Recent quotes:

Adding human touch to unchatty chatbots may lead to bigger letdown -- ScienceDaily

"People are pleasantly surprised when a chatbot with low anthropomorphism -- fewer human cues -- has higher interactivity," said Sundar. "But when there are high anthropomorphic visual cues, it may set up your expectations for high interactivity -- and when the chatbot doesn't deliver that -- it may leave you disappointed."

The DAILY (Daily Automated Intensive Log for Youth) Trial: A Wireless, Portable System to Improve Adherence and Glycemic Control in Youth with Diabetes | Request PDF

Blood glucose (BG) monitoring (BGM) is an important component of diabetes management. New wireless technologies may facilitate BGM and help to optimize glycemic control. We evaluated an integrated wireless approach with and without a motivational game in youth with diabetes. Forty youth, 8-18 years old, each received a handheld device fitted with a wireless modem and diabetes data management software, plus a wireless-enabled BG monitor. Half were randomized to receive the new technologies along with an integrated motivational game in which the participants would guess a BG level following collection of three earlier readings (Game Group). BG data, insulin doses, and carbohydrate intake were displayed graphically prior to the glucose estimation. The other group received the new technologies alone (Control Group). Both groups were instructed to perform BGM four times daily and transmit their data to a central server via the wireless modem. Feasibility of implementation and outcomes were ascertained after 4 weeks. Ninety-three percent of participants successfully transmitted their data wirelessly to the server. The Game Group transmitted significantly more glucose values than the Control Group (P < 0.001). The Game Group also had significantly less hyperglycemia (glucose >/=13.9 mmol/L or >/=250 mg/dL) than the Control Group (P < 0.001). Youth in the Game Group displayed a significant increase in diabetes knowledge over the 4-week trial (P < 0.005). Finally, there was a trend for more youth in the Game Group to maintain hemoglobin A1C values </=8% (P = 0.06). Thus a pediatric population with diabetes can successfully implement new technologies to facilitate BGM. Use of a motivational game appears to increase the frequency of monitoring, reduce the frequency of hyperglycemia, and improve diabetes knowledge, and may help to optimize glycemic control.

The robots that dementia caregivers want: Robots for joy, robots for sorrow -- ScienceDaily

Researchers found that caregivers wanted the robots to fulfill two major roles: support positive moments shared by caregivers and their loved ones; and lessen caregivers' emotional stress by taking on difficult tasks, such as answering repeated questions and restricting unhealthy food. "Caregivers conceived of robots not only managing difficult aspects of caregiving -- but also for supporting joyful and fun activities," said Laurel Riek, a professor of computer science at UC San Diego, and the paper's senior author. Spouses or adult children provide 75 percent of the care for people with dementia. That is equivalent to 15 million people in the United States alone, providing 18 billion hours of unpaid care per year with little support and few resources. Caregivers are also likely to overlook their own health and wellbeing, which can put both parties at risk.