Journal articles on the topic 'Human-Home Interaction'

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1

Rodgers, Johnny, Lyn Bartram, and Rob Woodbury. "Challenges in sustainable human-home interaction." XRDS: Crossroads, The ACM Magazine for Students 17, no. 4 (June 2011): 42–46. http://dx.doi.org/10.1145/1961678.1961686.

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Leitner, Gerhard, Martin Hitz, Anton J. Fercher, and John N. A. Brown. "Aspekte der Human Computer Interaction im Smart Home." HMD Praxis der Wirtschaftsinformatik 50, no. 6 (October 2013): 37–47. http://dx.doi.org/10.1007/bf03342067.

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Mokhtar, Tarek H., and Joseph Manganelli. "Designing Human-Robotic Interactions for an interactive Home+Exercise (iHE) Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1785–89. http://dx.doi.org/10.1177/1071181322661214.

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This research investigated how home exercise systems may evolve when augmented with human-robot-interaction technologies. In a covid/post-covid era, families seek options for play and exercise at home. How will the homes of tomorrow accommodate the dynamic, intensive, and social nature of human play, exercise, and sports? What does a home play/exercise system entail that is usable by individuals or groups of all ages and that fosters developing the physical, cognitive, social, and distributed dimensions of sports activities? This research explores an interactive “Home+Exercise” (iHE) concept. iHE incorporates a non-humanoid social robotic environment providing game-based, structured play for individuals and groups to foster athletic and team skills. This research used three theoretical frames: (1) embodied interaction, (2) activity spaces, and (3) neuro-ergonomics. The analysis usefully maps relevant design concerns and identified the following challenges: (1) the criteria of evaluation are mainly qualitative, the complexity of interactions with non-humanoid social robots, and limitations mitigating external threats to validity.
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Kunkun Du, and Zhiliang Wang. "Chinese Human-Computer Interaction System on Smart Home of IOT." Journal of Convergence Information Technology 7, no. 23 (December 31, 2012): 528–36. http://dx.doi.org/10.4156/jcit.vol7.issue23.62.

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Koay, Kheng Lee, Dag Sverre Syrdal, Kerstin Dautenhahn, and Michael L. Walters. "A narrative approach to human-robot interaction prototyping for companion robots." Paladyn, Journal of Behavioral Robotics 11, no. 1 (March 8, 2020): 66–85. http://dx.doi.org/10.1515/pjbr-2020-0003.

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AbstractThis paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.
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Peng, Weilong, Cong Li, Keke Tang, Xianyong Liu, and Meie Fang. "HOME: 3D Human–Object Mesh Topology-Enhanced Interaction Recognition in Images." Mathematics 10, no. 16 (August 10, 2022): 2841. http://dx.doi.org/10.3390/math10162841.

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Human–object interaction (HOI) recognition is a very challenging task due to the ambiguity brought by occlusions, viewpoints, and poses. Because of the limited interaction information in the image domain, extracting 3D features of a point cloud has been an important means to improve the recognition performance of HOI. However, the features neglect topological features of adjacent points at low level, and the deep topology relation between a human and an object at high level. In this paper, we present a 3D human–object mesh topology enhanced method (HOME) for HOI recognition in images. In the method, human–object mesh (HOM) is built by integrating the reconstructed human and object mesh from images firstly. Therefore, under the assumption that the interaction comes from the macroscopic pattern constructed by spatial position and microscopic topology of human–object, HOM is inputted into MeshCNN to extract the effective edge features by edge-based convolution from bottom to up, as the topological features that encode the invariance of the interaction relationship. At last, topological cues are fused with visual cues to enhance the recognition performance greatly. In the experiment, HOI recognition results have achieved an improvement of about 4.3% mean average precision (mAP) in the Rare cases of the HICO-DET dataset, which verifies the effectiveness of the proposed method.
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Chi, Hao, and Sang-ug Kang. "Multiobjective Metaheuristic Load Control Algorithm for Interaction between Smart Home and Humans." Mathematical Problems in Engineering 2022 (February 8, 2022): 1–9. http://dx.doi.org/10.1155/2022/2210159.

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Technology has boosted electric power consumption both locally and worldwide, resulting in a substantial increase in demand for electric power. A multiobjective smart house human-computer interaction load control method is suggested to meet the goal of lowering power usage and pricing in smart home load control. It presents a model that includes marginal costs and establishes an electricity price model that takes the load rate into account. It identifies switch appliances and temperature control appliances and gathers human activities, indoor and outdoor temperature, and light intensity using intelligent equipment to create a multiparameter comfort model. It creates a multiobjective model of comfort and electricity price with the purpose of reducing electricity price and multiparameter comfort, and it improves particle swarm performance by using a distance ratio based on fitness value. The optimization algorithm solves the model, determines the best smart home human-computer interaction load control scheme, creates the smart home remote control system’s functional modules, and optimizes the multiobjective smart home human-computer interaction load control algorithm using a frequency-duration parameter tracking learning model. The testing findings suggest that the proposed algorithm can cut power prices in a reasonable manner, as well as regulating 40% reduced electricity usage and load in smart homes.
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Nartova-Bochaver, S. K., and A. A. Adamyan. "Forgiveness and home environment as aspects of interpersonal interaction." Social Psychology and Society 11, no. 1 (2020): 193–210. http://dx.doi.org/10.17759/sps.2020110112.

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Objectives. Investigate the individual’s ability to forgive concerning the characteristics of a friendly home environment. Background. The article continues the series of works devoted to the role of the home environment in the interpersonal interaction. Everyday communication involves the distribution of different resources; this process requires personal qualities that ensure a tolerant attitude to violations of justice. Study design. At the first stage of the study, psychometric examination of the Russian-language Heartland Forgiveness Scale was carried out; at the second stage, a correlation study established the relationship between the qualities of a friendly home and the ability of the inhabitants to forgive. Participants. Five hundred ninety students (M=18,7, SD=1,1, 477 females, and 113 males). Measurements. Multi-scale questionnaires: Home Environment Functionality, Home Environment Relevance, and Home Attachment. Results. The Russian version of Heartland Forgiveness Scale includes two sub-scales Readiness to forgive and Lack of ruminations and has good reliability. The results of the main study were gender-sensitive. In females, the characteristics of a friendly home are positively related to the ability to forgive, while in males, they are negatively related. The highest number of connections is formed by functionality of home; in males — also by the home attachment. Conclusions. Against males, home implements amplifying function, and concerning girls — is ennobling; to develop the ability to forgive the young men need separation from home. The contribution of the home environment to the development of the ability to forgive is determined by the context of human development: both forgiveness and non-forgiveness are adaptive phenomena that are important for solving social problems, the content of which is set by the respondents’ gender.
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Kuang, Zhe Jun, Liang Hu, and Fei Yan Chen. "Analysis Markov Delay Control Strategy for Smart Home Systems." Applied Mechanics and Materials 484-485 (January 2014): 413–17. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.413.

