This book constitutes the refereed proceedings of the Second International Conference on Love and Sex with Robots 2016 in December 2016, in London, UK.
The 12 revised papers presented together with 1 keynote were carefully reviewed and selected from a total of 38 submissions.
The papers of the Second International Conference have been accepted and reviewed in 2015 but could not be presented as there was no conference in 2015 but at the conference in 2016.
The topics of the conferences were as follows: robot emotions, humanoid robots, clone robots, entertainment robots, robot personalities, teledildonics, intelligent electronic sex hardware, gender approaches, affective approaches, psychological approaches, sociological approaches, roboethics, and philosophical approaches.
Adrian David Cheok has been invited to be the Editor-in-Chief of the new journal Multimodal Technologies and Interaction (MTI).
Multimodal Technologies and Interaction (ISSN 2414-4088) is an international, multi/interdisciplinary, open access, peer-reviewed journal which publishes original articles, critical reviews, research notes, and short communications on this subject. MTI focuses on fundamental and applied research dealing with all kinds of technologies that can acquire and/or reproduce unimodal and multimodal digital content that supports interaction (e.g. human–computer, human–robot and animal–computer). Such technologies may produce visual, tactile, sonic, taste, smell, flavor or any other kind of content that can enrich consumer/user experience.
Our aim is to encourage scientists to publish experimental, theoretical and computational results in as much detail as possible, so that results can be easily reproduced. There is, therefore, no restriction on the length of the papers.
A new book by City’s Professor of Pervasive Computing, Professor Adrian Cheok, probes the ubiquitous and exponential impact of the internet and digital connectedness on modern society. • by John Stevenson
Professor Cheok, who is also the Director of the Imagineering Institute in Iskandar, Malaysia, has worked extensively and with distinction over the last two decades in the fields of augmented and mixed reality, pervasive and ubiquitous computing, entertainment computing, fuzzy and embedded systems. In recent years his work has centred on developing a variety of applications in the realm of the multisensory internet exploring digital taste, smell and touch actuation with devices such as the RingU and the Scentee.
His new book brings together a cluster of perspectives on the rapid developments in internet connectivity which have given rise to profound change at technological, social, political and economic levels. The chapters range across many areas which have felt the impact of the brave new world of hyperconnectedness: the 2008 United States Presidential Primary Race; the notion of a virtual collective consciousness mobilised during the Arab Spring of 2011; the concept of an ethically digital world; large-scale multiplayer pervasive games; digital materiality and augmented reality. These are a few of the topics dealt with in Hyperconnectivity and the Future of Internet Communication.
In the following Q&A, Professor Cheok responds to questions about hyperconnectivity, virtual collective consciousness and the multisensory internet.
John Stevenson: What is hyperconnectivity?
Professor Adrian Cheok: Hyperconnectivity refers not only to the technology that enables communication and interaction, but also to the impact that this technology has on personal lives, business, government and societal behaviour. Hyperconnectivity results from a combination of the wider availability of broadband internet expansion, the exponential growth in proliferation of mobile and wearable computing devices and high speed wireless internet access.It includes the dominance of social media and consumer generated media in daily life and recently, the use of the cloud for data and applications access. Hyperconnected communication includes not only human-to-human formats (as individuals and as members of groups and using a vast array of digital media), but also communication between people and machines and between machines and machines without any direct human involvement.
JS: Readers of your book are introduced to the concept of virtual collective consciousness. Can you explain what this means to you? PAC: The idea of a global (collective) virtual consciousness is a bottom-up process and a rather emergent property resulting from a momentum of complex interactions taking place in social networks. This kind of collective behaviour (or intelligence) results from a collision between a physical world and a virtual world and can have a real impact in our life by driving collective action. The sudden fall of long-lasting dictatorships in countries like Tunisia, Egypt, Yemen, and Libya was accomplished with a new type of revolutionary ammunition: social media. The collective behaviour exhibited during the Arab Spring uprisings was enormously facilitated and accelerated by Web 2.0 mass communication tools such as Facebook and Twitter. The fast-paced dynamic of the interactions between users involved in the Tunisian and subsequently, the Egyptian cyberspaces, was motivated by the time-independent, non-physical mobilisation of people.These social networking platforms represent a new milestone of the globalization process and certainly a new and promising venue for collective opinion sharing. E-democracy is, indeed, a compelling example with respect to this kind of societal changes as a new vision of democracy where ordinary citizens can regain control of their decisions by sharing a broad-based social consensus. The latter can enhance citizen empowerment through today’s information technologies (IT) and give rise to what is now known as leaderless revolutions. JS: How close are we to having commercially available digital taste and smell? PAC: To pursue the next stage of the internet, humans should not only communicate emotions with visual, audio and tactile stimuli but also with smell and taste. Humans will want to share these stimuli collectively and experience them digitally as they currently do with the visual and audio media on the internet.
