41 research outputs found
Poker as a Skill Game: Rational vs Irrational Behaviors
In many countries poker is one of the most popular card games. Although each
variant of poker has its own rules, all involve the use of money to make the
challenge meaningful. Nowadays, in the collective consciousness, some variants
of poker are referred to as games of skill, others as gambling. A poker table
can be viewed as a psychology lab, where human behavior can be observed and
quantified. This work provides a preliminary analysis of the role of
rationality in poker games, using a stylized version of Texas Hold'em. In
particular, we compare the performance of two different kinds of players, i.e.,
rational vs irrational players, during a poker tournament. Results show that
these behaviors (i.e., rationality and irrationality) affect both the outcomes
of challenges and the way poker should be classified.Comment: 15 pages, 5 figure
Collaboration and competition in groups of humans and robots: effects on socioemotional and task-oriented behaviors
Advancements in technology have allowed the emergence of novel forms of social interaction.
More specifically, in the last decades, the emergence of social robots has triggered a
multidisciplinary effort towards achieving a better understanding of how humans and robots
interact. In this dissertation, our goal was to contribute towards that effort by considering the
role of goal orientation displayed by the robot (i.e. competitive vs. cooperative) and the role
displayed by each player (partners and opponents). Sixty participants engaged in a typical
Portuguese card-game called Sueca (two robots and two humans). Each participant played three
games with each of the other players and the goal orientation was manipulated by the set of
pre-validated verbal utterances displayed by the robot. The interactions were video-recorded,
and we used a coding scheme based on Bales Interaction Process Analysis (1950) for small
groups to analyze socioemotional positive, negative and task-oriented behaviors. A MultiLevel Modelling analysis yielded a significant effect of the role for all dimensions. Participants
directed more socioemotional positive and task-oriented behaviors towards the human playing
as a partner than as opponent and also interacted more with the other human in comparison to
both robots. Comparing both robots, participants displayed more positive and task-oriented
behaviors when interacting with robots as opponents than as partners. These results suggest the
occurrence of different behavioral patterns in competitive and collaborative interactions with
robots, that might be useful to inform the future development of more socially effective robots.O desenvolvimento de novas tecnologias tem proporcionado a emergência de novas formas de
interação social. Mais especificamente, nas últimas décadas, o desenvolvimento de robôs
sociais tem despoletado um esforço interdisciplinar orientado para o estabelecimento de uma
melhor compreensão acerca da forma como pessoas e robôs interagem. Com esta dissertação,
pretendemos contribuir para esse esforço considerando o efeito da orientação estratégica
exibida pelo robô (i.e. competitivo vs. colaborativo) e o efeito do papel assumido pelos
jogadores (parceiro ou oponente). Sessenta participantes jogaram à Sueca (dois robôs e dois
humanos). Cada participante jogou três jogos em parceria com cada um dos outros jogadores e
a orientação estratégica foi manipulada através do conjunto pré-validado de interações verbais
exibido pelos robôs. As interações foram filmadas e analisadas usando o guião de análise
sugerido por Bales (1950) que inclui interações socioemocionais negativas, positivas e
relacionadas com a tarefa. Uma análise Multi-nível dos resultados revelou um efeito principal
do papel para todas as dimensões. Os participantes dirigiram mais comportamentos positivos e
relacionados com a tarefa para os humanos no papel de parceiros do que oponentes e
interagiram mais frequentemente com o humano do que com os robôs. Os participantes também
direcionaram mais interações positivas e relacionadas com a tarefa para os robôs quando estes
assumiram o papel de oponentes, em comparação com quando jogaram como parceiros. Estes
resultados sugerem a ocorrência de diferentes padrões comportamentais quando interagindo
com robôs competitivos e colaborativos que poderão ser úteis para informar o desenvolvimento
de robôs mais socialmente eficazes
Developing an engagement and social interaction model for a robotic educational agent
Effective educational agents should accomplish four essential goals during a student's learning process: 1) monitor engagement, 2) re-engage when appropriate, 3) teach novel tasks, and 4) improve retention. In this dissertation, we focus on all of these objectives through use of a teaching device (computer, tablet, or virtual reality game) and a robotic educational agent. We begin by developing and validating an engagement model based on the interactions between the student and the teaching device. This model uses time, performance, and/or eye gaze to determine the student's level of engagement. We then create a framework for implementing verbal and nonverbal, or gestural, behaviors on a humanoid robot and evaluate its perception and effectiveness for social interaction. These verbal and nonverbal behaviors are applied throughout the learning scenario to re-engage the students when the engagement model deems it necessary. Finally, we describe and validate the entire educational system that uses the engagement model to activate the behavioral strategies embedded on the robot when learning a new task. We then follow-up this study to evaluate student retention when using this system. The outcome of this research is the development of an educational system that effectively monitors student engagement, applies behavioral strategies, teaches novel tasks, and improves student retention to achieve individualized learning.Ph.D