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with the development of science and technology, smart home systems require better, faster to meet the needs of human. In order to achieve this goal, the human-machine-items all need to interact each other with understand,efficient and speedy. Cps could unify combination with the human-machine-items; realize the interaction between the physical information and the cyber world. However,information interaction and the control task needs to be completed in a valid time. Therefore, the transform delay control strategy becomes more and more important. This paper analysis Markov delay control strategy for smart home systems, which might help the system decrease the transmission delay.
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Wisspeintner, Thomas, Tijn van der Zant, Luca Iocchi, and Stefan Schiffer. "RoboCup@Home." Interaction Studies 10, no. 3 (December 10, 2009): 392–426. http://dx.doi.org/10.1075/is.10.3.06wis.

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Being part of the RoboCup initiative, the RoboCup@Home league targets the development and deployment of autonomous service and assistive robot technology being essential for future personal domestic applications. The domain of domestic service and assistive robotics implicates a wide range of possible problems. The primary reasons for this include the large amount of uncertainty in the dynamic and non-standardized environments of the real world, and the related human interaction. Furthermore, the application orientation requires a large effort towards high level integration combined with a demand for general robustness of the systems. This article details the need for interdisciplinary community effort to iteratively identify related problems, to define benchmarks, to test and, finally, to solve the problems. The concepts and the implementation of the RoboCup@Home initiative as a combination of scientific exchange and competition is presented as an effi cient method to accelerate and focus technological and scientific progress in the domain of domestic service robots. Finally, the progress in terms of performance increase in the benchmarks and technological advancements is evaluated and discussed. Keywords: Domestic Service Robotics, Application, Uncertainty, Benchmark, Competition, Human–Robot Interaction, RoboCup@Home
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Jain, Riya, Muskan Jain, Roopal Jain, and Suman Madan. "Human Computer Interaction – Hand Gesture Recognition." Advanced Journal of Graduate Research 11, no. 1 (September 1, 2021): 1–9. http://dx.doi.org/10.21467/ajgr.11.1.1-9.

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The creation of intelligent and natural interfaces between users and computer systems has received a lot of attention. Several modes of knowledge like visual, audio, and pen can be used individually or in combination have been proposed in support of this endeavour. Human communication relies heavily on the use of gestures to communicate information. Gesture recognition is a subject of science and language innovation that focuses on numerically quantifying human gestures. It is possible for people to communicate properly with machines using gesture recognition without the use of any mechanical devices. Hand gestures are a form of nonverbal communication that can be applied to several fields, including deaf-mute communication, robot control, human–computer interaction (HCI), home automation, and medical applications. Many different methods have been used in hand gesture research papers, including those focused on instrumented sensor technology and computer vision. To put it another way, the hand sign may be categorized under a variety of headings, including stance and motion, dynamic and static, or a combination of the two. This paper provides an extensive study on hand gesture methods and explores their applications.
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Vlachostergiou, Aggeliki, Georgios Stratogiannis, George Caridakis, George Siolas, and Phivos Mylonas. "User Adaptive and Context-Aware Smart Home Using Pervasive and Semantic Technologies." Journal of Electrical and Computer Engineering 2016 (2016): 1–20. http://dx.doi.org/10.1155/2016/4789803.

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Ubiquitous Computing is moving the interaction away from the human-computer paradigm and towards the creation of smart environments that users and things, from the IoT perspective, interact with. User modeling and adaptation is consistently present having the human user as a constant but pervasive interaction introduces the need for context incorporation towards context-aware smart environments. The current article discusses both aspects of the user modeling and adaptation as well as context awareness and incorporation into the smart home domain. Users are modeled as fuzzy personas and these models are semantically related. Context information is collected via sensors and corresponds to various aspects of the pervasive interaction such as temperature and humidity, but also smart city sensors and services. This context information enhances the smart home environment via the incorporation of user defined home rules. Semantic Web technologies support the knowledge representation of this ecosystem while the overall architecture has been experimentally verified using input from the SmartSantander smart city and applying it to the SandS smart home within FIRE and FIWARE frameworks.
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Atwood, Todd C., and Harmon P. Weeks, Jr. "Spatial home-range overlap and temporal interaction in eastern coyotes: the influence of pair types and fragmentation." Canadian Journal of Zoology 81, no. 9 (September 1, 2003): 1589–97. http://dx.doi.org/10.1139/z03-144.

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No data exist regarding the linkage between the dispersion of critical resources and the spatial distribution of eastern coyotes (Canis latrans). From February 2000 to January 2002, we investigated landscape-level correlates of fragmentation with coyote spacing patterns and interaction in west-central Indiana to determine whether habitat fragmentation may influence spatiotemporal home-range overlap. Eleven pairs of coyotes (four male–female, four male–male, three female–female) displayed spatial overlap in portions of their home-range utilization distributions; seven pairs interacted temporally. Percent home-range overlap of space-sharing pairs averaged 55%. Area of forested habitat within the overlap zone, pair type, and mean squared difference of nearest-neighbor distances between forested patches explained substantial amounts of variation in percent home-range overlap (R2 = 0.83, P < 0.001). Extent of temporal interaction differed by pair type, as male–male pairs interacted substantially more than male–female and female–female pairs. Five (two male–male, three male–female) of seven temporally interacting pairs exhibited simultaneous attraction to the overlap zone. The complex combination of environmental pressures present in human-dominated landscapes may facilitate spatiotemporal home-range overlap in coyotes.
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14

Du, Lim, and Tan. "A Novel Human Activity Recognition and Prediction in Smart Home Based on Interaction." Sensors 19, no. 20 (October 15, 2019): 4474. http://dx.doi.org/10.3390/s19204474.

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Smart Homes are generally considered the final solution for living problem, especially for the health care of the elderly and disabled, power saving, etc. Human activity recognition in smart homes is the key to achieving home automation, which enables the smart services to automatically run according to the human mind. Recent research has made a lot of progress in this field; however, most of them can only recognize default activities, which is probably not needed by smart homes services. In addition, low scalability makes such research infeasible to be used outside the laboratory. In this study, we unwrap this issue and propose a novel framework to not only recognize human activity but also predict it. The framework contains three stages: recognition after the activity, recognition in progress, and activity prediction in advance. Furthermore, using passive RFID tags, the hardware cost of our framework is sufficiently low to popularize the framework. In addition, the experimental result demonstrates that our framework can realize good performance in both activity recognition and prediction with high scalability.
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Shin, Dongmin, Gwanghyung Lee, Dongil Shin, and Dongkyoo Shin. "System architecture using human interaction markup language for context awareness in home network." Multimedia Tools and Applications 75, no. 23 (April 21, 2015): 15199–209. http://dx.doi.org/10.1007/s11042-014-2286-6.

