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A Socially Assistive Robot Exercise Coach for the Elderly

A Socially Assistive Robot Exercise Coach for the Elderly

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Fasola & Matarić. A SAR <strong>Exercise</strong> <strong>Coach</strong> <strong>for</strong> <strong>the</strong> <strong>Elderly</strong>job!” or “Now you’ve got <strong>the</strong> hang of it.”). This game has <strong>the</strong> fastest pace of <strong>the</strong> fourexercise games, as <strong>the</strong> users generally complete <strong>the</strong> requested gestures quickly.3.3.2 Sequence GameThe Sequence game is similar to <strong>the</strong> Workout game in that <strong>the</strong> robot demonstrates armexercises <strong>for</strong> <strong>the</strong> user to repeat. However, instead of showing each gesture <strong>for</strong> <strong>the</strong> user toper<strong>for</strong>m only once, <strong>the</strong> robot demonstrates two gestures <strong>for</strong> <strong>the</strong> user to repeat in sequence<strong>for</strong> three repetitions (resulting in six gesture completions per sequence). The robot keepsverbal count of <strong>the</strong> number of iterations of <strong>the</strong> sequence per<strong>for</strong>med in order to guide <strong>the</strong>user, while providing feedback throughout (e.g., after <strong>the</strong> user completes <strong>the</strong> first pair, <strong>the</strong>robot says “One,” and upon completion of <strong>the</strong> second pair, it says “Two”). This gamerequires <strong>the</strong> user to remember <strong>the</strong> gesture pair while completing <strong>the</strong> sequence, in additionto promoting periodic movements from <strong>the</strong> users. While slower-paced than <strong>the</strong> Workoutgame, <strong>the</strong>se periodic movements are physically challenging and can cause <strong>the</strong> users tophysically exert <strong>the</strong>mselves more than in any of <strong>the</strong> o<strong>the</strong>r three games.3.3.3 Imitation GameIn <strong>the</strong> Imitation game, <strong>the</strong> roles of <strong>the</strong> user and robot are reversed relative to <strong>the</strong> Workoutgame: The user becomes <strong>the</strong> exercise instructor, showing <strong>the</strong> robot what to do. The robotencourages <strong>the</strong> user to create his/her own arm gesture exercises and imitates usermovements in real time. Since <strong>the</strong> roles of <strong>the</strong> interaction are reversed, with <strong>the</strong> robotrelinquishing control of <strong>the</strong> exercise routine to user, <strong>the</strong> robot does not provide instructivefeedback on <strong>the</strong> exercises. However, <strong>the</strong> robot does continue to speak and engage <strong>the</strong> userby means of encouragement, general commentary, humor, and movement prompts ifnecessary. As <strong>the</strong> robot imitates <strong>the</strong> user’s movements in real time, <strong>the</strong> interaction in thisgame is <strong>the</strong> most fluid and interactive of all <strong>the</strong> exercise games. Fur<strong>the</strong>rmore, this is <strong>the</strong>only game designed to promote user autonomy and creativity in <strong>the</strong> exercise task. Both of<strong>the</strong>se characteristics are beneficial <strong>for</strong> increasing <strong>the</strong> user’s intrinsic motivation to engagein <strong>the</strong> task.3.3.4 Memory GameThe goal of <strong>the</strong> Memory game is <strong>for</strong> <strong>the</strong> user to try and memorize an ever-longersequence of arm gesture poses, and thus compete against his/her own high score. Thesequence is determined at <strong>the</strong> start of <strong>the</strong> game and does not change <strong>for</strong> <strong>the</strong> duration of<strong>the</strong> game. The arm gesture poses used <strong>for</strong> each position in <strong>the</strong> sequence are chosen atrandom at run time, and <strong>the</strong>re is no inherent limit to <strong>the</strong> sequence length, <strong>the</strong>reby making<strong>the</strong> game challenging <strong>for</strong> users at all skill levels. Each time <strong>the</strong> user successfullymemorizes and per<strong>for</strong>ms all shown gestures without help from <strong>the</strong> robot, <strong>the</strong> robot shows<strong>the</strong> user two additional gestures to add to <strong>the</strong> sequence, and hence <strong>the</strong> game progresses indifficulty. The robot helps <strong>the</strong> user to keep track of <strong>the</strong> sequence by counting along wi<strong>the</strong>ach correct gesture and reminding <strong>the</strong> user of <strong>the</strong> correct poses, while demonstratingempathy upon user failure (e.g., “Oh, that’s too bad! Here is gesture five again.”). Thisgame is <strong>the</strong> most cognitively challenging of all <strong>the</strong> exercise games, and primarily servesto encourage competition with <strong>the</strong> user’s past per<strong>for</strong>mance.10

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