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2020 Conference article Open Access OPEN
Designing adaptive behavior in a social robot
Zedda E
Robots are becoming more and more present in our daily activities. In order to improve user interaction with them, it is important to design behaviors in robots that show social attitude and ability to adapt to the users. For this purpose, robots should adapt their behavior recognizing the user's emotion, also considering the actual user with cognitive and physical disabilities. However, most contemporary approaches rarely attempt to consider recognized emotional features in an active manner to modulate robot decision-making and dialogue for the benefit of the user. In this project, I aim to design and implement a module in a humanoid robot to create an adaptive behavior in a Social Robot for older adults who may have cognitive impairments.DOI: 10.1145/3379336.3381510
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See at: dl.acm.org Open Access | CNR IRIS Open Access | ISTI Repository Open Access | doi.org Restricted | CNR IRIS Restricted


2023 Software Metadata Only Access
Robot personalities module
Zedda E
Description: An application designed to enhance cognitive stimulation among older adults by manipulating robot behaviours into a cooking game. The application incorporates a personality module that generates two robot personalities (extravert and introvert) designed and implemented to improve the Human-Robot Interaction (HRI) of older adults with cognitive impairments. Technologies used: Java, QiSDK, SQL Version: 5.0 CNR Link: https://giteas2i2s.isti.cnr.it/Human_in_Information_Systems_HIIS/Personality

See at: CNR IRIS Restricted


2023 Other Metadata Only Access
Personalities in humanoid robots for cognitive training of older adults
Zedda E
In the last decade, the ageing of the population is occurring worldwide, and ageing increases the degeneration in the cognitive and physical domains of older adults. For this reason, technologies to support older adults in trying to slow down the progression of cognitive impairment are becoming more and more important. In particular, humanoid robots with social skills are increasingly common in the real world. Although life expectancy is increasing, the quality of life is not necessarily doing so. Thus, we may find ourselves and our loved ones dependent and in need of another person to perform the most basic tasks, which has a strong negative psychological impact. As a result, social robots may be the definitive tool to improve the quality of life by empowering people dependent on others and extending their independent living. In this context, humanoid robots can be an effective tool for the cognitive training of older adults, and to achieve this, their interaction with humans must be engaging. In this Thesis, we seek to understand if proposing robots with extraverted or introverted personalities could improve the user experience during a serious game scenario. Specifically, we design, implement, refine, and test a set of verbal and nonverbal parameters for such personality traits, which are general and potentially have different fields of application. The two personalities are implemented in an application that proposes typical cognitive training exercises using a Pepper robot. Additionally, we identify the requirements for designing and implementing a serious game to be a useful tool to be included in cognitive training. After evaluating the robot personalities with different tests and interviews with 52 users, including experts, healthy older adults and users with mild cognitive impairment, we address the problem of how to improve engagement and adaptation for older adults during repetitive cognitive training. The monotonous nature of repetitive cognitive training may cause older adults to lose interest and drop out. Social robots are used to reduce boredom and cognitive load when playing serious games as part of cognitive training, indeed. In this Thesis, a behaviour-adaptation technique is proposed to select the best actions, which consist of a combination of verbal and non-verbal interaction aspects, for the robot to maintain the attention level of older adult users during a serious game. The behaviour-adaptation technique proposed allows the robot to autonomously select the most appropriate actions to maintain the level of engagement of older adults during the full interaction session. After a session with 28 users, where both the adaptive and non-adaptive robot is used, a test to evaluate the adaptive behaviour of the robot is performed. The findings demonstrate users' ability to differentiate between the behaviours exhibited by the adaptive and non-adaptive robot. The users perceived the adaptive robot as displaying greater adaptability and engagement than the non-adaptive robot. This adaptability contributed to a more engaging and motivating user interaction with the robot. In summary, we provide a system and the guidelines to design a robotic behaviour of the future. The robot is able to autonomously adapt its personality to increase user engagement and experience, stimulating the users to continue the cognitive training.