To start off, we have developed an electrical tongue actuator stimulation device. The initial experimental results suggest that sourness and saltiness are the main sensations that can be evoked alongside the evidence of several sweet and bitter sensations. More importantly our next prototype will generate sweet sensations using thermal stimulation. We expect this research to culminate with a wearable unit that can be clipped inside the mouth. Users can wear this unit in daily lifestyle situations for augmentation. I believe we will be able to have digital taste as a commercial product on the market within the next two to three years. We will be performing a detailed fMRI study to compare the proximity of digital taste generation to corresponding chemical tastes.
Digital smell is still more at the concept and experimental level at the moment. We are developing a technology to electromagnetically stimulate the user recipient’s olfactory bulb or brain for the purpose of generating smell. This device will be smaller in size where the person could have it in an upper area of the mouth, beneath the palatine bone, triggering the smell-sensitive neurons in the brain. It may take a few years to develop this technology. It could take another five to ten years to see a digital smell product on the market. Our research will also open up a multitude of new horizons and opportunities for future research including areas such as human computer interfaces, entertainment systems, medicine and wellness. The digital controllability of taste and smell sensation provides a useful platform for engineers, interaction designers, and media artists to develop multisensory interactions remotely, including the generation of new virtual tastes and smells for entertainment systems. For scholarly research, this would help bring about answers to exactly what is the language of taste and smell.
A new book, Hyperconnectivity and the Future of Internet Communication, edited by Adrian David Cheok, is published on 05 May 2015.
This book represents a quantum step in the understanding of the new phenomena of hyperconnectivity and the all encompassing power of Internet in our society. It contains chapters with a wide varying scope of topics related to Internet hyperconnectivity. This revolutionary book is of essential reading to anyone who wants a deep understanding of the topic of hyperconnectivity”, Dr. David Levy, Chairman of Retro Computers Ltd and CEO of Intelligent Toys Ltd, winner of the 1997 and 2009 Loebner Prize, International Chess Master, author of “Love and Sex with Robots
“Hyperconnectivity and the Future of Internet Communication” (ISBN 978-3-659-54415-6)
This book represents a quantum step in the understanding of the new phenomena of hyperconnectivity and the all encompassing power of Internet in our society. It contains chapters with a wide varying scope of topics related to Internet hyperconnectivity. This revolutionary book is of essential reading to anyone who wants a deep understanding of the topic of hyperconnectivity”, Dr. David Levy, Chairman of Retro Computers Ltd and CEO of Intelligent Toys Ltd, winner of the 1997 and 2009 Loebner Prize, International Chess Master, author of “Love and Sex with Robots”.
Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global market
Explores how art and culture in the developing world can lead to unique computer entertainment and applications
Shows how easily available, inexpensive off-the-shelf technologies can be utilized in the design and creation of new entertainment technologies by researchers and practitioners
‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).
Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.
Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’.
Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc will find this a valuable resource in developing new products and new markets.