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Hirskyj-Douglas, Ilyena, Roosa Piitulainen, and Andrés Lucero. "Forming the Dog Internet." Proceedings of the ACM on Human-Computer Interaction 5, ISS (November 3, 2021): 1–20. http://dx.doi.org/10.1145/3488539.

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Over the past decade, many systems have been developed for humans to remotely connect to their pets at home. Yet little attention has been paid to how animals can control such systems and what the implications are of animals using internet systems. This paper explores the creation of a video call device to allow a dog to remotely call their human, giving the animal control and agency over technology in their home. After building and prototyping a novel interaction method over several weeks and iterations, we test our system with a dog and a human. Analysing our experience and data, we reflect on power relations, how to quantify an animal's user experience and what interactive internet systems look like with animal users. This paper builds upon Human-Computer Interaction methods for unconventional users, uncovering key questions that advance the creation of animal-to-human interfaces and animal internet devices.
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Li, Jin, Qiang Sha, Li Liu, and Qing Fang Zhuang. "Discussion on the Application of Emotional Interaction to Furniture Design." Advanced Materials Research 230-232 (May 2011): 664–68. http://dx.doi.org/10.4028/www.scientific.net/amr.230-232.664.

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Emotional interaction is a key aspect of furniture design. It focuses on changing the way of interaction between human and furniture, from one-way information transmission to two-way information transmission. So users can get more fun and pleasure in home life. The concept of emotional interaction is analyzed, and then its application to furniture design and the development trends are explained.
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Capy, Siméon, Pablo Osorio, Shohei Hagane, Corentin Aznar, Dora Garcin, Enrique Coronado, Dominique Deuff, Ioana Ocnarescu, Isabelle Milleville, and Gentiane Venture. "Yōkobo: A Robot to Strengthen Links Amongst Users with Non-Verbal Behaviours." Machines 10, no. 8 (August 18, 2022): 708. http://dx.doi.org/10.3390/machines10080708.

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Yōkobo is a robject; it was designed using the principle of slow technology and it aims to strengthen the bond between members (e.g., a couple). It greets people at the entrance and mirrors their interactions and the environment around them. It was constructed by applying the notions of a human–robot–human interaction. Created by joint work between designers and engineers, the form factor (semi-abstract) and the behaviours (nonverbal) were iteratively formed from the early stage of the design process. Integrated into the smart home, Yōkobo uses expressive motion as a communication medium. Yōkobo was tested in our office to evaluate its technical robustness and motion perception ahead of future long-term experiments with the target population. The results show that Yōkobo can sustain long-term interaction and serve as a welcoming partner.
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Parial, Prithwish. "Home Automation System Using Based on IoT." International Journal for Research in Applied Science and Engineering Technology 10, no. 7 (July 31, 2022): 80–94. http://dx.doi.org/10.22214/ijraset.2022.45184.

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Abstract: This paper has shown an automation proposal that represents how IoT-based systems are making human life easier with the help of Google Assistant. It helps to control the automation of lighting, air conditioning, and CCTV security, as well as home appliances. Automation systems also control the excessive usage of electricity. Google Assistant is one of the greatest home companions that controls every IoT-based home appliance with the good interaction of Wi-Fi modules. It also provides good coverage of Wi-Fi-connected devices. Wi-Fi is frequently used for the facility of remote monitoring. The remotely monitored and controlled home devices connected via the Internet is a part of the Internet of things(IoT). So overall, we can perceive that developing our home smart that also provides a better management system without any human intervention. This document describes the implementation of such systems
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Hortensius, Ruud, Bishakha Chaudhury, Martin Hoffmann, and Emily Cross. "Tracking human interactions with a commercially-available robot over multiple days." Open Research Europe 2 (August 16, 2022): 97. http://dx.doi.org/10.12688/openreseurope.14824.1.

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Background: As research examining human-robot interaction moves from the laboratory to the real world, studies seeking to examine how people interact with robots face the question of which robotic platform to employ to collect data in situ. To facilitate the study of a broad range of individuals, from children to clinical populations, across diverse environments, from homes to schools, a robust, reproducible, low-cost and easy-to-use robotic platform is needed. Methods: We describe how a commercially available off-the-shelf robot, Cozmo, can be used to study embodied human-robot interactions in a wide variety of settings, including the user’s home. We describe the steps required to use this affordable and flexible platform for longitudinal human-robot interaction studies. First, we outline the technical specifications and requirements of this platform and accessories. We then show how log files containing detailed data on the human-robot interaction can be collected and extracted. Finally, we detail the types of information that can be retrieved from these data. Results: We present findings from a validation that mapped the behavioural repertoire of the Cozmo robot and introduce an accompanying interactive emotion classification tool to use with this robot. This tool combined with the data extracted from the log files can provide the necessary details to understand the psychological consequences of long-term interactions. Conclusions: This low-cost robotic platform has the potential to provide the field with a variety of valuable new possibilities to study the social cognitive processes underlying human-robot interactions within and beyond the research laboratory, which are user-driven and unconstrained in both time and place.
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Park, Sung, and Mincheol Whang. "Empathy in Human–Robot Interaction: Designing for Social Robots." International Journal of Environmental Research and Public Health 19, no. 3 (February 8, 2022): 1889. http://dx.doi.org/10.3390/ijerph19031889.

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For a service robot to serve travelers at an airport or for a social robot to live with a human partner at home, it is vital for robots to possess the ability to empathize with human partners and express congruent emotions accordingly. We conducted a systematic review of the literature regarding empathy in interpersonal, virtual agents, and social robots research with inclusion criteria to analyze empirical studies in a peer-reviewed journal, conference proceeding, or a thesis. Based on the review, we define empathy for human–robot interaction (HRI) as the robot’s (observer) capability and process to recognize the human’s (target) emotional state, thoughts, and situation, and produce affective or cognitive responses to elicit a positive perception of humans. We reviewed all prominent empathy theories and established a conceptual framework that illuminates critical components to consider when designing an empathic robot, including the empathy process, outcome, and the observer and target characteristics. This model is complemented by empirical research involving empathic virtual agents and social robots. We suggest critical factors such as domain dependency, multi-modality, and empathy modulation to consider when designing, engineering, and researching empathic social robots.
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Yang, Ye Fen, Jun Zhang, and Dong Hai Zeng. "The Design and Realization of Remote Voice Control System Based on the Intelligent Home." Applied Mechanics and Materials 530-531 (February 2014): 1112–18. http://dx.doi.org/10.4028/www.scientific.net/amm.530-531.1112.