See at: etd.adm.unipi.it Restricted | CNR IRIS Restricted


2023 Software Metadata Only Access
Robot personalities adaptation system
Zedda E
Description: An application with an adaptation technique implemented on a humanoid robot to make it autonomously adapt its behaviour during user interaction. The application read the user's state (smile value and gaze direction), classified the engagement level following a defined classification and adapted its behaviours using a Q-learning algorithm (Reinforcement Learning algorithm) performing different robot movements and dialogues according to the user state detected and robot personality chosen. The adaption system is applied at a difficult level of a cooking serious game. Technologies used: Java, QiSDK, SQL, Python CNR Link: https://gitea-s2i2s.isti.cnr.it/Human_in_Information_Systems_HIIS/MediumAdaptation

See at: CNR IRIS Restricted


2023 Software Metadata Only Access
Match-mismatch user/robot personality
Zedda E
An application that autonomously adapts the robot's personality based on the user personality test results, displaying a robot personality that aligns better with the user's traits in a cooking serious game for older adults with cognitive impairments. Technologies used: Java, QiSDK, SQL

See at: CNR IRIS Restricted


2023 Software Metadata Only Access
Q-Learning algorithm for robot behaviour adaptation
Zedda E
An application that applies the Q-learning algorithm to support an adaptation strategy for the robot in the context of an application for cognitive training. The goal is to help the user maintain a high-engaged level and stimulate in case the user is at a low-engaged level. In the project, the robot agent learns its policy by leveraging the simulator by interacting with the simulated users, updating its knowledge using the Bellman Equation. The algorithm returns a trained Q matrix(s, a). Programming Language: Python

See at: CNR IRIS Restricted


2022 Software Metadata Only Access
Transfer learning project
Zedda E
The application uses machine learning to classify satellites based on their IQ samples. It begins by preprocessing the IQ samples and splitting them into training (80%) and testing (20%) subsets using stratified sampling. Transfer learning is applied using various pre-trained CNN models from the ImageNet dataset. The CNN models are modified with a dense classifier for ten classes and a softmax layer for satellite classification. The best performance is achieved with MobileNetV2, trained for 26 epochs using the RMSprop optimiser, CategoricalCrossentropy as the loss function, and CategoricalCrossentropy as the metric. Python, Keras

See at: CNR IRIS Restricted


2022 Software Metadata Only Access
Topic modelling
Zedda E
An application that uses the Latent Dirichlet Allocation algorithms Algorithm to identify and extract topics from a text corpus composed of different scientific papers related to the domain of Social Robotics for assisting older adults with cognitive impairments. The approach uses Natural Language Process (NPL) techniques to evaluate how this domain has evolved and if it is possible to identify some subtopics by analysing academic publications. Language: R

See at: CNR IRIS Restricted


2018 Software Metadata Only Access
Color control app
Zedda E
IoT application with different features (calendar, Philips hue control, medicine reminders, medicine history, personalisation domotic features using triggers rules) for help older adults with visual impairments to control their home. Technologies used: HTML5, CSS3, PHP, Jquery, Philips API, Context Server, SQL

See at: github.com Restricted | CNR IRIS Restricted


2021 Conference article Open Access OPEN
Robot personality for cognitive training
Zedda E
Robots are becoming more present in our daily activities and in particular in the health context. To improve the human-robot interaction in a training session it is important to design and develop social behavior and personality in robots. Recent studies found that personality is an essential feature for creating socially assistive robots. For this purpose, I want to investigate if the robot personality (extrovert or introvert) can improve the user's cognitive performances in elders with Mild Cognitive Impairments during one-o-one cognitive training.Source: CEUR WORKSHOP PROCEEDINGS, vol. 2892, pp. 78-82. Bolzano, Italy, 11-13/07/2021

