Beyond perfection: about learning from errors, NAO, and the world of virtual reality

La realidad virtual (VR) ha experimentado avances significativos en los últimos años gracias a los avances tecnológicos. Se ha convertido en un factor clave en varios campos, incluida la interacción humano-robot (HRI, por sus siglas en inglés). En los estudios de HRI, se observó que las pruebas requ...

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Tipo de recurso:
Fecha de publicación:
2023
Institución:
Universidad del Rosario
Repositorio:
Repositorio EdocUR - U. Rosario
Idioma:
eng
OAI Identifier:
oai:repository.urosario.edu.co:10336/41008
Acceso en línea:
https://doi.org/10.48713/10336_41008
https://repository.urosario.edu.co/handle/10336/41008
Palabra clave:
HRI
Robótica
VR
Errores
Realidad virtual
HRI
HRC
Errors
Robotics
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License
Attribution-NonCommercial-ShareAlike 4.0 International
id EDOCUR2_280394e610bb86456c7099f7fcbb4d27
oai_identifier_str oai:repository.urosario.edu.co:10336/41008
network_acronym_str EDOCUR2
network_name_str Repositorio EdocUR - U. Rosario
repository_id_str
dc.title.none.fl_str_mv Beyond perfection: about learning from errors, NAO, and the world of virtual reality
dc.title.TranslatedTitle.none.fl_str_mv Más allá de la perfección: sobre aprender de los errores, NAO y el mundo de la realidad virtual
title Beyond perfection: about learning from errors, NAO, and the world of virtual reality
spellingShingle Beyond perfection: about learning from errors, NAO, and the world of virtual reality
HRI
Robótica
VR
Errores
Realidad virtual
HRI
HRC
Errors
Robotics
title_short Beyond perfection: about learning from errors, NAO, and the world of virtual reality
title_full Beyond perfection: about learning from errors, NAO, and the world of virtual reality
title_fullStr Beyond perfection: about learning from errors, NAO, and the world of virtual reality
title_full_unstemmed Beyond perfection: about learning from errors, NAO, and the world of virtual reality
title_sort Beyond perfection: about learning from errors, NAO, and the world of virtual reality
dc.contributor.advisor.none.fl_str_mv Jiménez Hernández, Mario Fernando
dc.subject.none.fl_str_mv HRI
Robótica
VR
Errores
Realidad virtual
topic HRI
Robótica
VR
Errores
Realidad virtual
HRI
HRC
Errors
Robotics
dc.subject.keyword.none.fl_str_mv HRI
HRC
Errors
Robotics
description La realidad virtual (VR) ha experimentado avances significativos en los últimos años gracias a los avances tecnológicos. Se ha convertido en un factor clave en varios campos, incluida la interacción humano-robot (HRI, por sus siglas en inglés). En los estudios de HRI, se observó que las pruebas requerían muchos recursos y protocolos largos y consumidores de tiempo. La VR se utiliza cada vez más para probar robots, ya que permite crear entornos sin consumir tantos recursos. Esto es especialmente evidente en la educación, donde la tecnología de VR se utiliza para crear experiencias de aprendizaje inmersivas, como viajes virtuales que permiten a los estudiantes explorar sitios históricos y fenómenos científicos sin salir del aula. Además, la VR ofrece beneficios económicos al optimizar el tiempo, el espacio y los recursos. La telepresencia es una aplicación crítica de la VR en la relación HRI, permitiendo a los usuarios controlar y interactuar con robots de forma remota, mejorando la calidad y efectividad de la comunicación y la interacción entre humanos y robots. Se mencionan avances significativos en la historia de la robótica, desde Leonardo Da Vinci hasta robots modernos utilizados en tareas de asistencia, fabricación y más. La interacción natural entre humanos y robots es esencial, especialmente en tareas colaborativas, como la fabricación. Para lograr una interacción natural, es necesario comprender cómo los humanos se comunican entre sí, así como cómo perciben y responden a los robots. Esta información se utiliza para desarrollar protocolos de comunicación efectiva entre humanos y robots y para diseñar robots que puedan transmitir información y responder a las señales humanas de manera efectiva. La colaboración entre humanos y robots (HRC) se centra en estudiar y mejorar la relación entre humanos y robots que trabajan juntos en tareas comunes. La implementación de HRC suele ser costosa debido a los altos costos de robots, sensores y espacios controlados. La VR se presenta como una alternativa para reducir costos y facilitar este tipo de estudios. La investigación sugiere que las experiencias de VR son más cercanas a las interacciones con un robot real y que las pruebas en VR son más confiables