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A design program of remote voice control system is presented based on the intelligent home on Android mobile phone platform. Via the voice recognition of Android mobile phone, the intelligent home can have a remote voice control function by this program, which greatly improves the security requirements of the intelligent home. This system is tested and proved its real-time, effectiveness and stability. Meanwhile, it can also provide a practical reference solution for human-computer interaction, having a wide range of application.
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Shahabpoor, E., and A. Pavic. "Human-Structure Dynamic Interaction during Short-Distance Free Falls." Shock and Vibration 2016 (2016): 1–12. http://dx.doi.org/10.1155/2016/2108676.

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The dynamic interactions of falling human bodies with civil structures, regardless of their potentially critical effects, have sparsely been researched in contact biomechanics. The physical contact models suggested in the existing literature, particularly for short-distant falls in home settings, assume the human body falls on a “rigid” (not vibrating) ground. A similar assumption is usually made during laboratory-based fall tests, including force platforms. Based on observations from a set of pediatric head-first free fall tests, the present paper shows that the dynamics of the grounded force plate are not always negligible when doing fall test in a laboratory setting. By using a similar analogy for lightweight floor structures, it is shown that ignoring the dynamics of floors in the contact model can result in an up to 35% overestimation of the peak force experienced by a falling human. A nonlinear contact model is suggested, featuring an agent-based modelling approach, where the dynamics of the falling human and the impact object (force plate or a floor structure here) are each modelled using a single-degree-of-freedom model to simulate their dynamic interactions. The findings of this research can have wide applications in areas such as impact biomechanics and sports science.
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Otero, Nuno, Chrystopher L. Nehaniv, Dag Sverre Syrdal, and Kerstin Dautenhahn. "Naturally occurring gestures in a human–robot teaching scenario." Interaction Studies 9, no. 3 (December 5, 2008): 519–50. http://dx.doi.org/10.1075/is.9.3.10ote.

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This paper describes our general framework for the investigation of how human gestures can be used to facilitate the interaction and communication between humans and robots. Two studies were carried out to reveal which “naturally occurring” gestures can be observed in a scenario where users had to explain to a robot how to perform a home task. Both studies followed a within-subjects design: participants had to demonstrate how to lay a table to a robot using two different methods — utilizing only gestures or gestures and speech. The first study enabled the validation of the COGNIRON coding scheme for human gestures in Human–Robot Interaction (HRI). Based on the data collected in both studies, an annotated video corpus was produced and characteristics such as frequency and duration of the different gestural classes have been gathered to help capture requirements for the designers of HRI systems. The results from the first study regarding the frequencies of the gestural types suggest an interaction between the order of presentation of the two methods and the actual type of gestures produced. However, the analysis of the speech produced along with the gestures did not reveal differences due to ordering of the experimental conditions. The second study expands the issues addressed by the first study: we aimed at extending the role of the interaction partner (the robot) by introducing some positive acknowledgement of the participants’ activity. The results show no significant differences in the distribution of gestures (frequency and duration) between the two explanation methods, in contrast to the previous study. Implications for HRI are discussed focusing on issues relevant for the design of the robot’s communication skills to support the interaction loop with humans in home scenarios.
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Jokisch, Oliver, and Markus Huber. "Advances in the development of a cognitive user interface." MATEC Web of Conferences 161 (2018): 01003. http://dx.doi.org/10.1051/matecconf/201816101003.

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In this contribution, we want to summarize recent development steps of the embedded cognitive user interface UCUI, which enables a user-adaptive scenario in human-machine or even human-robot interactions by considering sophisticated cognitive and semantic modelling. The interface prototype is developed by different German institutes and companies with their steering teams at Fraunhofer IKTS and Brandenburg University of Technology. The interface prototype is able to communicate with users via speech and gesture recognition, speech synthesis and a touch display. The device includes an autarkic semantic processing and beyond a cognitive behavior control, which supports an intuitive interaction to control different kinds of electronic devices, e. g. in a smart home environment or in interactive respectively collaborative robotics. Contrary to available speech assistance systems such as Amazon Echo or Google Home, the introduced cognitive user interface UCUI ensures the user privacy by processing all necessary information without any network access of the interface device.
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Vlaj, Damjan, and Andrej Zgank. "Acoustic Gender and Age Classification as an Aid to Human–Computer Interaction in a Smart Home Environment." Mathematics 11, no. 1 (December 29, 2022): 169. http://dx.doi.org/10.3390/math11010169.

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The advanced smart home environment presents an important trend for the future of human wellbeing. One of the prerequisites for applying its rich functionality is the ability to differentiate between various user categories, such as gender, age, speakers, etc. We propose a model for an efficient acoustic gender and age classification system for human–computer interaction in a smart home. The objective was to improve acoustic classification without using high-complexity feature extraction. This was realized with pitch as an additional feature, combined with additional acoustic modeling approaches. In the first step, the classification is based on Gaussian mixture models. In the second step, two new procedures are introduced for gender and age classification. The first is based on the count of the frames with the speaker’s pitch values, and the second is based on the sum of the frames with pitch values belonging to a certain speaker. Since both procedures are based on pitch values, we have proposed a new, effective algorithm for pitch value calculation. In order to improve gender and age classification, we also incorporated speech segmentation with the proposed voice activity detection algorithm. We also propose a procedure that enables the quick adaptation of the classification algorithm to frequent smart home users. The proposed classification model with pitch values has improved the results in comparison with the baseline system.
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Samani, Hooman. "The evaluation of affection in human-robot interaction." Kybernetes 45, no. 8 (September 5, 2016): 1257–72. http://dx.doi.org/10.1108/k-09-2015-0232.

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Purpose The purpose of this paper is to propose a novel method for evaluation of human-robot affection. The model is inspired by the scientific methods of human-human love evaluation. This paper would benefit the researchers in the field of developing new technologies where emotional interaction is involved. Design/methodology/approach Among the two available options of Functional Magnetic Resonance Imaging (fMRI) and user study, the latter is adopted and the conventional method of Love Attitude Scale is transformed for human-robot interaction as Lovotics (love + robotics) Love Attitude Scale. A user study is conducted to evaluate the emotional effect of interaction with the robot. Findings The proposed method is employed in order to evaluate the performance of Lovotics robot. In total, 20 users experienced interaction with Lovotics robot and answered questionnaires which were designed based on the psychology of love, especially to measure love scales between the participants and the robot. Data from the user study are analyzed statistically to evaluate the overall performance of the designed robot. Research limitations/implications Various aspects including human to robot love styles, robot to human love styles, overall love values and gender study are investigated during the data analysis. The concept of human-robot affection is still in initial stage of development. Personal and social robots are increasing and much limitation from artificial intelligence, mechanical development and integration still exist. Practical implications This is a multidisciplinary research field utilizing fundamentals concepts from robotics, artificial intelligence, philosophy, psychology, biology, anthropology, neuroscience, social science, computer science and engineering. Social implications Considering the recent technical advancement in robotics which is brining robots closer to home, this paper aims to bridge the gap between human and robot affection measurement. The final goal is to introduce robots to the society which are useful and can be especially used to take care of those in need such as elderly. Originality/value This paper is one of the first kind to get inspired from scientific human love evaluation methods and apply that to human-robot application.
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Kuang, Zhe Jun, Liang Hu, and Chen Zhang. "A Smart Home Architectural Design of Cyber Physical Systems." Applied Mechanics and Materials 484-485 (January 2014): 785–89. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.785.

