4,347 research outputs found

    Subgroup Formation in Teams Working with Robots

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    Teams are increasingly adopting robots to accomplish their work. Despite this, more research is needed to understand what makes these teams effective. One such topic not fully explored is the formation of subgroups in teams that work with robots. We conducted a pilot study to explore this topic. The study examined 15 teams of 2 people, each team member working with a robot to accomplish a team task. Results of the pilot study showed that subgroups formed between humans and their robots were negatively correlated with various team outcomes. Although our results are preliminary, we believe our findings can initiate future research on the topic of subgroup formation in teams working with robots.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/111882/1/Robert and You 2015 WIP.pd

    Designing ethical social robots - A longitudinal field study with older adults

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    Emotional deception and emotional attachment are regarded as ethical concerns in human robot interaction. Considering these concerns is essential, particularly as little is known about longitudinal effects of interactions with social robots. We ran a longitudinal user study with older adults in two retirement villages, where people interacted with a robot in a didactic setting for eight sessions over a period of four weeks. The robot would show either non-emotive or emotive behavior during these interactions in order to investigate emotional deception. Questionnaires were given to investigate participants’ acceptance of the robot, perception of the social interactions with the robot and attachment to the robot. Results show that the robot’s behavior did not seem to influence participants’ acceptance of the robot, perception of the interaction or attachment to the robot. Time did not appear to influence participants’ level of attachment to the robot, which ranged from low to medium. The perceived ease of using the robot significantly increased over time. These findings indicate that a robot showing emotions (and perhaps resulting in users being deceived) in a didactic setting may not by default negatively influence participants’ acceptance and perception of the robot, and that older adults may not become distressed if the robot would break or be taken away from them, as attachment to the robot in this didactic setting was not high. However, more research is required as there may be other factors influencing these ethical concerns, and support through other measurements than questionnaires are required to be able to draw conclusions regarding these concerns

    The perception of emotion in artificial agents

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    Given recent technological developments in robotics, artificial intelligence and virtual reality, it is perhaps unsurprising that the arrival of emotionally expressive and reactive artificial agents is imminent. However, if such agents are to become integrated into our social milieu, it is imperative to establish an understanding of whether and how humans perceive emotion in artificial agents. In this review, we incorporate recent findings from social robotics, virtual reality, psychology, and neuroscience to examine how people recognize and respond to emotions displayed by artificial agents. First, we review how people perceive emotions expressed by an artificial agent, such as facial and bodily expressions and vocal tone. Second, we evaluate the similarities and differences in the consequences of perceived emotions in artificial compared to human agents. Besides accurately recognizing the emotional state of an artificial agent, it is critical to understand how humans respond to those emotions. Does interacting with an angry robot induce the same responses in people as interacting with an angry person? Similarly, does watching a robot rejoice when it wins a game elicit similar feelings of elation in the human observer? Here we provide an overview of the current state of emotion expression and perception in social robotics, as well as a clear articulation of the challenges and guiding principles to be addressed as we move ever closer to truly emotional artificial agents

    Artificial Intelligence Service Agents: Role of Parasocial Relationship

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    Increased use of artificial intelligence service agents (AISA) has been associated with improvements in AISA service performance. Whilst there is consensus that unique forms of attachment develop between users and AISA that manifest as parasocial relationships (PSRs), the literature is less clear about the AISA service attributes and how they influence PSR and the users’ subjective well-being. Based on a dataset collected from 408 virtual assistant users from the US, this research develops and tests a model that can explain how AISA-enabled service influences subjective well-being through the mediating effect of PSR. Findings also indicate significant gender and AISA experience differences in the PSR effect on subjective well-being. This study advances current understanding of AISA in service encounters by investigating the mediating role of PSR in AISA’s effect on users’ subjective well-being. We also discuss managerial implications for practitioners who are increasingly using AISA for delivering customer service

    Behavioral and physiological antecedents of inhibited and uninhibited behavior.