y transferibles a las habilidades de un robot real. El estudio propone un taller de HRC basado en la VR para evaluar su viabilidad en comparación con las pruebas físicas en términos de eficiencia, costo y estrategia. También busca comparar los resultados y comportamientos de los participantes en entornos físicos y virtuales. La investigación se enfoca en el efecto Pratfall en humanos y robots y sus implicaciones para el desarrollo y uso de robots en entornos que requieren empatía e interacción social. Se llevan a cabo encuestas en dos grupos: uno en un entorno físico y otro en VR, recopilando datos para analizar resultados y discutir posibles influencias de género en las percepciones y respuestas de los participantes. El estudio se organiza en varias secciones que cubren antecedentes, métodos, resultados y discusiones, y concluye con reflexiones sobre futuros trabajos basados en los hallazgos del estudio.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2023-09-27T16:09:06Z
dc.date.available.none.fl_str_mv 2023-09-27T16:09:06Z
dc.date.created.none.fl_str_mv 2023-07-04
dc.date.embargoEnd.none.fl_str_mv info:eu-repo/date/embargoEnd/2025-09-28
dc.type.none.fl_str_mv bachelorThesis
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.document.none.fl_str_mv Trabajo de grado
dc.type.spa.none.fl_str_mv Trabajo de grado
dc.identifier.doi.none.fl_str_mv https://doi.org/10.48713/10336_41008
dc.identifier.uri.none.fl_str_mv https://repository.urosario.edu.co/handle/10336/41008
url https://doi.org/10.48713/10336_41008
https://repository.urosario.edu.co/handle/10336/41008
dc.language.iso.none.fl_str_mv eng
language eng
dc.rights.*.fl_str_mv Attribution-NonCommercial-ShareAlike 4.0 International
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_f1cf
dc.rights.acceso.none.fl_str_mv Restringido (Temporalmente bloqueado)
dc.rights.uri.*.fl_str_mv http://creativecommons.org/licenses/by-nc-sa/4.0/
rights_invalid_str_mv Attribution-NonCommercial-ShareAlike 4.0 International
Restringido (Temporalmente bloqueado)
http://creativecommons.org/licenses/by-nc-sa/4.0/
http://purl.org/coar/access_right/c_f1cf
dc.format.extent.none.fl_str_mv 80 pp
dc.format.mimetype.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidad del Rosario
dc.publisher.department.none.fl_str_mv Escuela de Ingeniería, Ciencia y Tecnología
dc.publisher.program.none.fl_str_mv Programa de Matemáticas Aplicadas y Ciencias de la Computación - MACC
publisher.none.fl_str_mv Universidad del Rosario
institution Universidad del Rosario
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spelling Jiménez Hernández, Mario Fernando5820750600Acosta Castillo, Dana IsabellaProfesional en Matemáticas Aplicadas y Ciencias de la ComputaciónPregradoFull time546ca5aa-5a0a-4af7-9c82-579f9b4e71f6-12023-09-27T16:09:06Z2023-09-27T16:09:06Z2023-07-04info:eu-repo/date/embargoEnd/2025-09-28La realidad virtual (VR) ha experimentado avances significativos en los últimos años gracias a los avances tecnológicos. Se ha convertido en un factor clave en varios campos, incluida la interacción humano-robot (HRI, por sus siglas en inglés). En los estudios de HRI, se observó que las pruebas requerían muchos recursos y protocolos largos y consumidores de tiempo. La VR se utiliza cada vez más para probar robots, ya que permite crear entornos sin consumir tantos recursos. Esto es especialmente evidente en la educación, donde la tecnología de VR se utiliza para crear experiencias de aprendizaje inmersivas, como viajes virtuales que permiten a los estudiantes explorar sitios históricos y fenómenos científicos sin salir del aula. Además, la VR ofrece beneficios económicos al optimizar el tiempo, el espacio y los recursos. La telepresencia es una aplicación crítica de la VR en la relación HRI, permitiendo a los usuarios controlar y interactuar con robots de forma remota, mejorando la calidad y efectividad de la comunicación y la interacción entre humanos y robots. Se mencionan avances significativos en la historia de la robótica, desde Leonardo Da Vinci hasta robots modernos utilizados en tareas de asistencia, fabricación y más. La interacción natural entre humanos y robots es esencial, especialmente en tareas colaborativas, como la fabricación. Para lograr una interacción natural, es necesario comprender cómo los humanos se comunican entre sí, así como cómo perciben y responden a los robots. Esta información se utiliza para desarrollar protocolos de comunicación efectiva entre humanos y robots y para diseñar robots que puedan transmitir información y responder a las señales humanas de manera efectiva. La colaboración entre humanos y robots (HRC) se