See at: ceur-ws.org Open Access | CNR IRIS Open Access | CNR IRIS Restricted


2023 Software Metadata Only Access
DialogFlow, Google speech API and ChatGPT4 on Pepper
Zedda E, Manca M
Integration of DialogFlow and Google Speech API on a HRI application for Pepper robot. Technologies used: Java, QiSDK, SQL, Google Speech API, DialogFlow API, Azure and OpenAI API CNR Link: https://giteas2i2s.isti.cnr.it/Human_in_Information_Systems_HIIS/DialogFlow_Pepper https://giteas2i2s.isti.cnr.it/Human_in_Information_Systems_HIIS/GoogleSpeechAPI https://gitea-s2i2s.isti.cnr.it/Human_in_Information_Systems_HIIS/ChatGPTAzure

See at: CNR IRIS Restricted


2022 Software Metadata Only Access
Cooking serious game on Pepper robot
Zedda E, Manca M
An application implemented a serious coking game with 3 different levels to support cognitive training for older adults with cognitive impairment. Application integrated into Pepper robot to improve the HRI. Technologies used: Java, QiSDK

See at: CNR IRIS Restricted


2022 Software Metadata Only Access
Pepper biographycal serious games (SERENI Project)
Zedda E, Manca M
SERENI application delivers serious biographical-based serious games using personal information from older adults' lives through a humanoid robot. It aims to stimulate cognitive functions through play sessions, which should last 15-20 minutes. The biographical app, provides relevant biographical data that are mainly used to customise the games, which thereby will be highly personalised for the older adults. Technologies used: Java, QiSDK, SQL

See at: CNR IRIS Restricted


2019 Software Metadata Only Access
Petal app
Zedda E, Manca M
The IoT application developed for the PETAL project allows the control of Philips lights and various sensors. The application is integrated with the Authoring Tool platform, developed by the HIIS-CNR laboratory, enabling the customisation of sensors and lights within a home. by creating trigger-action rules. The application connects to a context server via REST calls to receive notifications or alarms generated by regulations in the Authoring Tool platform. Technologies used: HTML5, CSS3, PHP, Jquery, Philips API, SQL Sensors: Hue, Philips hue motion sensor, Philips temperature sensor, Philiphs humidity sensor, Philiphs Ambient Light sensor, GreatLuminaire of Bartenbach., smartwatch Kobwa Lemfo LEM7.

See at: CNR IRIS Restricted | hiis.isti.cnr.it Restricted


2024 Conference article Open Access OPEN
Robots for Humans (RfH 2024) - Embracing human-centred robot design
Cocchella F., Eldardeer O., Manca M., Matarese M., Rezzani A., Zedda E.
The "Robots for Humans" (RfH) workshop bridges the HumanComputer Interaction (HCI) and Human-Robot Interaction (HRI) communities. The workshop encourages methodological exchange and explores theoretical, technical and design solutions in robotics. Join us to explore the intricate bond between humans and robots for thoughtful HRI advancements.DOI: 10.1145/3656650.3660535
Metrics:


See at: IRIS Cnr Open Access | doi.org Open Access | IRIS Cnr Open Access | doi.org Restricted | CNR IRIS Restricted | CNR IRIS Restricted


2024 Contribution to book Open Access OPEN
Preface for the 1st edition of the international Robots for Humans (RfH) workshop
Cocchella F., Eldardeer O., Manca M., Mattarese M., Rezzani A., Zedda E.
In recent years, the research field of Human-Robot Interaction has become crucial to understanding and designing the technological future. New methods and approaches in this field are urgently needed to meet the challenges of a rapidly changing landscape. In this workshop, we proposed that the intersection between Human-Computer Interaction (HCI) and HumanRobot Interaction (HRI) offers methodological opportunities while highlighting the new challenges that robot integration into society will face. In this perspective, humans bridge society, computers, and robots. Thus, the workshop proposed reflections on how embracing a human-centred design approach can help prioritise people's empowerment in society and collaborate with robots.Source: CEUR WORKSHOP PROCEEDINGS, vol. Robots for Humans Workshop 2024