A social robot connected with chatGPT to improve cognitive functioning in ASD subjects
Neurodevelopmental Disorders (NDDs) represent a significant healthcare and economic burden for families and society. Technology, including AI and digital technologies, offers potential solutions for the assessment, monitoring, and treatment of NDDs. However, further research is needed to determine the effectiveness, feasibility, and acceptability of these technologies in NDDs, and to address the challenges associated with their implementation. In this work, we present the application of social robotics using a Pepper robot connected to the OpenAI system (Chat-GPT) for real-time dialogue initiation with the robot. After describing the general architecture of the system, we present two possible simulated interaction scenarios of a subject with Autism Spectrum Disorder in two different situations. Limitations and future implementations are also provided to provide an overview of the potential developments of interconnected systems that could greatly contribute to technological advancements for Neurodevelopmental Disorders (NDD)
Accessibility requirements for human-robot interaction for socially assistive robots
Mención Internacional en el título de doctorPrograma de Doctorado en Ciencia y Tecnología Informática por la Universidad Carlos III de MadridPresidente: María Ángeles Malfaz Vázquez.- Secretario: Diego Martín de Andrés.- Vocal: Mike Wal
Boosting children's creativity through creative interactions with social robots
Creativity is an ability with psychological and developmental benefits. Creative levels are
dynamic and oscillate throughout life, with a first major decline occurring at the age of 7 years
old. However, creativity is an ability that can be nurtured if trained, with evidence suggesting an
increase in this ability with the use of validated creativity training. Yet, creativity training for
young children (aged between 6-9 years old) appears as scarce. Additionally, existing training
interventions resemble test-like formats and lack of playful dynamics that could engage children
in creative practices over time. This PhD project aimed at contributing to creativity stimulation
in children by proposing to use social robots as intervention tools, thus adding playful and
interactive dynamics to the training. Towards this goal, we conducted three studies in schools,
summer camps, and museums for children, that contributed to the design, fabrication, and
experimental testing of a robot whose purpose was to re-balance creative levels. Study 1 (n =
140) aimed at testing the effect of existing activities with robots in creativity and provided initial
evidence of the positive potential of robots for creativity training. Study 2 (n = 134) aimed at
including children as co-designers of the robot, ensuring the robot’s design meets children’s
needs and requirements. Study 3 (n = 130) investigated the effectiveness of this robot as a tool
for creativity training, showing the potential of robots as creativity intervention tools. In sum,
this PhD showed that robots can have a positive effect on boosting the creativity of children.
This places social robots as promising tools for psychological interventions.Criatividade é uma habilidade com benefícios no desenvolvimento saudável. Os níveis de
criatividade são dinâmicos e oscilam durante a vida, sendo que o primeiro maior declínio
acontece aos 7 anos de idade. No entanto, a criatividade é uma habilidade que pode ser nutrida se
treinada e evidências sugerem um aumento desta habilidade com o uso de programas validados
de criatividade. Ainda assim, os programas de criatividade para crianças pequenas (entre os 6-9
anos de idade) são escassos. Adicionalmente, estes programas adquirem o formato parecido ao
de testes, faltando-lhes dinâmicas de brincadeira e interatividade que poderão motivar as crianças
a envolverem-se em práticas criativas ao longo do tempo. O presente projeto de doutoramento
procurou contribuir para a estimulação da criatividade em crianças propondo usar robôs sociais
como ferramenta de intervenção, adicionando dinâmicas de brincadeira e interação ao treino.
Assim, conduzimos três estudos em escolas, campos de férias, e museus para crianças que
contribuíram para o desenho, fabricação, e teste experimental de um robô cujo objetivo é ser uma
ferramenta que contribui para aumentar os níveis de criatividade. O Estudo 1 (n = 140) procurou
testar o efeito de atividade já existentes com robôs na criatividade e mostrou o potencial positivo
do uso de robôs para o treino criativo. O Estudo 2 (n = 134) incluiu crianças como co-designers
do robô, assegurando que o desenho do robô correspondeu às necessidades das crianças. O
Estudo 2 (n = 130) investigou a eficácia deste robô como ferramenta para a criatividade,
demonstrando o seu potencial para o treino da criatividade. Em suma, o presente doutoramento
mostrou que os robôs poderão ter um potencial criativo em atividades com crianças. Desta
forma, os robôs sociais poderão ser ferramentas promissoras em intervenções na psicologia
Robocamp at home : Exploring families' co-learning with a social robot: Findings from a one-month study in the wild
Social robots are becoming important agents in several sectors of people's lives. They can act in diferent contexts, e.g., public spaces, schools, and homes. Operating, programming and interacting with these robots will be an essential skill in the future. We present a qualitative and explorative study on how family members collaboratively learn (co-learn) about social robots at their homes. Our one-month in the wild study took place at homes of eight families (N=32) in Finland. We defned a novel model for co-learning about and with a social robot at home, Robocamp. In Robocamp, Alpha Mini robot was introduced and left within the families, who were then provided with weekly robotic challenges to be conducted with the robot. The research data was collected by semi-structured interviews and online diaries. This study provides novel insights about family-based co-learning with social robots in the home context. It also ofers recommendations for implementing family-based co-learning with social robots at homes.publishedVersionPeer reviewe