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    4-month-old infants were specifically selected for patterns of affective and motoric reactivity that were hypothesized to be associated with later inhibited and uninhibited behavior. Infants were classified as high on motor activity and negative affect, high on motor activity and positive affect, or low on motor activity and affect. Brain electrical activity was assessed in these infants at 9 months of age, and behavior toward novelty was observed at 14 months of age. Infants who were high on motor activity and negative affect exhibited greater right frontal EEC activation at 9 months of age and inhibited behavior at 14 months of age. Infants classified as high motor/high positive at 4 months of age exhibited uninhibited behavior at 14 months of age. No relations were found between frontal asymmetry at 9 months of age and inhibited behavior at 14 months of age. However, greater activation in both the left and right frontal hemispheres was associated with higher inhibition scores at 14 months of age. These findings are discussed in terms of the role that affective and physiological reactivity may play in the development of social behavior during toddlerhood

    2005 Annual Research Symposium Abstract Book

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    2005 annual volume of abstracts for science research projects conducted by students at Trinity College

    Index to 1984 NASA Tech Briefs, volume 9, numbers 1-4

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    Short announcements of new technology derived from the R&D activities of NASA are presented. These briefs emphasize information considered likely to be transferrable across industrial, regional, or disciplinary lines and are issued to encourage commercial application. This index for 1984 Tech B Briefs contains abstracts and four indexes: subject, personal author, originating center, and Tech Brief Number. The following areas are covered: electronic components and circuits, electronic systems, physical sciences, materials, life sciences, mechanics, machinery, fabrication technology, and mathematics and information sciences

    The potential for emulating the human footstrike using a Six Degrees-of-Freedom industrial robot

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    Part of the testing process for athletic footwear is exposing the shoes to realistic wear conditions; this can be in the form of user trials or, as is becoming more common place, the use of mechanical test devices. However, current mechanical test devices tend to be somewhat simplistic and fail to expose the footwear to the realistic loading environment. Thus, the aim of this thesis was to investigate the potential of using an off the shelf 6 Degrees-of-Freedom industrial robot to emulate the ground contact phase of human gait. This was achieved through addressing four research questions. The first research question aimed to outline the biomechanical features that were to be emulated and what their typical values were. Kinematics and kinetics of the real human gait were then collected, for use in programming the robot and evaluating its outputted movements. This was complemented by a comprehensive review of relevant literature. Previous investigations had highlighted the need for understanding of the robot s capabilities. This was taken further and input parameters such as level of robotic smoothing, programme velocity and the number of three dimensional co-ordinate points used were found to have an effect on the output kinematics of the robot. These features were also found to be part of the accompanying programme software (RoboGuide). Despite this, the differences were not identical and it was concluded that the software could only have a limited use in supporting the wider thesis aim. Prior to emulation, there was a need for robot set-up and its environment to be optimised. A new robot end-effector, with improved biofidelity, was developed which incorporated a new way of generating the robot motion that intended to aid kinetic and kinematic emulation. Further to this, analysis on robot movements in various locations identified the optimal location for the ground contact phase to be achieved. Using all of the gathered knowledge the robot was programmed to complete a footstrike for human walking using two types of programming method. When the robot is programmed directly with the human kinematic data the emulation of the footstrike is relatively poor; ground contact time is too long with an increased footprint size and poor ground reaction force profiles replication. Using a rotation about a fixed point on the footform led to improved, although not complete, emulation of the human gait parameters. The developed system has been shown to improve on previous work at Loughborough University and is also comparable with what is being used in industry and developed within academia. The concept remains in the early phases but the current study indicates that future work can move the robot further towards being able to produce a more biofidelic emulation that can be used in the footwear testing industry

    On the Relationship between People, Objects, & Interactive Technologies: Transforming Digital & Physical experiences through the process of Realizing Empathy

