10 research outputs found

    Robot-Mediated Interviews with Children : What do potential users think?

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    Luke Wood, Hagen Lehmann, Kerstin Dautenhahn, Ben Robins, Austen Rayner, and Dag Syrdal, โ€˜Robot-Mediated Interviews with Children: What do potential users think?โ€™, paper presented at the 50th Annual Convention of the Society for the Study of Artificial Intelligence and the Simulation of Behaviour, 1 April 2014 โ€“ 4 April 2014, London, UK.When police officers are conducting interviews with children, some of the disclosures can be quite shocking. This can make it difficult for an officer to maintain their composure without subtly indicating their shock to the child, which can in turn impede the information acquisition process. Using a robotic interviewer could eliminate this problem as the behaviours and expressions of the robot can be consciously controlled. To date research investigating the potential of Robot-Mediated Interviews has focused on establishing whether children will respond to robots in an interview scenario and if so how well. The results of these studies indicate that children will talk to a robot in an interview scenario in a similar way to which they talk to a human interviewer. However, in order to test if this approach would work in a real world setting, it is important to establish what the experts (e.g. specialist child interviewers) would require from the system. To determine the needs of the users we conducted a user panel with a group of potential real world users to gather their views of our current system and find out what they would require for the system to be useful to them. The user group we worked with consisted of specialist child protection police officers based in the UK. The findings from this panel suggest that a Robot-Mediated Interviewing system would need to be more flexible than our current system in order to respond to unpredictable situations and paths of investigation. This paper gives an insight into what real world users would need from a Robot-Mediated Interviewing system

    Robot-mediated interviews: : Do robots possess advantages over human interviewers when talking to children with special needs?

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    Wood L.J., Dautenhahn K., Lehmann H., Robins B., Rainer A., Syrdal D.S. (2013) 'Robot-Mediated Interviews: Do Robots Possess Advantages over Human Interviewers When Talking to Children with Special Needs?', In: Herrmann G., Pearson M.J., Lenz A., Bremner P., Spiers A., Leonards U. (eds) Social Robotics. ICSR 2013. Lecture Notes in Computer Science, vol 8239. Springer, Cham Available online at doi: 10.1007/978-3-319-02675-6-6 ยฉ Springer-Verlag