripts and photo stills. The examples were selected from extensive video footage for illustrative purposes, i.e. demonstrating how children with autism can respond to the changing behaviour of their co-participant, i.e. the experimenter. Furthermore, our data shows that the robot provides a salient object, or mediator for joint attention. The paper concludes with a discussion of implications of this work in the context of further studies with robots and children with autism within the Aurora project, as well as the potential contribution of robots to research into the nature of autism.
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To move or not to move: How apes adjust to the attentional state of others
Author(s): Katja Liebal, Josep Call, Michael Tomasello and Simone Pikapp.: 199–219 (21)More LessA previous observational study suggested that when faced with a partner with its back turned, chimpanzees tend to move around to the front of a non-attending partner and then gesture — rather than gesturing once to attract attention and then again to convey a specific intent. We investigated this preference experimentally by presenting six orangutans, five gorillas, nine chimpanzees, and four bonobos with a food begging situation in which we varied the body orientation of an experimenter (E) with respect to the subject (front vs. back) and the location of the food (in front or behind E). These manipulations allowed us to measure whether subjects preferred to move around to face E or to use signals to attract her attention before they begged for food. Results showed that all species moved around to face E and then produced visual gestures, instead of using tactile/ auditory gestures behind E to call her attention. Species differences were apparent particularly when the food and E were in different locations. Unlike gorillas and orangutans, chimpanzees and bonobos (from genus Pan) produced their gestures in front of E in all conditions, including that in which subjects had to leave the food behind to communicate with her. Implications of these results are discussed in the context of the evolution of social cognition in great apes.
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Orientation in relation to self and other: The case of autism
Author(s): Jessica A. Meyer and R. Peter Hobsonpp.: 221–244 (24)More LessWith the aim of studying foundations for self-other relations and understanding, we conducted an experimental investigation of a specific aspect of imitation in children with autism: the propensity to copy self-other orientation. We hypothesised that children with autism would show limitations in identifying with the stance of another person. We tested 16 children with autism and 16 non-autistic children with learning difficulties, matched on both chronological and verbal mental age, for their propensity to imitate the self- or other-orientated aspects of another person’s actions. All participants were attentive to the demonstrator and copied her actions, but the children with autism were significantly less likely to imitate those aspects of her actions that involved movement in relation to her own vis-à-vis the child’s body. There were a number of children with autism who copied the identical geometric orientation of objects acted-upon. These results suggest that children with autism have a diminished propensity to identify with other people, and point to the importance of this mechanism for shaping self-other relations and flexible thinking.
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How individual interactions control aggregation patterns in gregarious arthropods
Author(s): Jacques Gautrais, Christian Jost, Raphael Jeanson and Guy Theraulazpp.: 245–269 (25)More LessAggregation is one of the most widespread phenomena in animal groups and often represents a collective dynamic response to environmental conditions. In social species the underlying mechanisms mostly obey self-organized principles. This phenomenon constitutes a powerful model to decouple purely social components from ecological factors. Here we used a model of cockroach aggregation to address the problems of sensitivity of collective patterns and control of aggregation dynamics. The individual behavioural rules (as a function of neighbour density) and the emergent collective patterns were previously quantified and modelled by Jeanson et al. (2003, 2004). We first present the diverse spatio-temporal patterns of a derived model in response to parameter changes, either involving social or non-social interactions. This sensitivity analysis is then extended to evaluate the evolution of these patterns in mixed societies of sub-populations with different behavioural parameters. Simple linear or highly non-linear collective responses emerge. We discuss their potential application to control animal populations by infiltration of biomimetic autonomous robots that mimic cockroach behaviour. We suggest that detailed behavioural models are a prerequisite to do so.
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Physical and conceptual constructions in advanced learning environments
Author(s): Henrik Hautop Lund and Patrizia Martipp.: 271–301 (31)More LessI-BLOCKS are an innovative concept of building blocks allowing users to manipulate conceptual structures and compose atomic actions while building physical constructions. They represent an example of enabling technologies for tangible interfaces since they emphasise physicality of interaction through the use of spatial and kinaesthetic knowledge. The technology presented in this paper is integrated in physical building blocks augmented with embedded and invisible microprocessors. Connectivity and behaviour of such structures are defined by the physical connectivity between the blocks. These are general purpose, constructive, tangible user interface devices that can have a variety of applications. Unlike other approaches, I-BLOCKS do not only specify a computation that is performed by the target system but perform at the same time the computation and the associated action/functionality. Manipulating I-BLOCKS do not only mean constructing physical or conceptual structures but also composing atomic actions into complex behaviours. To illustrate this concept, the paper presents different scenarios in which the technology has been applied: storytelling performed through the construction of physical characters exhibiting emotional states, and learning activities for speech therapy in cases of dyslexia and aphasia. The scenarios are presented; discussing both the features of the technology used and the related interaction design issues. The paper concludes by reporting about informal trials that have been conducted with children. It should be noted that, even if both trials represent application scenarios for children, the I-BLOCKS technology is in principle open to different kinds of applications and target users like, for example, games for adults or brainstorming activities.
Volumes & issues
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Volume 25 (2024)
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Volume 24 (2023)
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Volume 23 (2022)
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Volume 22 (2021)
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Volume 21 (2020)
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Volume 20 (2019)
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Volume 19 (2018)
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Volume 18 (2017)
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Volume 17 (2016)
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Volume 16 (2015)
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Volume 15 (2014)
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Volume 14 (2013)
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Volume 13 (2012)
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Volume 12 (2011)
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Volume 11 (2010)
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Volume 10 (2009)
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Volume 9 (2008)
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Volume 8 (2007)
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Volume 7 (2006)
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Volume 6 (2005)
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Volume 5 (2004)
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