This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.
This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.
This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
The objective of this project is to extend the concept of crowdsourcing in citizen science to the interaction design of the organization as well as to data collection. Distributed technologies offer new opportunities for conducting scientific research on a larger scale than ever before by enabling distributed collaboration. Virtual organizations that use distributed technologies in scientific organizations have primarily focused on how dedicated, professional scientists collaborate and communicate. More recently a rapidly increasing number of citizen science virtual organizations are being formed. Citizen scientists participate in scientific endeavors and typically lack formal credentials, do not hold professional positions in scientific institutions, and bring diversity of knowledge and expertise to projects and challenges. They participate in scientific endeavors related to their personal scientific interests and create new challenges for the design of virtual organizations. In terms of intellectual merit, the project will make three specific contributions: a new interaction design for collecting biodiversity data within a nature park, a model for crowdsourcing the design of an social computing approach to citizen science, and an analysis of the impact of crowdsourcing the design on motivating participation in collecting biodiversity data. Interactive tabletop computers will be placed in two nature parks so that the design of the citizen science environment can be embedded in a park experience and engage the public in understanding more about their parks, in data collection, and develop a personal commitment to environmental sustainability issues. In terms of broader impacts, the project provides three types of impact: research training by including graduate students, broad public dissemination to enhance scientific understanding of biodiversity, and benefits to society through association with the Aspen Center for Environmental Studies (ACES) and Encyclopedia of Life (EOL).
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TEAM MEMBERS:
Mary Lou MaherTom YehJennifer Preece
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.