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    La manera com les persones es relacionen amb el seu entorn, ja sigui físic o digital, és cada cop més complexa i fugaç, fent que la relació de l'usuari amb els seus objectes i eines digitals, de vegades, sigui extrema i de curta durada. Tanmateix, la propietat d'objectes i objectes tecnològics interactius no és buida de significat, són mostres de reflexió i representació per als altres i del seu paper a la societat. La clau per mantenir una relació i el significat amb aquests objectes rau en el disseny i la intenció de l'experiència interactiva creada. Inspirats en les disciplines de la psicologia, el procés de disseny, la interacció humà-ordinador i els models de negoci, aquesta tesi explora, analitza, crea i prova els fonaments teòrics sobre l'empatia i el concepte d'entaular una relació de llarga durada entre les persones i les tecnologies interactives.  Amb aquesta finalitat, aquesta tesi es divideix en 4 fases: (1) l’estudi en profunditat de les referències bibliogràfiques dins del sector HCI, amb especial atenció al rol del disseny i la psicologia amb la intenció de respondre preguntes com: “Com podem construir relacions de llarga durada entre persones i objectes intel·ligents?” (2) Recopilar i adoptar definicions, eines i terminologia de treballs relacionats que aportin a la construcció de la contribució principal d'aquesta tesi, (3) Crear i presentar un model d'interacció entre persones i tecnologia que aporti a una interacció de llarga durada, i (4) presentar un cas d’estudi on s’implementi el model proposat.  Després del treball bibliogràfic, al sector de l'HCI, s'ha identificat un buit, fruit de les principals preocupacions expressades: la manca de connexió entre la teoria i la pràctica del disseny, així com una mancança en l’àmbit de l'Empatia. El resultat fa que molts dels models d’interacció amb intenció empàtica i afectiva no se sustentin entre si. Això ens ha portat a la segona fase de la tesi on aprofitem les referències de múltiples disciplines per estudiar què és l'empatia, com s'implementa, com es percep i com evoluciona cap a l'objectiu d'una relació a llarg termini, com a punt focal cap a les principals contribucions de la tesi. .  Després de reunir i analitzar exhaustivament les referències al voltant de l'empatia, entrem a la tercera fase on presentem el model teòric d'interacció amb el potencial d'establir una interacció a llarg termini i l’anomenat Procés de realització de l'empatia (RE). Més que intentar definir què és l'empatia, aquesta proposta intenta oferir una perspectiva diferent de l'empatia i visualitza el seu abast com un procés influenciat per models de diàleg i col·laboració amb el propòsit de crear comprensió mútua i donar significat a aquest intercanvi.  Amb un model clar i una sòlida base teòrica, la fase final de la tesi cerca provar el model proposat amb l'objectiu d'observar si es poden detectar indicadors d'afecció afectiva i confiança entre una persona i el seu objecte tecnològic. En aquest cas, vam tenir l'oportunitat de treballar amb robots socials com el nostre “altre actor” per dissenyar les proves del model. Aquestes proves pretenien capturar els indicadors d'empatia entre un humà i un robot que abraça: l'aferrament afectiu, la confiança, la regulació de les expectatives i la reflexió sobre la perspectiva de l'altre dins un conjunt d'estratègies de col·laboració. Plantegem la hipòtesi que una estratègia de col·laboració activa condueix a un compromís més significatiu de generar empatia entre un humà i un robot en comparació amb una estratègia passiva. Els resultats són encoratjadors i clarament estableixen un camí per a futures investigacions sobre el disseny d'aquest model. La forma en que las personas se relacionan con su entorno, ya sea físico o digital, se vuelve cada vez más compleja y fugaz, haciendo que la relación del usuario con sus objetos y herramientas digitales, en ocasiones, sea extrema y de corta duración. Sin embargo, la propiedad de objetos y objetos tecnológicos interactivos no es vacía de significado, son muestras de reflexión y representación para los demás y de su papel en la sociedad. La clave para mantener una relación y significado con estos objetos radica en el diseño y la intención de la experiencia interactiva creada. Inspirados en las disciplinas de la psicología, el proceso de diseño, la interacción humano-ordenador y los modelos de negocio, esta tesis explora, analiza, crea y prueba los fundamentos teóricos sobre la empatía y el concepto de entablar una relación de larga duración entre las personas y las tecnologías interactivas.  Con este fin, esta tesis se divide en 4 fases: (1) estudio en profundidad de las referencias bibliográficas dentro del sector HCI, con especial atención al rol del diseño y la psicología con la intención de responder a preguntas como: “¿Cómo podemos construir relaciones de larga duración entre personas y objetos inteligentes?”(2) Recopilar y adoptar definiciones, herramientas y terminología de trabajos relacionados que aporten a la construcción de la contribución principal de esta tesis, (3) Crear y presentar un modelo de interacción entre personas y tecnología que aporte a una interacción de larga duración, y (4) presentar un caso de estudio donde se implemente el modelo propuesto.  Tras el trabajo bibliográfico en el sector del HCI se ha identificado un vacío, fruto de las principales preocupaciones expresadas: la falta de conexión entre la teoría y la práctica del diseño, así como una falta en el tema de la Empatía. El resultado hace que muchos de los modelos de interacción con intención empática y afectiva no se sustenten entre sí. Esto nos ha llevado a la segunda fase de la tesis en la que aprovechamos las referencias de múltiples disciplinas para estudiar qué es la empatía, cómo se implementa, cómo se percibe y cómo evoluciona hacia el objetivo de una relación a largo plazo, como punto focal hacia las principales contribuciones de la tesis. .  