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This paper introduces an implemented affective social robot, called CuDDler. The goal of this research is to explore and demonstrate the utility of a robot that is capable of recognising and responding to a user's emotional acts (i.e., affective stimuli), thereby improving the social interactions. CuDDler uses two main modalities; a) audio (i.e.,(More)
This article presents a study with five children with autism who were involved in a game. As relatively little work has been done on using robots in a classroom setting for children with autism, this paper investigates the potential use of robots as an educational companion for children with autism in a classroom setting. The target users were pre-schoolers(More)
Adopting e-health technologies may be one of the ways to ease the burden of hospitals, where nurses and doctors may be deployed more efficiently to ensure better patient-centered care. The adoption of e-health not only depends on the government, industry players and the current state of technology. Part of the successful adoption also relies on the users'(More)
Many researchers and designers from the private and government sectors have been paying much attention to the issues, policies, challenges and opportunities of bringing healthcare services to patients' homes. Some believe that this would not only ease the workload of the healthcare practitioners but also reduce the cost of healthcare treatments. Many topics(More)