centra en estudiar y mejorar la relación entre humanos y robots que trabajan juntos en tareas comunes. La implementación de HRC suele ser costosa debido a los altos costos de robots, sensores y espacios controlados. La VR se presenta como una alternativa para reducir costos y facilitar este tipo de estudios. La investigación sugiere que las experiencias de VR son más cercanas a las interacciones con un robot real y que las pruebas en VR son más confiables y transferibles a las habilidades de un robot real. El estudio propone un taller de HRC basado en la VR para evaluar su viabilidad en comparación con las pruebas físicas en términos de eficiencia, costo y estrategia. También busca comparar los resultados y comportamientos de los participantes en entornos físicos y virtuales. La investigación se enfoca en el efecto Pratfall en humanos y robots y sus implicaciones para el desarrollo y uso de robots en entornos que requieren empatía e interacción social. Se llevan a cabo encuestas en dos grupos: uno en un entorno físico y otro en VR, recopilando datos para analizar resultados y discutir posibles influencias de género en las percepciones y respuestas de los participantes. El estudio se organiza en varias secciones que cubren antecedentes, métodos, resultados y discusiones, y concluye con reflexiones sobre futuros trabajos basados en los hallazgos del estudio.Through a series of instructions, collaborative human-robot interaction is sought to achieve the execution of a practical session in the field of robotics. In this sense, a program composed of a series of instructions related to a typical activity of a practical session in the area of digital electronic systems was proposed. Specifically, a basic session on the management of embedded systems, where students of engineering and computer science will be participants. Basic electronic elements and an embedded system were used to develop a practical session. These elements are usually found in a laboratory in the robotics field because they are part of the fundamental knowledge in such area. The practical session will be carried out through human-robot collaboration (HRC), were the set of instructions is a series of orders given by the NAO, which is a humanoid social robot, thus it is initially indicated to the participant where to locate the electronic elements within a robotics laboratory. Once the set of elements is available, the NAO provides instructions to implement a simple circuit for turning on an LED using an embedded system. In addition, during instructions, the NAO will intentionally give incorrect instructions to the participant without the participant being affected in any way by the said error. In addition, the HRC was implemented in a virtual environment. Different tests were carried out in Virtual Reality (VR) environments because fewer resources are required for their development. In this way, we intend to corroborate the use of VR to develop HRC work tests that are normally carried out in the physical world. In this sense, the same laboratory environment used in the physical world was designed in a virtual environment and the NAO robot. In this way, the participant perceives that he is in a familiar environment. The aim for the participant was to develop a practical robotics session both in the physical world and VR, and to turn on the LED, even with the wrong instructions given by NAO. In both physical and VR cases, the NAO will give instructions for the development of the session. To assess compliance with this objective, a quantitative evaluation will be carried out using the Godspeed, RoSaS, and SUS questionnaires, which allows the evaluation of the perception associated with the performance of the NAO behavior. In addition, the NARS and BFI questionnaires were used to evaluate the participants’ perceptions regarding their interaction with the NAO. The responses (numeric responses) will be classified on Likert scales, and from this information, it is possible to identify the effectiveness and acceptance of the NAO as a support tool for the proposed program. 65.22\% of participants were able to carry out collaborative human-robot work during the practical session. 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Vol. 5; No. 3; pp. 251-274 : Association for the Advancement of Computing in Education (AACE);Bates, David W; Cohen, Michael; Leape, Lucian L; Overhage, J Marc; Shabot, M Michael; Sheridan, Thomas (2001) Reducing the frequency of errors in medicine using information technology. En: Journal of the American Medical Informatics Association. 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