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the development of the smart home has broken many the traditional ways, which are a new, comfortable, convenient way for people to live and work in a better environment. Smart home services should be completed within the effective time-related tasks, and real-time control strategy plays an important role. CPS is a complicated distributed control system,interaction between cyber world and physical world by computation, communication and control. CPS provides methods of the compositionality, distributed Sensing, physical interfaces and human interfaces integration that could help smart home system become more intelligent and humanization. In this paper, we analyze the characteristics of CPS and Smart home system, design an architectural of CPS for smart home.
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Fujita, Yoshiro. "Personal Robot PaPeRo." Journal of Robotics and Mechatronics 14, no. 1 (February 20, 2002): 60–63. http://dx.doi.org/10.20965/jrm.2002.p0060.

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This paper discusses the Personal Robot PaPeRo concept, architecture, and experiments. PaPeRo is a autonomous robot prototype for use at home with human interaction. PaPeRo uses speech and face recognition technology and expressions using synchronized motion, speech, and LEDs.
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Yi, Chun, and Xiqiang Feng. "Home Interactive Elderly Care Two-Way Video Healthcare System Design." Journal of Healthcare Engineering 2021 (January 21, 2021): 1–11. http://dx.doi.org/10.1155/2021/6693617.

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This paper explores and analyses the interactive home geriatric two-way video health care system, investigates and analyses the daily lives and behaviours of the elderly in their homes through research interviews, obtains the main needs of the elderly population in their lives, as well as their cognitive and behavioural characteristics, and proposes four service function modules for the elderly in their homes; then, combining service design and interaction design theory, we propose the following four service modules for the elderly in their homes. Given the design methods and processes of the intelligent service system for the elderly at home as well as the interface interaction design principles on the three levels of vision, interaction, and reflection, the intelligent service system platform for the elderly at home was constructed, the interaction design of the mobile device terminal software of the service system platform practiced in the form of APP, and the eye-movement experiment method and fuzzy hierarchical analysis were applied to the design of the intelligent service system for the elderly at home from qualitative and quantitative perspectives. The thesis study provides a new way of thinking to design and provide intelligent service system products for the elderly living at home, which is an important contribution to society’s care for the elderly and their quality of life. The key features of the human skeleton are extracted from the model of abnormal leaning and falling behaviour of the elderly, and the SVM machine learning method is used to classify and identify the data, which enables the identification of the abnormal behaviour of the elderly at home with an accuracy of 97%.
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Diyan, Muhammad, Bhagya Nathali Silva, and Kijun Han. "A Multi-Objective Approach for Optimal Energy Management in Smart Home Using the Reinforcement Learning." Sensors 20, no. 12 (June 18, 2020): 3450. http://dx.doi.org/10.3390/s20123450.

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Maintaining a fair use of energy consumption in smart homes with many household appliances requires sophisticated algorithms working together in real time. Similarly, choosing a proper schedule for appliances operation can be used to reduce inappropriate energy consumption. However, scheduling appliances always depend on the behavior of a smart home user. Thus, modeling human interaction with appliances is needed to design an efficient scheduling algorithm with real-time support. In this regard, we propose a scheduling algorithm based on human appliances interaction in smart homes using reinforcement learning (RL). The proposed scheduling algorithm divides the entire day into various states. In each state, the agents attached to household appliances perform various actions to obtain the highest reward. To adjust the discomfort which arises due to performing inappropriate action, the household appliances are categorized into three groups i.e., (1) adoptable, (2) un-adoptable, (3) manageable. Finally, the proposed system is tested for the energy consumption and discomfort level of the home user against our previous scheduling algorithm based on least slack time phenomenon. The proposed scheme outperforms the Least Slack Time (LST) based scheduling in context of energy consumption and discomfort level of the home user.
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INAMURA, Tetsunari, Jeffrey Too Chuan TAN, Yoshinobu HAGIWARA, Komei SUGIURA, Takayuki NAGAI, and Hiroyuki OKADA. "Framework and Base Technology of RoboCup@Home Simulation toward Long-term Large Scale Human-Robot Interaction." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 26, no. 3 (2014): 698–709. http://dx.doi.org/10.3156/jsoft.26.698.

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Mirza, Nabeel M., Duaa A. Taban, Ali J. Karam, Anwar H. Al-Saleh, and Ali A. Al-Zuky. "Static Hand Gesture Angle Recognition via Aggregated Channel Features (ACF) Detector." Traitement du Signal 39, no. 3 (June 30, 2022): 939–44. http://dx.doi.org/10.18280/ts.390320.

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Static hand gesture recognition is critical in the development of a system for human-computer interaction. Many human-computer interactions, such as human-robot interaction, game control, control of smart home devices, and others, use hand gestures as a fundamental and natural language of the body. The direction of rotation of static hand gestures is the subject of this research, and the focus is on six degrees of rotation (0°, 45°, 90°, 180°, 270°, and 315°). This work presents an ideal approach that can recognize the angle of hand gestures based on the Aggregate Channel Features (ACF) detector. This approach consists of three main stages: preprocessing (image labelling), computer training, and hand angle detection based on the ACF detector. The training process consists of 25 stages. The static hand gesture dataset contained 569 images (361 for training and 208 for testing). The average time cost to detect all hand gesture angles was 0.9445 seconds, and all hand angles were recognized with 100% accuracy. This is a strong indication that supports our approach.
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Hüttenrauch, Helge, Elin A. Topp, and Kerstin Severinson-Eklundh. "The Art of Gate-Crashing." Interaction Studies 10, no. 3 (December 10, 2009): 274–97. http://dx.doi.org/10.1075/is.10.3.02hut.

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Special purpose service robots have already entered the market and their users’ homes. Also the idea of the general purpose service robot or personal robot companion is increasingly discussed and investigated. To probe human–robot interaction with a mobile robot in arbitrary domestic settings, we conducted a study in eight different homes. Based on previous results from laboratory studies we identified particular interaction situations which should be studied thoroughly in real home settings. Based upon the collected sensory data from the robot we found that the different environments influenced the spatial management observable during our subjects’ interaction with the robot. We also validated empirically that the concept of spatial prompting can aid spatial management and communication, and assume this concept to be helpful for Human–Robot Interaction (HRI) design. In this article we report on our exploratory field study and our findings regarding, in particular, the spatial management observed during show episodes and movement through narrow passages. Keywords: COGNIRON, Domestic Service Robotics, Robot Field Trial, Human Augmented Mapping (HAM), Human–Robot Interaction (HRI), Spatial Management, Spatial Prompting
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Putra Fajar, Dewanto. "Dampak Work From Home Selama Pandemi Covid-19 terhadap Kondisi Fisiologis dan Perilaku Komunikasi." Jurnal Komunikasi Nusantara 2, no. 2 (November 25, 2020): 1–19. http://dx.doi.org/10.33366/jkn.v2i2.46.