Después de una reunir y analizar exhaustivamente las referencias en torno a la empatía, entramos en la tercera fase donde presentamos el modelo teórico de interacción con el potencial de entablar una interacción a largo plazo y denominado Proceso de realización de la empatía (RE). Más que intentar definir qué es la empatía, esta propuesta trata de ofrecer una perspectiva diferente a la empatía y visualiza su alcance como un proceso influenciado por modelos de diálogo y colaboración con el propósito de crear comprensión mutua y dar significado a ese intercambio.  Con un modelo claro y una sólida base teórica, la fase final de la tesis busca probar el modelo propuesto con el objetivo de observar si el modelo puede detectar indicadores de Apego Afectivo y Confianza entre una persona y su objeto tecnológico. En el caso de este trabajo, tuvimos la oportunidad de trabajar con robots sociales como nuestro “otro actor” para diseñar las pruebas del modelo. Estas pruebas pretendían capturar los indicadores de de empatía entre un humano y un robot que abarca: el apego afectivo, la confianza, la regulación de las expectativas y la reflexión sobre la perspectiva del otro dentro de un conjunto de estrategias de colaboración. Planteamos la hipótesis de que una estrategia de colaboración activa conduce a un compromiso más significativo de generar empatía entre un humano y un robot en comparación con una estrategia pasiva. Los resultados son alentadores y claramente establecen un camino para futuras investigaciones sobre el diseño de este modelo. How people engage with their surroundings, whether physical or digital, becomes increasingly complex and rapid, making the user’s relationship with their objects and digital tools, at times, extreme and short-lived. Yet, there is still meaning in ownership of objects and interactive technological objects, they are tokens of reflection and representation to others and their role in society. The key to sustaining a relationship and sense of meaning with these objects lies in the design and intention of the interactive experience created. Inspired by disciplines of psychology, design, Human-computer interaction, and business modeling, this thesis explored, analyzed, created, and tested theoretical foundations on Empathy and the concept of initiating a long-term relationship between people and their interactive technologies.  To that end, the thesis book was managed in 4 main stages: (1) presenting a deeper dive into bibliographic references within HCI and the role of both design and psychology in the attempt to tackle questions like: “How can we build long-term relationships between people and their smart objects?” (2) Collect and adopt from related works that helped build the main contributions of the thesis book, (3) Create an interaction model between humans and their technology that lent itself for potential long-term engagement, and (4) a case study that implemented and instantiated the model designed.     After mapping the HCI bibliographical works in the first phase, a gap was revealed indicative of the main concerns expressed: a lack of connection between theory and design practice as well as a lack in the topic of Empathy. The result makes many of the models of interaction with empathetic and affective intention unsupported between each other. This has led us to the second phase of the thesis where we leveraged references across multiple disciplines to survey what empathy is, how it is implemented, perceived and evolved toward the goal of long-term relationship, as a focal point toward the main thesis contributions.   After an exhaustive gathering and analysis of the work around Empathy, we entered the third phase where we present the proposed theoretical model of interaction with the potential for long-term engagement named the Process of Realizing Empathy (RE). Rather than attempting to further define empathy, this proposal is about offering a different perspective to empathy that visualizes its scope as a process influenced by dialogue and collaborative models with the goal to reach meaning between the actors involved.  With a clear model in place and a strong theoretical foundation, the final phase of the thesis looked to test the proposed model with the goal of observing if the model can provoke its indicators of Affective Attachment and Trust between a person and their technological object. In the case of this thesis work, we had the opportunity to work with social robots as our “other actor” to design the tests for the model. This testbed meant to capture the indicators of early empathy realization between a human and a robot encompassing affective attachment, trust, expectation regulation, and reflecting on the other’s perspective within a set of collaborative strategies. We hypothesized that an active collaboration strategy is conducive to a more meaningful and purposeful engagement of realizing empathy between a human and a robot compared to a passive one. The results are encouraging and clearly establish a path for further research on this model’s design.

    ExtraBot vs IntroBot: The Influence of Linguistic Cues on Communication Satisfaction

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    Conversational agents (CA) have emerged as a new type of dialogue systems, able to simulate human conversation. However, research suggests that current CAs fail to provide convincing interactions due to a lack of satisficing communication with users. To address this problem, we propose the idea of a personality adaptive CA that could enhance communication satisfaction during a user\u27s interaction experience. As personality differences manifest themselves in language cues, we investigate in an experiment, whether linguistic styles have an influence regarding a user\u27s communication satisfaction, when interacting with a CA. The results show that users perceive greater satisfaction when communicating with an extraverted CA (ExtraBot) than with an introverted CA (IntroBot). The outcomes of our study highlight that different linguistic styles can influence the course of the conversation and determine whether the user is satisfied with the communication and sees any value in the interaction with the CA
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