See at: ceur-ws.org Open Access | CNR IRIS Open Access | CNR IRIS Restricted


2024 Conference article Open Access OPEN
A proposal for adapting robot behaviours using fuzzy Q-learning in cognitive serious game scenarios
Zedda E., Paternò F.
The repetitive and monotonous character of cognitive training may lead to waning interest and eventual disengagement among older adults with cognitive impairments. To address this issue, this study proposes an adaptive approach wherein a Socially Assistive Robot (SAR) autonomously selects optimal actions to sustain an emotional state in older adults while participating in serious cognitive training games. The aim is to propose an adaptation strategy that leverages fuzzy Q-learning to prompt users to maintain a positive state.Source: CEUR WORKSHOP PROCEEDINGS, vol. 3794. Arenzano, Italy, 3/06/2024

See at: ceur-ws.org Open Access | CNR IRIS Open Access | CNR IRIS Restricted


2024 Book Restricted
Proceedings of the 1st Workshop on Robots for Humans (RfH 2024), co-located with 17th edition of the Conference on Advanced Visual Interfaces (AVI 2024)
Cocchella F., Eldardeer O., Manca M., Mattarese M., Rezzani A., Zedda E.
In recent years, the research field of Human-Robot Interaction has become crucial to understanding and designing the technological future. New methods and approaches in this field are urgently needed to meet the challenges of a rapidly changing landscape. In this workshop, we proposed that the intersection between Human-Computer Interaction (HCI) and HumanRobot Interaction (HRI) offers methodological opportunities while highlighting the new challenges that robot integration into society will face. In this perspective, humans bridge society, computers, and robots. Thus, the workshop proposed reflections on how embracing a human-centred design approach can help prioritise people's empowerment in society and collaborate with robots. This CEUR-WS volume contains the proceedings of the first edition of the Robots for Humans (RfH) Workshop. The workshop was held on Jun 3rd, 2024, in Arenzano (Italy) during the 17th edition of the Conference on Advanced Visual Interfaces (AVI 2024 https://avi2024.dibris.unige.it/home). It receives contributions from authors from countries such as Italy, Germany and Israel.Source: CEUR WORKSHOP PROCEEDINGS, vol. 3794

See at: ceur-ws.org Restricted | CNR IRIS Restricted | CNR IRIS Restricted


2020 Conference article Open Access OPEN
Adaptation in humanoid robots serious games for mild cognitive impairment older adults
Manca M., Paternò F., Santoro C., Zedda E.
Since the number of Mild Cognitive Impairment (MCI) older adults is increasing, it becomes more and more important to provide them with support to avoid the progression of their cognitive decline to dementia. To this regard, interactive serious games can play an important role. However, while most of them have been deployed mainly through tablets, the current emerging humanoid robots are opening up novel possibilities to this regard. In this position paper we aim to describe our current research interest in better understanding the impact of humanoid robots in supporting serious games for such users.Source: CEUR WORKSHOP PROCEEDINGS, vol. 2724, pp. 11-13. Cagliari, Italy, 17-20/03/2020

See at: ceur-ws.org Open Access | CNR IRIS Open Access | ISTI Repository Open Access | CNR IRIS Restricted


2021 Conference article Open Access OPEN
A cooking game for cognitive training of older adults interacting with a humanoid robot
Zedda E, Manca M, Paternò F
In this paper, we present the design and the implementation of a cooking game for older adults interacting through a humanoid robot. We discuss the motivations and the requirements that have driven such design and indicate how it has been implemented. The main goal is to stimulate the cognitive resources of older adults in order to limit their decline. For this purpose, we have exploited the multimodal possibilities of the humanoid robot and have identified two robot personalities, which are suitable to improve users' engagement, and thus their potential participation in cognitive training programmes.DOI: 10.5220/0010721500003060
Metrics:


See at: doi.org Open Access | CNR IRIS Open Access | ISTI Repository Open Access | www.scitepress.org Open Access | CNR IRIS Restricted