Humanoid Robots
For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion
Bonding with Robotic Pets. Children’s Cognitions, Emotions and Behaviors towards Pet-Robots. Applications in a Robot Assisted Quality of Life Intervention in a Pediatric Hospital
[eng] This dissertation addresses the emergence of emotional involvement in the interaction with social robots. More specifically, we investigate the dynamics of children bonding with robotic pets to design robot based programs to improve patients’ experience in pediatric hospitals. Pet-robots are robots that mimic real pets as dogs or cats, both in appearance and in behavior. We assume that gaining understanding of the emotional dimension of children/pet-robots interaction would contribute to evaluate the impact of pet-robots in children’s lives, and to inform both robots’ design and robot-based applications for health and wellbeing. First, this research presents a novel model of bonding with robotic pets inspired in the human-animal affiliation and particularly in child-dog relatedness, where bonding is envisaged as a process towards companionship that evolves through three stages –first impression, short-term interaction and lasting relationship- characterized by distinguishable patterns of behaviors, cognitions and feelings that can be identified and measured. Secondly, a behavioral analysis of children interacting with the Pleo robot -a robotic pet shaped as a baby dinosaur-, with an emphasis on the interactional surface and particularly on the sequences of dyad’s reciprocal exchange is presented. The outcomes are twofold: the ethograms and coding schemes of Pleo’s and children’s behaviors and a higher level categorization of behaviors involved in bond forming that can be applied to other platforms and users. Thirdly, a naturalistic study carried out in a pediatric hospital to observe the interactive practices with the Pleo robot in the wild and to evaluate the feasibility and effectiveness of a Pleo-based intervention to accompany children is analyzed and discussed. Inspired on the beneficial effects of real pets’ company, the study consisted in an intensive ethnography, a systematic observation of a group play session and a follow-up case study of an experience of adopting a Pleo. Our results show that the key mechanism driving bond forming is the robot’s capability to deploy credible attachment behaviors –proximity seeking and resource soliciting- that elicit complementary nurturing and play behaviors in children. Beyond the novelty effect, self-reinforcing processes as learning and evolution can keep children engaged in rewarding interaction with the robot over time. Moreover, Pleo’s versatility allows diverse modalities of interaction and individual and group play, satisfying different needs as company, technological curiosity, entertainment and social facilitation both for normatively developed children and for children with special needs and their families. In general, the introduction of robot-based play was regarded by the hospital professionals not only as compatible with their daily day practice but valuable as a regular resource to smooth children’s stay at the hospital.[cat] Aquesta tesi aborda el sorgiment de la implicació emocional en la interacció amb els robots socials. Més específicament, s'investiga la dinàmica de la afiliació dels nens amb les mascotes robòtiques – robots que evoquen els animals de companyia- per tal de dissenyar programes basats en robots per millorar l'experiència dels pacients en els hospitals pediàtrics. Considerem que investigar la dimensió emocional de la interacció nen/robots-mascota contribuirà a avaluar-ne el seu impacte en la vida del nens i nenes, i a informar el disseny d’aquests robots i de les aplicacions que se’n deriven per a la seva salut i benestar. A partir d’un model evolutiu original de vinculació nen-robot inspirat en la afiliació d'humans i animals - i més concretament, en la relació nen-gos- s’analitza el comportament de nens interactuant amb el robot Pleo –robot mascota en forma de nadó dinosaure-, amb un èmfasi en les seqüències d'intercanvi recíproc de la diada. Els resultats són de dos tipus: els etogrames del Pleo i dels nens, i una categorització conductual a més alt nivell, aplicables a altres plataformes i usuaris. A partir d’aquest estudi, s’analitza una experiència d’intervenció en un hospital pediàtric per observar les pràctiques interactives amb el robot Pleo, i per avaluar la viabilitat i l'eficàcia d'una intervenció basada en el Pleo per acompanyar els nens. Inspirat en els efectes beneficiosos de la companyia de mascotes reals, l'estudi va consistir en una etnografia, una anàlisi observacional d'una sessió de joc en grup amb el robot, i un estudi de cas longitudinal d'una experiència d’adopció d’un Pleo. Els resultats mostren que l’aspecte clau que impulsa la formació del vincle és la capacitat del robot per desplegar conductes d’aferrament creïbles –cerca de proximitat i sol·licitud de recursos- que provoquen comportaments complementaris de criança i joc en els nens, més enllà de l'efecte novetat. D'altra banda, la versatilitat de Pleo permet diverses modalitats d'interacció i joc, i satisfer diferents necessitats dels usuaris, com ara companyia, curiositat, entreteniment i facilitació social, també per nens i nenes amb necessitats especials i les seves famílies. En general, la introducció del joc basat en el robot va ser considerada pels professionals de l'hospital no només compatible amb la seva pràctica professional, sinó també com un recurs valuós per alleugerir l'estada dels nens a l'hospital