Post-partum hemorrhaging is a medical emergency that occurs during childbirth and, in extreme cases, can be life-threatening. It is the number one cause of maternal mortality worldwide. High-quality training of medical staff can contribute to early diagnosis and work towards preventing escalation towards more serious cases. Healthcare education uses manikin-based simulators to train obstetricians for various childbirth scenarios before training on real patients. However, these medical simulators lack certain key features portraying important symptoms and are incapable of communicating with the trainees. The authors present a digital embodiment agent that can improve the current state of the art by providing a specification of the requirements as well as an extensive design and development approach. This digital embodiment allows educators to respond and role-play as the patient in real time and can easily be integrated with existing training procedures. This research was performed in collaboration with medical experts, making a new contribution to medical training by bringing digital humans and the representation of affective interfaces to the field of healthcare.
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Abstract: Embodied embedded cognition (EEC) has gained support in cognitive science as well as in human–computer interaction (HCI). EEC can be characterized both by its action-centeredness as well as its roots in phenomenology. The phenomenological aspects of EEC could be seen as support for trends in design emphasizing the user experience. Meanwhile, usability issues often are still approached using traditional methods based on cognitivist assumptions. In this paper, I argue for a renewed focus on improving usability from an EEC perspective. I draw mainly on a behavior-oriented interpretation of the theory, the key aspects of which are reviewed. A tentative sketch for an embodied embedded usability is proposed, doing justice to the embodied embedded nature of interaction while retaining the goal of developing technology that is easy to use in everyday practice.
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In de afgelopen jaren hebben technologische ontwikkelingen de aard van dienstverlening ingrijpend veranderd (Huang & Rust, 2018). Technologie wordt steeds vaker ingezet om menselijke servicemedewerkers te vervangen of te ondersteunen (Larivière et al., 2017; Wirtz et al., 2018). Dit stelt dienstverleners in staat om meer klanten te bedienen met minder werknemers, waardoor de operationele efficiëntie toeneemt (Beatson et al., 2007). Deze operationele efficiëntie leidt weer tot lagere kosten en een groter concurrentievermogen. Ook voor klanten kan de inzet van technologie voordelen hebben, zoals betere toegankelijkheid en consistentie, tijd- en kostenbesparing en (de perceptie van) meer controle over het serviceproces (Curran & Meuter, 2005). Mede vanwege deze beoogde voordelen is de inzet van technologie in service-interacties de afgelopen twee decennia exponentieel gegroeid. De inzet van zogenaamde conversational agents is een van de belangrijkste manieren waarop dienstverleners technologie kunnen inzetten om menselijke servicemedewerkers te ondersteunen of vervangen (Gartner, 2021). Conversational agents zijn geautomatiseerde gesprekspartners die menselijk communicatief gedrag nabootsen (Laranjo et al., 2018; Schuetzler et al., 2018). Er bestaan grofweg drie soorten conversational agents: chatbots, avatars, en robots. Chatbots zijn applicaties die geen virtuele of fysieke belichaming hebben en voornamelijk communiceren via gesproken of geschreven verbale communicatie (Araujo, 2018;Dale, 2016). Avatars hebben een virtuele belichaming, waardoor ze ook non-verbale signalen kunnen gebruiken om te communiceren, zoals glimlachen en knikken (Cassell, 2000). Robots, ten slotte, hebben een fysieke belichaming, waardoor ze ook fysiek contact kunnen hebben met gebruikers (Fink, 2012). Conversational agents onderscheiden zich door hun vermogen om menselijk gedrag te vertonen in service-interacties, maar op de vraag ‘hoe menselijk is wenselijk?’ bestaat nog geen eenduidig antwoord. Conversational agents als sociale actoren Om succesvol te zijn als dienstverlener, is kwalitatief hoogwaardige interactie tussen servicemedewerkers en klanten van cruciaal belang (Palmatier et al., 2006). Dit komt omdat klanten hun percepties van een servicemedewerker (bijv. vriendelijkheid, bekwaamheid) ontlenen aan diens uiterlijk en verbale en non verbale gedrag (Nickson et al., 2005; Specht et al., 2007; Sundaram & Webster, 2000). Deze klantpercepties beïnvloeden belangrijke aspecten van de relatie tussen klanten en dienstverleners, zoals vertrouwen en betrokkenheid, die op hun beurt intentie tot gebruik, mond-tot-mondreclame, loyaliteit en samenwerking beïnvloeden (Hennig-Thurau, 2004; Palmatier et al., 2006).Er is groeiend bewijs dat de uiterlijke kenmerken en communicatieve gedragingen (hierna: menselijke communicatieve gedragingen) die percepties van klanten positief beïnvloeden, ook effectief zijn wanneer ze worden toegepast door conversational agents (B.R. Duffy, 2003; Holtgraves et al., 2007). Het zogenaamde ‘Computers Als Sociale Actoren’ (CASA paradigma vertrekt vanuit de aanname dat mensen de neiging hebben om onbewust sociale regels en gedragingen toe te passen in interacties met computers, ondanks het feit dat ze weten dat deze computers levenloos zijn (Nass et al., 1994). Dit kan verder worden verklaard door het fenomeen antropomorfisme (Epley et al., 2007; Novak & Hoffman, 2019). Antropomorfisme houdt in dat de aanwezigheid van mensachtige kenmerken of gedragingen in niet-menselijke agenten, onbewust cognitieve schema's voor menselijke interactie activeert (Aggarwal & McGill, 2007; M.K. Lee et al., 2010). Door computers te antropomorfiseren komen mensen tegemoet aan hun eigen behoefte aan sociale verbinding en begrip van de sociale omgeving (Epley et al., 2007; Waytz et al., 2010). Dit heeft echter ook tot gevolg dat mensen cognitieve schema’s voor sociale perceptie toepassen op conversational agents.