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The Covid-19 pandemic brought a variety of major changes to human social life throughout the world, including in Indonesia. The situation requires the government to impose work activities from home or known as WFH (working from home). Such a situation changes the behavior of human communication, which at first more often uses direct interaction directly, now changes to use digital media, thus creating a kind of social shock in the communication process. Furthermore, such changes take place over an uncertain period of time, so it is possible to raise a number of problems, related to personal conditions, which then affect communication behavior. This article seeks to find out the effect of applying work from home policies on physiology to communication behavior, using qualitative methods with a participatory approach, by observing changes in physiological conditions and individual communication behavior. Thus, this article is expected to reveal the hidden impact of the application of work from home, on physiological conditions and communication behavior. Keywords: Covid-19, Work from home, Communication behavior, Physiology, Communibiology
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Fife-Cook, Isabel, and Becca Franks. "Koi (Cyprinus rubrofuscus) Seek Out Tactile Interaction with Humans: General Patterns and Individual Differences." Animals 11, no. 3 (March 5, 2021): 706. http://dx.doi.org/10.3390/ani11030706.

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The study of human–animal interactions has provided insights into the welfare of many species. To date, however, research has largely focused on human relationships with captive mammals, with relatively little exploration of interactions between humans and other vertebrates, despite non-mammals constituting the vast majority of animals currently living under human management. With this study, we aimed to address this gap in knowledge by investigating human–fish interactions at a community garden/aquaponics learning-center that is home to approximately 150 goldfish (Carassius auratus) and seven adult and two juvenile koi (Cyprinus rubrofuscus). After a habituation period (July–September 2019) during which time the fish were regularly provided with the opportunity to engage with the researcher’s submerged hand, but were not forced to interact with the researcher, we collected video data on 10 non-consecutive study days during the month of October. This procedure produced 18~20-min interaction sessions, 10 during T1 (when the experimenter first arrived and the fish had not been fed) and eight during T2 (20–30 min after the fish had been fed to satiation; two sessions of which were lost due equipment malfunction). Interactions between the researcher and the seven adult koi were coded from video based on location (within reach, on the periphery, or out of reach from the researcher) and instances of physical, tactile interaction. Analyses revealed that overall, koi spent more time than expected within reach of the researcher during both T1 (p < 0.02) and T2 (p < 0.03). There were also substantial differences between individuals’ overall propensity for being within-reach and engaging in physical interaction. These results show that koi will voluntarily interact with humans and that individual koi display unique and consistent patterns of interaction. By providing quantitative data to support anecdotal claims that such relationships exist around the world, this research contributes to the ongoing discoveries highlighting the profound dissonance between how humans think about and treat fish and who fish actually are, thereby emphasizing the necessity of stronger moral and legal protections for fishes.
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Landsberg, Gary, Bill Milgram, Isabelle Mougeot, Stephanie Kelly, and Christina de Rivera. "Therapeutic effects of an alpha-casozepine and L-tryptophan supplemented diet on fear and anxiety in the cat." Journal of Feline Medicine and Surgery 19, no. 6 (September 1, 2016): 594–602. http://dx.doi.org/10.1177/1098612x16669399.

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Objectives This study assessed the anxiolytic effectiveness of a test diet (Royal Canin Feline Calm diet) supplemented with L-tryptophan and alpha-casozepine. Methods Subjects were 24 cats that were classified as mildly or markedly fearful based on the presence of a person in their home room. Three different protocols were used to assess anxiety: (1) evaluation of the response to a human in the cat’s home room (home room test); (2) analysis of the response to placement in an empty test room (open-field test); and (3) analysis of the response to an unfamiliar human (human interaction test). All three protocols were first run at baseline, and the results were used to assign the animals to control and test diet groups that showed equivalent fear and anxiety. Both groups were retested on the three protocols after 2 weeks (test 1) and again after 4 weeks (test 2). Results The diet groups differed for two behavioral measures in the open-field test: inactivity duration and inactivity frequency. The control group showed statistically significant increases in inactivity duration between baseline and test 1 and baseline and test 2, while the group fed the test diet showed a marginally not significant decrease in inactivity duration between baseline and test 1 and a not significant decrease for test 2. There was also a significant increase in inactivity frequency between baseline and test 1 in the test diet group and marginally not significant decrease in the control group. There were no differences between groups in the approach of the cats toward people for the home room test and the human interaction test. Conclusions and relevance These results suggest that the test diet reduced the anxiety response to placement in an unfamiliar location, but that fear in the presence of an unfamiliar person was not counteracted by the diet.
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Reicherts, Leon, Yvonne Rogers, Licia Capra, Ethan Wood, Tu Dinh Duong, and Neil Sebire. "It's Good to Talk: A Comparison of Using Voice Versus Screen-Based Interactions for Agent-Assisted Tasks." ACM Transactions on Computer-Human Interaction 29, no. 3 (June 30, 2022): 1–41. http://dx.doi.org/10.1145/3484221.

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Voice assistants have become hugely popular in the home as domestic and entertainment devices. Recently, there has been a move towards developing them for work settings. For example, Alexa for Business and IBM Watson for Business were designed to improve productivity, by assisting with various tasks, such as scheduling meetings and taking minutes. However, this kind of assistance is largely limited to planning and managing user's work. How might they be developed to do more by way of empowering people at work? Our research is concerned with achieving this by developing an agent with the role of a facilitator that assists users during an ongoing task. Specifically, we were interested in whether the modality in which the agent interacts with users makes a difference: How does a voice versus screen-based agent interaction affect user behavior? We hypothesized that voice would be more immediate and emotive, resulting in more fluid conversations and interactions. Here, we describe a user study that compared the benefits of using voice versus screen-based interactions when interacting with a system incorporating an agent, involving pairs of participants doing an exploratory data analysis task that required them to make sense of a series of data visualizations. The findings from the study show marked differences between the two conditions, with voice resulting in more turn-taking in discussions, questions asked, more interactions with the system and a tendency towards more immediate, faster-paced discussions following agent prompts. We discuss the possible reasons for why talking and being prompted by a voice assistant may be preferable and more effective at mediating human-human conversations and we translate some of the key insights of this research into design implications.
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Lymberopoulos, Dimitrios, Athanasios Bamis, and Andreas Savvides. "Extracting spatiotemporal human activity patterns in assisted living using a home sensor network." Universal Access in the Information Society 10, no. 2 (July 11, 2010): 125–38. http://dx.doi.org/10.1007/s10209-010-0197-5.

