3 results
Touchscreens can support animal research, enrichment and communication across species. Jennifer Taylor-O’Connor explains practical training protocols and how interfaces must accommodate species-specific perception and behaviour. The seminar considers experimental and enrichment uses alongside ethical design: how appropriate interfaces and training can enable meaningful animal participation.
Wed, Nov 4 · 15:00 UTC · Online
Personalized news recommenders help readers find relevant stories, but also assume an editorial gatekeeping role in shaping public attention. Sanne Vrijenhoek examines the gap between systems optimized mainly for clicks and the journalistic values used by human editors. The talk considers how abstract editorial goals can become measurable technical objectives, reviews progress so far, and identifies interdisciplinary and transdisciplinary challenges in designing news recommendations that support democratic society.
Tue, Nov 24 · 16:00 UTC · Online
Automatic analysis of affective and social signals creates opportunities for collaboration between computer scientists and behavioral researchers. Albert Ali Salah examines the field’s main research directions and challenges, including differences between computational and statistical methods, their goals and assumptions, and data-driven versus theory-driven approaches. Examples include automated analysis of children’s interactive play-therapy sessions and the use of multimodal cues in bipolar-disorder diagnosis. Facial expression, body movement, gesture and speech illustrate how AI can support human monitoring and decision-making in behavioral and clinical science. The talk considers human–AI collaboration and the roles of explainability and interpretability in developing trustworthy computational tools.
Thu, Nov 26 · 13:00 UTC · Online
Jon Kleinberg examines how AI world models differ from human models and how these differences affect joint decision-making. Examples from chess, navigation and generative systems show that competence alone may fail to support a weaker human partner or accommodate unexpected changes. The talk also considers theoretical cases where successful generation does not imply that an agent can identify the model generating its observations.
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Humans are natural teachers; learning through instruction is one of the most fundamental ways that we learn. Interactive Task Learning (ITL) is an emerging research agenda that studies the design of complex intelligent robots that can acquire new knowledge through natural human teacher-robot learner interactions. ITL methods are particularly useful for designing intelligent robots whose behavior can be adapted by humans collaborating with them. In this talk, I will summarize our recent findings on the structure that human instruction naturally has and motivate an intelligent system design that can exploit their structure. The system – AILEEN – is being developed using the common model of cognition. Architectures that implement the Common Model of Cognition - Soar, ACT-R, and Sigma - have a prominent place in research on cognitive modeling as well as on designing complex intelligent agents. However, they miss a critical piece of intelligent behavior – analogical reasoning and generalization. I will introduce a new memory – concept memory – that integrates with a common model of cognition architecture and supports ITL.
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Socially Assistive Robots (SARs) have shown great potential to help children in therapeutic and healthcare contexts. SARs have been used for companionship, learning enhancement, social and communication skills rehabilitation for children with special needs (e.g., autism), and mood improvement. Robots can be used as novel tools to assess and rehabilitate children’s communication skills and mental well-being by providing affordable and accessible therapeutic and mental health services. In this talk, I will present the various studies I have conducted during my PhD and at the Cambridge Affective Intelligence and Robotics Lab to explore how robots can help assess and rehabilitate children’s communication skills and mental well-being. More specifically, I will provide both quantitative and qualitative results and findings from (i) an exploratory study with children with autism and global developmental disorders to investigate the use of intelligent personal assistants in therapy; (ii) an empirical study involving children with and without language disorders interacting with a physical robot, a virtual agent, and a human counterpart to assess their linguistic skills; (iii) an 8-week longitudinal study involving children with autism and language disorders who interacted either with a physical or a virtual robot to rehabilitate their linguistic skills; and (iv) an empirical study to aid the assessment of mental well-being in children. These findings can inform and help the child-robot interaction community design and develop new adaptive robots to help assess and rehabilitate linguistic skills and mental well-being in children.
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Results: the main areas which were modified based on participatory feedback were the variety of immersive scenarios to cover a range of ages and interests, the number of levels of complexity to ensure small improvements were measured, the feedback and reward schemes to ensure positive reinforcement, and specific provision for participants with balance issues, who had difficulties when using head-mounted displays. The effectiveness of the finalised BEARS suite will be evaluated in a large-scale clinical trial. We have added in additional login options for other members of the family and based on patient feedback we have improved the accompanying reward schemes. Conclusions: Through participatory design we have developed a training package (BEARS) for young people with bilateral cochlear implants. The training games are appropriate for use by the study population and ultimately should lead to patients taking control of their own management and reducing the reliance upon outpatient-based rehabilitation programmes. Virtual reality training provides a more relevant and engaging approach to rehabilitation for young people.
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Engineering designers practice design-by-analogy (DbA) during concept generation to retrieve knowledge from external sources or memory as inspiration to solve design problems. DbA is a tool for innovation that involves retrieving analogies from a source domain and transferring the knowledge to a target domain. While DbA produces innovative results, designers often come up with analogies by themselves or through serendipitous, random encounters. Computational support systems for searching analogies have been developed to facilitate DbA in systematic design practice. However, many systems have focused on a query-based approach, in which a designer inputs a keyword or a query function and is returned a set of algorithmically determined stimuli. In this presentation, a new analogical retrieval process that leverages a visual interaction technique is introduced. It enables designers to explore a space of analogies, rather than be constrained by what’s retrieved by a query-based algorithm. With an exploration-based DbA tool, designers have the potential to uncover more useful and unexpected inspiration for innovative design solutions.
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