Series: Human–Computer Interaction Series Authors: Cheok, Adrian David, Nijholt, Anton, Romao, Teresa (Eds.) Publisher: Springer; 2014 edition
Editors in Chief: Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller
This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
Announcement of new book: Haptics and Touch for Novel Internet Multisensory Communication [Paperback] Adrian David Cheok (Author), James Teh Keng Soon (Author)
We live in an age of unprecedented hyperconnectivity due to the Internet. However present Internet communication is mainly audio-visual, whereas in the physical world all of our five senses are used for communication. Thus, we often find Internet based communication lacking compared to communication in the physical world. To extend the sense of presence between humans, it is important to extend Internet communication to all of our five senses and develop multisensory communication. We should move from the age of information communication to the age of experience communication. This monograph presents research in novel remote touch communication systems for Internet communication between humans, as well as between humans and animals. Detailed technical and evaluation results, as well as detailed designs of the hardware and software, are provided. This book is invaluable for researchers and engineers who want to study, research, construct, and develop new Internet touch communication systems. Our systems and the studies detailed in this book provide a strong fundamental platform to further perpetuate the development of remote touch communication systems.
Paper, as a traditional material for art and communication, shows great potential as a medium for organic user interfaces, with its ubiquity and flexibility. However, controlling and powering the sensors and actuators that enable interactive paper-crafts has not been fully explored. We present a method of selective inductive power transmission (SIPT) to support interactive paper-crafts. The novelty of this method is that the power transmitter can be controlled to selectively activate one specific receiver at a time through inductive power transferring with multiple receivers. This was achieved by changing the output frequency of the power transmitter to match the impedance of the receivers. The receivers could be embedded or printed to drive paper-crafts. Based on inductor–capacitor oscillating circuit and a function generator with a power amplifier, we developed two different prototypes of SIPT. By comparing the performance of both prototypes, we discussed the advantages and disadvantages of the two systems, and their applications in different contexts of paper-crafts. In addition, we proposed the instructions for using SIPT in developing interactive paper-crafts. With this technology and instructions, we hope to facilitate users to easily design new types of paper-craft systems without being concerned about the arrangement of wire connections to power supply on a massive scale.
The journal Lovotics, Academic Studies of Love and Friendship with Robots, publishes original, rigorously peer reviewed research papers on innovative ideas and concepts, new discoveries and improvements, as well as novel applications, by leading researchers and developers regarding the latest fundamental advances in the core technologies that form the backbone of Lovotics, distinguished developmental projects in the area, as well as seminal works in aesthetic design, ethics and philosophy and studies on social impact and influence pertaining to Lovotics.
This journal aims to provide an overview of the current state of the Lovotics research community, how the field and related technologies are set to evolve in the future, and their impact on culture and society at large.
Topics of interest for the scientific papers and letters include but are not limited to:
Affective and cognitive sciences for interactive robots
Context awareness, expectation and intention understanding
Design methodologies and aesthetics of designing interactive robots
Bio-mechatronics, neuro-robotics, and neurological aspect of Lovotics-based emotions
Artificial emotions and emotion synthesis
Scientific aspects of love
Affective computing and emotional intelligence
Human factors and ergonomics in human-robot interactions
Intelligent control and artificial intelligence for robotics
Knowledge representation, information acquisition, and decision making
Learning, adaptation and evolution of affection and intelligence
Interaction and collaboration between robots, humans and environments
Multimodal perception and communication within Lovotics robots
Ethics of Lovotics
Social acceptance and impact in the society
Cultural implications of human-to-robot love and robot co-relations
Compliance, safety and compatibility in the design of social robots “living” with humans
Considerations of security, safety and compatibility regarding human-robot co-inhabitants
Software architecture and development tools for Lovotics
Human-robot interaction and robot-robot interaction
Models of human and animal social behavior as applied to robots
Evaluation and measurement of love
Philosophical ramifications of love between humans and robots
Methodologies of verbal and kinetic reaction systems
Tangible Interfaces for transferring affection
Embodiment: How robotic affection can be transferred through technological mediation
Invoking human emotions from non-human partners
Behavioral studies of human and robot behaviors
Manuscripts should be submitted by one of the authors of the manuscript either through the online Manuscript Tracking System or by email to email@example.com. Only electronic PDF (.pdf) or Word (.doc, .docx, .rtf) files can be submitted. There is no page limit. Only electronic submissions are accepted to facilitate rapid publication and minimize administrative costs. Submissions by anyone other than one of the authors will not be accepted. The submitting author takes responsibility for the paper during submission and peer review.