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Schaber, Kathryn L., T. Alex Perkins, Alun L. Lloyd, Lance A. Waller, Uriel Kitron, Valerie A. Paz-Soldan, John P. Elder, et al. "Disease-driven reduction in human mobility influences human-mosquito contacts and dengue transmission dynamics." PLOS Computational Biology 17, no. 1 (January 19, 2021): e1008627. http://dx.doi.org/10.1371/journal.pcbi.1008627.

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Heterogeneous exposure to mosquitoes determines an individual’s contribution to vector-borne pathogen transmission. Particularly for dengue virus (DENV), there is a major difficulty in quantifying human-vector contacts due to the unknown coupled effect of key heterogeneities. To test the hypothesis that the reduction of human out-of-home mobility due to dengue illness will significantly influence population-level dynamics and the structure of DENV transmission chains, we extended an existing modeling framework to include social structure, disease-driven mobility reductions, and heterogeneous transmissibility from different infectious groups. Compared to a baseline model, naïve to human pre-symptomatic infectiousness and disease-driven mobility changes, a model including both parameters predicted an increase of 37% in the probability of a DENV outbreak occurring; a model including mobility change alone predicted a 15.5% increase compared to the baseline model. At the individual level, models including mobility change led to a reduction of the importance of out-of-home onward transmission (R, the fraction of secondary cases predicted to be generated by an individual) by symptomatic individuals (up to -62%) at the expense of an increase in the relevance of their home (up to +40%). An individual’s positive contribution to R could be predicted by a GAM including a non-linear interaction between an individual’s biting suitability and the number of mosquitoes in their home (>10 mosquitoes and 0.6 individual attractiveness significantly increased R). We conclude that the complex fabric of social relationships and differential behavioral response to dengue illness cause the fraction of symptomatic DENV infections to concentrate transmission in specific locations, whereas asymptomatic carriers (including individuals in their pre-symptomatic period) move the virus throughout the landscape. Our findings point to the difficulty of focusing vector control interventions reactively on the home of symptomatic individuals, as this approach will fail to contain virus propagation by visitors to their house and asymptomatic carriers.
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Zahn, Carmen, David Leisner, Mario Niederhauser, Anna-Lena Roos, Tabea Iseli, and Marco Soldati. "Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study." JMIR Formative Research 6, no. 2 (February 16, 2022): e29179. http://dx.doi.org/10.2196/29179.

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Background Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. Objective This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. Methods This study was conducted in a Swiss retirement home as a controlled field trial. Participants were residents of the retirement home (N=10; mean age 84.8 years, SD 5.9 years) and played in pairs with their caregivers. Each pair played 3 game modes in random order. This resulted in 30 game sequences of 20 minutes each. A within-subject design was applied with game mode as the within-factor and social interaction as the outcome variable. To assess the quality of social interaction, 30 video-recorded game sequences were analyzed based on an event sampling method. Results Analysis of variance for repeated measurements revealed significant effects: there was significantly more verbal communication in the creative mode than in the cooperative mode (P=.04) with a strong effect size (Cohen f=0.611). An examination of verbal communication revealed more game-related communication in the creative mode than in the cooperative mode (P=.01) and the competitive mode (P=.09) with marginally significant effects and strong effect sizes (Cohen f=0.841). In addition, significantly more biography-related communication occurred in the creative mode than in the cooperative mode (P=.03), with a strong effect size (r=0.707). Regarding nonverbal communication (eg, laughing together), analysis of variance for repeated measurements showed significant differences among the game modes (P=.02) with a strong effect size (Cohen f=0.758). Results showed that there was significantly more laughing together in the competitive mode (competitive>cooperative>creative). Conclusions The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.
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Liu, Wenjuan. "Design of human-computer interaction display terminal system for intelligent home products based on colour vision analysis." International Journal of Product Development 27, no. 1/2 (2023): 111. http://dx.doi.org/10.1504/ijpd.2023.10054486.

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43

Liu, Wenjuan. "Design of human-computer interaction display terminal system for intelligent home products based on colour vision analysis." International Journal of Product Development 27, no. 1/2 (2023): 111. http://dx.doi.org/10.1504/ijpd.2023.129314.

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44

Ren, Yili, Zi Wang, Yichao Wang, Sheng Tan, Yingying Chen, and Jie Yang. "GoPose." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 6, no. 2 (July 4, 2022): 1–25. http://dx.doi.org/10.1145/3534605.

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This paper presents GoPose, a 3D skeleton-based human pose estimation system that uses WiFi devices at home. Our system leverages the WiFi signals reflected off the human body for 3D pose estimation. In contrast to prior systems that need specialized hardware or dedicated sensors, our system does not require a user to wear or carry any sensors and can reuse the WiFi devices that already exist in a home environment for mass adoption. To realize such a system, we leverage the 2D AoA spectrum of the signals reflected from the human body and the deep learning techniques. In particular, the 2D AoA spectrum is proposed to locate different parts of the human body as well as to enable environment-independent pose estimation. Deep learning is incorporated to model the complex relationship between the 2D AoA spectrums and the 3D skeletons of the human body for pose tracking. Our evaluation results show GoPose achieves around 4.7cm of accuracy under various scenarios including tracking unseen activities and under NLoS scenarios.
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Helo, Murad O. Abed, Alaa Shaker, and Laith A. Abdul-Rahaim. "Design and Implementation a Cloud Computing System for Smart Home Automation." Webology 18, SI05 (October 30, 2021): 879–93. http://dx.doi.org/10.14704/web/v18si05/web18269.

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This work providing a smart home concept, teach intelligent home techniques and smart grid appearance. The main applications of various home automation technologies and future improvements, as well as the different concept of energy conservation in the field of smart home. The proposed system integrates many functions and automation devices for many home applications in one application and this is easy to use for monitoring and control from the user using a computer or smartphone via the Internet. The sensors used in this work are: Temperature sensor: to provide an indication of the temperature and to know the customer if necessary to turn the air conditioning on or off, manually or automatically resulting in reduced energy consumption. Humidity Sensor Used to provide an indicator of humidity in garden watering by turning off or turning on the water valve, which can be set manually or automatically to save water at a high level and also protect garden plants from thirst or excessive water. Motion sensor: to control the outside and inside home lighting by ON OFF the light only if the human is detected, this done by using special algorithm. The gain in energy keeping is high percentage. The motion sensor was used to control the movement and recording of the camera by ON OFF, while detecting human movement only, and this is done using a special algorithm. This process facilitates monitoring and reduces the storage process for cameras only when needed. All these procedures of the proposed smart home system are combined with the Internet of Things (IoT), Webbing and Clouding through sensors and actuators controlling the home appliances by using Raspberry-Bi 3B+ platform. Sharing the data and networking smart sensors by using Wi-Fi technology. The Cloud computing services used to facilitate interactions process with smart devices. Moreover, Cisco Packet Tracer program used to simulate all the above process.
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Vargas, Hector S., Edson Olmedo, Aldo Daniel Martinez, Victor Poisot, Agustin Perroni, Andres Rodriguez, Omar Granillo, et al. "Project Donaxi@HOME Service Robot." Applied Mechanics and Materials 423-426 (September 2013): 2817–20. http://dx.doi.org/10.4028/www.scientific.net/amm.423-426.2817.

