In recent years, there have been many approaches to using robots to teach computer programming. In intelligent tutoring systems and computer-aided learning, there is also some research to show that affective feedback to the student increases learning efficiency. However, a few studies on the role of incorporating an emotional personality in the robot in robot-assisted learning have found different results. To explore this issue further, we conducted a pilot study to investigate the effect of positive verbal encouragement and non-verbal emotive behaviour of the Miro-E robot during a robot-assisted programming session. The participants were tasked to program the robot’s behaviour. In the experimental group, the robot monitored the participants’ emotional state via their facial expressions, and provided affective feedback to the participants after completing each task. In the control group, the robot responded in a neutral way. The participants filled out a questionnaire before and after the programming session. The results show a positive reaction of the participants to the robot and the exercise. Though the number of participants was small, as the experiment was conducted during the pandemic, a qualitative analysis of the data was carried out. We found that the greatest affective outcome of the session was for students who had little experience or interest in programming before. We also found that the affective expressions of the robot had a negative impact on its likeability, revealing vestiges of the uncanny valley effect.
Technical devices can enhance safety by warning people of unrecognized obstacles, particularly in traffic, wilderness, and industrial settings. This study aims to identify the most effective vibrotactile stimuli for localization tasks by developing and evaluating various types of vibrotactile alerts presented through a tactile vest with visual patterns. The study design involved comparing the time and consistency of interpreting visual stimuli and subsequent tactile stimuli. The tactile stimuli included: a 'point' vibration on the left or right side of the back, a 'column' pattern of five vibrations on one side of the back, and a 'wave' pattern of vibrations running along the back from left to right or vice versa. The results indicated that reaction times to visual stimuli were significantly shorter than to vibration stimuli, suggesting that visual stimuli are suitable for alert systems with low cognitive load. The 'point' and 'column' patterns were recognized significantly faster and more clearly than the'wave' pattern. Consequently, the haptic vest was classified as a potentially effective low cognitive load device in localization performance. The findings could inform the design of early warning systems for obstacle detection in real traffic situations.
Introduction: Enhancing the command capacity of motor imagery (MI)-based brain-computer interfaces (BCIs) remains a significant challenge in neuroinformatics, especially for real-world assistive applications. This study explores a multiclass BCI system designed to classify multiple MI tasks using a low-cost EEG device.Methods: A BCI system was developed to classify six mental states: resting state, left and right hand movement imagery, tongue movement, and left and right lateral bending, using EEG data collected with the Emotiv EPOC X headset. Seven participants underwent a body awareness training protocol integrating mindfulness and physical exercises to improve MI performance. Machine learning techniques were applied to extract discriminative features from the EEG signals.Results: Post-training assessments indicated modest improvements in participants' MI proficiency. However, classification performance was limited due to inter- and intra-subject signal variability and the technical constraints of the consumer-grade EEG hardware.Discussion: These findings highlight the value of combining user training with MI-based BCIs and the need to optimize signal quality for reliable performance. The results support the feasibility of scalable, multiclass MI paradigms in low-cost, user-centered neurotechnology applications, while pointing to critical areas for future system enhancement.
4 June 2024 in European Journal for Philosophy of Science
Artificial intelligence algorithms, fueled by continuous technological development and increased computing power, have proven effective across a variety of tasks. Concurrently, quantum computers have shown promise in solving problems beyond the reach of classical computers. These advancements have contributed to a misconception that quantum computers enable hypercomputation, sparking speculation about quantum supremacy leading to an intelligence explosion and the creation of superintelligent agents. We challenge this notion, arguing that current evidence does not support the idea that quantum technologies enable hypercomputation. Fundamental limitations on information storage within finite spaces and the accessibility of information from quantum states constrain quantum computers from surpassing the Turing computing barrier. While quantum technologies may offer exponential speed-ups in specific computing cases, there is insufficient evidence to suggest that focusing solely on quantum-related problems will lead to technological singularity and the emergence of superintelligence. Subsequently, there is no premise suggesting that general intelligence depends on quantum effects or that accelerating existing algorithms through quantum means will replicate true intelligence. We propose that if superintelligence is to be achieved, it will not be solely through quantum technologies. Instead, the attainment of superintelligence remains a conceptual challenge that humanity has yet to overcome, with quantum technologies showing no clear path toward its resolution.
While developing traffic-based cognitive enhancement technology (CET), such as bike accident prevention systems, it can be challenging to test and evaluate them properly. After all, the real-world scenario could endanger the subjects’ health and safety. Therefore, a simulator is needed, preferably one that is realistic yet low cost. This paper introduces a way to use the video game Grand Theft Auto V (GTA V) and its sophisticated traffic system as a base to create such a simulator, allowing for the safe and realistic testing of dangerous traffic situations involving cyclists, cars, and trucks. The open world of GTA V, which can be explored on foot and via various vehicles, serves as an immersive stand-in for the real world. Custom modification scripts of the game give the researchers control over the experiment scenario and the output data to be evaluated. An off-the-shelf bicycle equipped with three sensors serves as a realistic input device for the subject’s movement direction and speed. The simulator was used to test two early-stage CET concepts enabling cyclists to sense dangerous traffic situations, such as trucks approaching from behind the cyclist. Thus, this paper also presents the user evaluation of the cycling simulator and the CET used by the subjects to sense dangerous traffic situations. With the knowledge of the first iteration of the user-centered design (UCD) process, this paper concludes by naming improvements for the cycling simulator and discussing further research directions for CET that enable users to sense dangerous situations better.