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This paper will focus on the role of artists and designers as agents of change in sustainability innovation. We will analyse the characteristics of this role on the basis of a review of literature that discusses various concepts, methodologies and strategies applied by artists and designers in innovation processes. The paper will analyse two case studies in which artists and designers acted as agents of change and will discuss insights from these case studies in the light of the literature reviewed. We will then continue to investigate how certain characteristics of the involvement of artists and designers in innovation processes relate to the impact of the process on a social-, business- or product level. The paper will conclude with lessons learnt regarding the role of artists and designers as agents of change in innovation processes and will introduce directions for future research.
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© Springer International Publishing Switzerland 2014. Creating agents that are capable of emulating similar socio-cultural dynamics to those found in human interaction remains as one of the hardest challenges of artificial intelligence. This problem becomes particularly important when considering embodied agents that are meant to interact with humans in a believable and empathic manner. In this article, we introduce a conceptual model for socio-cultural agents, and, based on this model, we present a set of requirements for these agents to be capable of showing appropriate socio-cultural behaviour. Our model differentiates between three levels of instantiation: the interaction level, consisting of elements that may change depending on the people involved, the group level, consisting of elements that may change depending on the group affiliation of the people involved, and the society level, consisting of elements that may change depending on the cultural background of those involved. As such, we are able to have culture alter agents’ social relationships rather than directly determining actions, allowing for virtual agents to act more appropriately in any social or cultural context.
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From the article: Abstract Over the last decades, philosophers and cognitive scientists have argued that the brain constitutes only one of several contributing factors to cognition, the other factors being the body and the world. This position we refer to as Embodied Embedded Cognition (EEC). The main purpose of this paper is to consider what EEC implies for the task interpretation of the control system. We argue that the traditional view of the control system as involved in planning and decision making based on beliefs about the world runs into the problem of computational intractability. EEC views the control system as relying heavily on the naturally evolved fit between organism and environment. A ‘lazy’ control structure could be ‘ignorantly successful’ in a ‘user friendly’ world, by facilitating the transitory creation of a flexible and integrated set of behavioral layers that are constitutive of ongoing behavior. We close by discussing the types of questions this could imply for empirical research in cognitive neuroscience and robotics.
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Our study introduces an open general-purpose platform for the embodiment of conversational AI systems. Conversational User-interface Based Embodiment (CUBE) is designed to streamline the integration of embodied solutions into text-based dialog managers, providing flexibility for customization depending on the specific use case and application. CUBE is responsible for naturally interacting with users by listening, observing, and responding to them. A detailed account of the design and implementation of the solution is provided, as well as a thorough examination of how it can be integrated by developers and AI dialogue manager integrators. Through interviews with developers, insight was gained into the advantages of such systems. Additionally, key areas that require further research were identified in the current challenges in achieving natural interaction between the user and the embodiments. CUBE bridges some of the gaps by providing controls to further develop natural non-verbal communication.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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This article provides a nano (hyperlocal) view of climate change mitigation by viewing regenerative organizing through the eyes (as well as bodies and senses, etc.) of the households engaged in community-based energy projects. By showing what humans make up for in the largely absent relationship between nature and technology in these projects, we envision an incremental extension of the literature on community-based energy. The radically different contribution we aim to make is a tripartite imbrication that brings in natural agency alongside the human and the technical but specifies precisely how nano (smaller than micro) embodied practices afford mis- and realignments. https://doi.org/10.1177/1086026619886841 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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