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Donaxi is a prototype to improve their different capacities in the area of service robotics. This paper describes the functional architecture design and the different modules that integrate it of the service robot Donaxi of UPAEP. Novel results are presented here in the area of face recognition; we propose theHybrid Algorithm to Human-Face Detection and Tracking UnrestrictedandIdentification of People on the Floor Due to a Fall or Other Accident. The robot Donaxi is used as a vehicle for research in control of movement and human-robot interaction. The at Home League of RoboCup provides an ideal tested for such aspects of dynamic in motion indoor, skills to manipulate objects, aptitudes to intergesticulate with the persons in natural language and more. A modular software architecture as well as further technologies have been developed for efficient and effective implementation and test of modules for sensing, planning, behavior, and actions of service robots.
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Wang, Yuhao, Hao Wu, Guohui Tian, Guoliang Liu, Fei Lu, and Yanyan Wang. "Fast Search Strategy for Robots in Dynamic Home Environment." Journal of Advanced Computational Intelligence and Intelligent Informatics 26, no. 3 (May 20, 2022): 315–24. http://dx.doi.org/10.20965/jaciii.2022.p0315.

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In an unstructured home environment, environmental information is mostly disorganized. It is difficult for a service robot to obtain sufficient service information, which significantly hinders task execution. To solve this problem, a new object search strategy is proposed for improving the speed and accuracy of object search in a complex family environment. In this method, a family-environment knowledge graph is constructed using real environmental information and human knowledge, which plays a guiding role in task execution. The home environment is divided into three levels: functional rooms, static objects, and dynamic objects. The co-occurrence probabilities are obtained from open knowledge sources, including the probabilities between static and dynamic objects and between static objects and functional rooms. They are combined with ontology knowledge based on the home to form prior knowledge of a service robot. Inspired by the human search process, a distance function is introduced to calculate the distance between the robot and target objects for optimizing the search strategy. To improve the robustness of robotic services, we designed a probabilistic update model based on the service tasks and knowledge databases. Experimental results indicated that the proposed search strategy can significantly shorten the search time and increase the search accuracy compared with methods without prior knowledge and the distance function.
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Vachkov, I. V. "A Review of the Monograph “Home as a Living Environment of a Person: a Psychological Study”." Клиническая и специальная психология 6, no. 1 (2017): 138–56. http://dx.doi.org/10.17759/cpse.2017060110.

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The reviewed book is a fundamental work of a group of scientists led by a well-known expert in the field of environment psychology, Professor S.K. Nartova – Bochaver. The monograph presents results of a systematic and multifaceted study of a completely new scientific field – the psychology of the home, as the main human life environment that determines one's individuality, social interaction and life success and which is the most powerful ecological and social resource. Prerequisites for the selection of the new subject of study, stages of developing of the completely new category apparatus and also methodology of home – person relations are outlined. The main content of the book is a description of the research results of the formation of various home concepts, subjective models of a friendly home in adolescence, home resources for positive functioning in adolescence and youth, affection and estrangement to home in one’s life perspective. Present book is addressed to a wide range of readers and will be useful to specialists of different profiles: psychologists, psychotherapists, teachers, architects, designers.
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Turner, Dennis C. "Unanswered Questions and Hypotheses about Domestic Cat Behavior, Ecology, and the Cat–Human Relationship." Animals 11, no. 10 (September 27, 2021): 2823. http://dx.doi.org/10.3390/ani11102823.

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After recent publication of several reviews covering research results from the last 35 years of domestic cat studies, a number of important unanswered questions and hypotheses have arisen that could interest active researchers, especially those beginning their academic careers. Some sections of this paper concern methodologies that have yielded new insights and could provide more in the future; other sections concern findings and interpretations of those that need further testing. First, hypotheses arise from combining subjective (or psychological) assessments of cat and human personality traits and observational (ethological) studies of cat–human interactions: e.g., do owners with high attachment to their cats interact differently with them than owners with low attachment levels? New analytical methods of dyadic interaction observations open the door for testing further hypotheses. In particular, the Theme® (Noldus bv, NL) program could be used to determine if there are differences between cat breeds in interaction patterns with people, which is not only of interest to owners but also therapists employing cats in their practices. Cat breed differences have been found using subjective ratings, but these need to be corroborated by direct observational data from the home setting and/or non-invasive colony observations, since ratings based on anthropomorphic projections might not be reliable. This should be done before searching for the genetic basis of such differences. Reliable information on breed differences is also needed before prescribing certain breeds for animal-assisted interventions. A model has predicted that the degree of socialization as a kitten affects cats’ responses to positive and negative experiences with unfamiliar humans and their formation of feline–human relationships later on. This needs to be tested in an ethically approved manner on cats of known socialization status and has enormous consequences for cat adoptions from animal shelters. Observations of human–cat interactions have yielded many correlations, which can be tested by non-invasive manipulations of human behavior in the home setting. Examples of these will be given and are of general interest to the cat-owning public. A review of first findings on social cognition in cats has resulted in further unanswered questions and hypotheses. Finally, two aspects of domestic cat ecology will be considered (effects on wildlife and space utilization), which are of great interest to the public and conservationists alike.
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Bessonova, Yu V. "PSYCHOLOGICAL VULNERABILITIES OF REMOTE WORKING INTERACTION." Modern Psychology 5, no. 1(10) (January 17, 2022): 31–39. http://dx.doi.org/10.46991/sbmp/2022.5.1.031.

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Remote work interaction is becoming the most important trend in employment management. The work-from-home online job affected not only in technical occupations who have experience in remote working. Different professions were simultaneously involved in online interaction, regardless of skills, willingness or nature of its work. Unlike human- computer interaction, main feature of this interaction is communication between people that built outside the logic of the programming language and it is due to socio-psychological mechanisms rather than technical re- quirements. Online interaction depends on communication processes, cyber shadow saving / data updatability, anonymity and self-disclosure degree, etc. The comparative features of online and offline communication, the spe- cifics of network language and communication can be considered relatively studied at the present time. However, online professional communication is beyond the focus of the researchers' attention, including the exposure of such online communication to the influence of motivation, psychological barriers, user beliefs, preferences and attitudes. User experience, affective support, and user attribution and motivation were identified as the priority predictors of remote working efficiency in the conditions of a massive and sudden shift to new working conditions.
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