Berlin Heidelberg 2013Children that have a disability are up to four times more likely to be a victim of abuse than typically developing children. However, the number of cases that result in prosecution is relatively low. One of the factors influencing this low prosecution rate is communication difficulties. Our previous research has shown that typically developing children respond to a robotic interviewer very similar compared to a human interviewer. In this paper we conduct a follow up study investigating the possibility of Robot-Mediated Interviews with children that have various special needs. In a case study we investigated how 5 children with special needs aged 9 to 11 responded to the humanoid robot KASPAR compared to a human in an interview scenario. The measures used in this study include duration analysis of responses, detailed analysis of transcribed data, questionnaire responses and data from engagement coding. The main questions in the interviews varied in difficulty and focused on the theme of animals and pets. The results from quantitative data analysis reveal that the children interacted with KASPAR in a very similar manner to how they interacted with the human interviewer, providing both interviewers with similar information and amounts of information regardless of question difficulty. However qualitative analysis suggests that some children may have been more engaged with the robotic interviewer

    Dogs and Technology: Our Most Beloved Companions in Twentieth and Twenty-First Century America

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    Since the suburban rush and steep rise in household technological devices in the mid-twentieth century, Americans have drawn apart from each other, a shift that has coincided with a rise in both dog ownership and the adoption of handheld mobile devices. This paper argues that these phenomena, which are both ubiquitous and intimate in many American households, reflect one of the most basic and static human needs: the need for emotional connection. Furthermore, it is the unique combination of canine and digital elements that replace human-to-human social networks; networks that were once both literally and figuratively tightly drawn. In the plainest terms, handheld devices endow people with powers of digital communication, thereby infolding them into a cybernetic social network. Meanwhile, it falls to dogs to provide a physical embodiment of a more immediate and tactile connection. In the most complicated terms, the human/digital/canine relationship in its many iterations is fraught with seemingly contradictory nuances, surprising connections, and theoretically diverse approaches. Drawing from a wide base of existing research and literature, both in the realm of human/technological and human/canine relationships, this paper seeks to draw new conclusions about how we interact with our devices and our dogs and what this might say about who we are

    ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ณผ ์ถ”๋ก 

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› ์ƒํ™œ๊ณผํ•™๋Œ€ํ•™ ์•„๋™๊ฐ€์กฑํ•™๊ณผ, 2017. 8. ์ด์ˆœํ˜•.์ด ์—ฐ๊ตฌ๋Š” ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์— ๋Œ€ํ•œ ์ „์กฐ์ž‘๊ธฐ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ณผ ์ถ”๋ก ์ด ์œ ์•„์˜ ์—ฐ๋ น๊ณผ ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์†์„ฑ์— ๋”ฐ๋ผ ์ฐจ์ด๊ฐ€ ์žˆ๋Š”์ง€ ๊ฒ€ํ† ํ•˜๊ณ , ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์†์„ฑ ๋˜๋Š” ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก ์ด ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š”์ง€๋ฅผ ๊ทœ๋ช…ํ•˜๊ณ ์ž ํ•˜์˜€๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ์ด ์—ฐ๊ตฌ๋Š” ์œ ์•„์˜ ์ƒ๋ฌผ๊ฐœ๋… ๋ฐœ๋‹ฌ์–‘์ƒ๊ณผ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ์š”์ธ์„ ๋ฐํžˆ๊ณ ์ž ํ•˜์˜€๋‹ค. ์„œ์šธ๊ณผ ๊ฒฝ๊ธฐ์˜ ์ค‘๋ฅ˜์ธต ๊ฑฐ์ฃผ ์ง€์—ญ ์†Œ์žฌ ์–ด๋ฆฐ์ด์ง‘ 3๊ณณ๊ณผ ์œ ์น˜์› 1๊ณณ์—์„œ 3, 4, 5์„ธ ์œ ์•„ ์ด 120๋ช…์„ ์—ฐ๊ตฌ๋Œ€์ƒ์œผ๋กœ ์„ ์ •ํ•˜์˜€๋‹ค. ์—ฐ๊ตฌ๋Œ€์ƒ ์œ ์•„๋Š” ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ, ํŒ๋‹จ๊ทผ๊ฑฐ, ์ถ”๋ก  ๊ณผ์ œ๋ฅผ ์ˆ˜ํ–‰ํ•˜์˜€๋‹ค. ์ˆ˜์ง‘๋œ ์ž๋ฃŒ๋Š” SPSS ํ”„๋กœ๊ทธ๋žจ์—์„œ ํ‰๊ท , ํ‘œ์ค€ํŽธ์ฐจ, ์นด์ด์ œ๊ณฑ๊ฒ€์ •, ํ”ผ์…”์˜ ์ •ํ™•๊ฒ€์ •, ๋‹ค์ค‘์‘๋‹ต ๊ต์ฐจ๋ถ„์„, ๋ฐ˜๋ณต์ธก์ •๋ณ€๋Ÿ‰๋ถ„์„, F๊ฒ€์ •, ์ดํ•ญ ๋กœ์ง€์Šคํ‹ฑ ํšŒ๊ท€๋ถ„์„์„ ์ด์šฉํ•˜์—ฌ ํ†ต๊ณ„์ฒ˜๋ฆฌ ํ•˜์˜€๋‹ค. ์ด ์—ฐ๊ตฌ์˜ ์ฃผ์š” ๊ฒฐ๊ณผ๋Š” ๋‹ค์Œ์˜ ์—ฌ์„ฏ ๊ฐ€์ง€์ด๋‹ค. ์ฒซ์งธ, ์†์„ฑ์ด ๋‹ค๋ฅธ ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์€ ์—ฐ๋ น์— ๋”ฐ๋ผ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. ์—ฐ๋ น์ด ๋†’์€ ์ง‘๋‹จ์˜ ์œ ์•„๊ฐ€ ์—ฐ๋ น์ด ๋‚ฎ์€ ์ง‘๋‹จ์˜ ์œ ์•„๋ณด๋‹ค ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์ด ์‚ด์•„์žˆ๋‹ค๊ณ  ํŒ๋‹จํ•˜๋Š” ๊ฒฝ์šฐ๊ฐ€ ์ ๊ฒŒ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๋˜ํ•œ ๋กœ๋ด‡์˜ ์œ ํ˜•์— ๋”ฐ๋ผ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์ฐจ์ด๊ฐ€ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R4)์˜ ๊ฒฝ์šฐ ์ „์ฒด ์—ฐ๋ น ์œ ์•„ ๋ชจ๋‘ ๋กœ๋ด‡์ด ์‚ด์•„์žˆ๋‹ค๊ณ  ํŒ๋‹จํ•œ ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์•˜๋‹ค. ์ƒ๋ฌผํ•™์  ์†์„ฑ์ด๋‚˜ ์‹ฌ๋ฆฌ์  ์†์„ฑ ์ค‘ ํ•œ ๊ฐ€์ง€๋งŒ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R2, R3)์— ๋Œ€ํ•ด์„œ๋Š” 3์„ธ๊ฐ€ 4, 5์„ธ ์œ ์•„๋ณด๋‹ค ๋กœ๋ด‡์ด ์‚ด์•„์žˆ๋‹ค๊ณ  ํŒ๋‹จํ•˜๋Š” ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์•˜๋‹ค. ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜์ง€ ์•Š๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R1)์˜ ๊ฒฝ์šฐ 4, 5์„ธ ์œ ์•„๋Š” ๋กœ๋ด‡์ด ์‚ด์•„์žˆ์ง€ ์•Š๋‹ค๊ณ  ํŒ๋‹จํ•œ ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์•˜์ง€๋งŒ 3์„ธ ์œ ์•„๋Š” ๋กœ๋ด‡์„ ์ƒ๋ช…์ด ์žˆ๋Š” ์กด์žฌ๋ผ๊ณ  ํŒ๋‹จํ•˜๋Š” ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์•˜๋‹ค. ๋‘˜์งธ, ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ 3, 4, 5์„ธ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ทผ๊ฑฐ๋Š” ์—ฐ๋ น์— ๋”ฐ๋ผ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. 3์„ธ ์œ ์•„์˜ ํŒ๋‹จ๊ทผ๊ฑฐ๋Š” ๋ถˆ๋ถ„๋ช…ํ•˜์˜€์ง€๋งŒ 4, 5์„ธ ์œ ์•„๋Š” ์ƒ๋ฌผํ•™์  ์†์„ฑ์„ ๊ทผ๊ฑฐ๋กœ ์ƒ๋ช…ํ˜„์ƒ์„ ํŒ๋‹จํ•˜์˜€๋‹ค. ํŠนํžˆ 5์„ธ ์œ ์•„๋Š” 3, 4์„ธ ์œ ์•„์™€ ๋น„๊ตํ–ˆ์„ ๋•Œ ์‹ฌ๋ฆฌ์  ์†์„ฑ๋„ ํŒ๋‹จ๊ทผ๊ฑฐ๋กœ ์‚ฌ์šฉํ•œ ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์•˜๋‹ค. 4, 5์„ธ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ทผ๊ฑฐ๋Š” ๋กœ๋ด‡์˜ ์œ ํ˜•์— ๋”ฐ๋ผ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์ด ๋ณด์ด๋Š” ์†์„ฑ์ด ๋งŽ์•„์ง€๋ฉด 4, 5์„ธ ์œ ์•„๋Š” ์ง€๊ฐ์  ํŠน์„ฑ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ์ƒ๋ฌผ์˜ ๋ณธ์งˆ์  ํŠน์„ฑ์„ ํŒ๋‹จ ๊ทผ๊ฑฐ๋กœ ์‚ฌ์šฉํ•˜๋ฉฐ, ์‹ฌ๋ฆฌ์  ์†์„ฑ๋„ ๊ณ ๋ คํ•˜์—ฌ ์ƒ๋ช…ํ˜„์ƒ์„ ํŒ๋‹จํ•˜์˜€๋‹ค. ์…‹์งธ, ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก  ์ค‘ ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก ์€ ์—ฐ๋ น๊ณผ ๋กœ๋ด‡์˜ ์œ ํ˜•์— ๋”ฐ๋ผ ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. 3์„ธ ์œ ์•„๋Š” ๋‹ค๋ฅธ ์—ฐ๋ น๋ณด๋‹ค ์œ ์˜ํ•˜๊ฒŒ ๋†’์€ ์ˆ˜์ค€์œผ๋กœ ๋กœ๋ด‡์—๊ฒŒ ์ƒ๋ฌผํ˜„์ƒ์ด ์žˆ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ๋ฐ˜๋ฉด 5์„ธ ์œ ์•„๋Š” ๋‹ค๋ฅธ ์—ฐ๋ น๋ณด๋‹ค ๋กœ๋ด‡์—๊ฒŒ ์ƒ๋ฌผํ˜„์ƒ์ด ๋‚˜ํƒ€๋‚˜์ง€ ์•Š๋Š”๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ๋กœ๋ด‡์˜ ์œ ํ˜•์— ๋”ฐ๋ฅธ ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก  ์–‘์ƒ์˜ ์ฐจ์ด๋„ ์œ ์˜ํ•˜์˜€๋‹ค. ์œ ์•„๋Š” ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜์ง€ ์•Š๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R1)๋ณด๋‹ค ์ƒ๋ฌผํ•™์  ์†์„ฑ ๋˜๋Š” ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R3, R2)์ด ์ƒ๋ฌผํ˜„์ƒ์„ ๋” ๋งŽ์ด ๊ฐ€์ง€๊ณ  ์žˆ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R4)์—๊ฒŒ ์ƒ๋ฌผํ˜„์ƒ์ด ๊ฐ€์žฅ ๋งŽ์ด ๋‚˜ํƒ€๋‚œ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ๋„ท์งธ, ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก  ์ค‘ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์€ ์—ฐ๋ น๊ณผ ๋กœ๋ด‡์˜ ์œ ํ˜•์— ๋”ฐ๋ผ ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. 3์„ธ ์œ ์•„๊ฐ€ 4, 5์„ธ ์œ ์•„๋ณด๋‹ค ์œ ์˜ํ•˜๊ฒŒ ๋†’์€ ์ˆ˜์ค€์œผ๋กœ ๋กœ๋ด‡์—๊ฒŒ ์‹ฌ๋ฆฌํ˜„์ƒ์ด ์žˆ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๊ณ , 4, 5์„ธ ์œ ์•„์˜ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์€ ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ๋‚˜ํƒ€๋‚˜์ง€ ์•Š์•˜๋‹ค. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์—๊ฒŒ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜๋Š”์ง€์— ๋”ฐ๋ผ ์œ ์•„์˜ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์€ ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. ์œ ์•„๋Š” ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R2, R4)์—๊ฒŒ ๊ทธ๋ ‡์ง€ ์•Š์€ ๋กœ๋ด‡(R1, R3)๋ณด๋‹ค ๋” ๋†’์€ ์ˆ˜์ค€์œผ๋กœ ์‹ฌ๋ฆฌํ˜„์ƒ์ด ์žˆ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์—์„œ ์—ฐ๋ น๊ณผ ๋กœ๋ด‡์˜ ์œ ํ˜• ๊ฐ„์— ์œ ์˜ํ•œ ์ƒํ˜ธ์ž‘์šฉ ํšจ๊ณผ๊ฐ€ ๋‚˜ํƒ€๋‚ฌ๋‹ค. 4์„ธ ์œ ์•„๋Š” ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R4), ์‹ฌ๋ฆฌ์  ์†์„ฑ๋งŒ ๊ฐ€์ง€๊ณ  ์žˆ๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R2) ์ˆœ์œผ๋กœ ์‹ฌ๋ฆฌํ˜„์ƒ์ด ๋งŽ์ด ๋‚˜ํƒ€๋‚œ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. 5์„ธ ์œ ์•„์˜ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์€ ์†์„ฑ์ด ๋‹ค๋ฅธ ๋„ค ๊ฐ€์ง€ ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์—์„œ ๋ชจ๋‘ ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ๋‚˜ํƒ€๋‚ฌ๋‹ค. 5์„ธ ์œ ์•„๋Š” ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R4), ์‹ฌ๋ฆฌ์  ์†์„ฑ๋งŒ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R2), ์ƒ๋ฌผํ•™์  ์†์„ฑ๋งŒ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R3), ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋ชจ๋‘ ๋‚˜ํƒ€๋‚˜์ง€ ์•Š๋Š” ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡(R1) ์ˆœ์œผ๋กœ ์‹ฌ๋ฆฌํ˜„์ƒ์ด ๋งŽ์ด ๋‚˜ํƒ€๋‚œ๋‹ค๊ณ  ์ถ”๋ก ํ•˜์˜€๋‹ค. ๋‹ค์„ฏ์งธ, ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์€ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ์š”์ธ์ด์—ˆ๊ณ , ์—ฐ๋ น์— ๋”ฐ๋ผ ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์†์„ฑ์ด ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ์ด ๋‹ฌ๋ž๋‹ค. 3์„ธ ์œ ์•„๋Š” ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์†์„ฑ๊ณผ ์ƒ๊ด€์—†์ด ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์„ ์‚ด์•„์žˆ๋Š” ์กด์žฌ๋กœ ํŒ๋‹จํ•˜์˜€๋‹ค. 4์„ธ ์œ ์•„๋Š” ์ƒ๋ฌผํ•™์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜๋Š” ๊ฒฝ์šฐ, 5์„ธ ์œ ์•„๋Š” ์‹ฌ๋ฆฌ์  ์†์„ฑ์ด ๋‚˜ํƒ€๋‚˜๋Š” ๊ฒฝ์šฐ ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์—๊ฒŒ ์ƒ๋ช…ํ˜„์ƒ์ด ์žˆ๋‹ค๊ณ  ํŒ๋‹จํ•  ๊ฐ€๋Šฅ์„ฑ์ด ๋†’์•„์กŒ๋‹ค. ์—ฌ์„ฏ์งธ, ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก ๊ณผ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์€ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋ฉฐ, ์—ฐ๋ น์— ๋”ฐ๋ผ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก ์ด ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ์ด ๋‹ฌ๋ž๋‹ค. 3์„ธ ์œ ์•„๋Š” ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก  ์ ์ˆ˜๊ฐ€ ๋†’์„์ˆ˜๋ก, 4, 5์„ธ ์œ ์•„๋Š” ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก  ์ ์ˆ˜๊ฐ€ ๋†’์„์ˆ˜๋ก ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์—๊ฒŒ ์ƒ๋ช…ํ˜„์ƒ์ด ์žˆ๋‹ค๊ณ  ํŒ๋‹จํ•  ๊ฐ€๋Šฅ์„ฑ์ด ๋†’์•„์กŒ๋‹ค. ์ด ์—ฐ๊ตฌ๋Š” ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์— ๋Œ€ํ•œ 3, 4, 5์„ธ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ณผ ์ถ”๋ก ์ด ์—ฐ๋ น ๋ฐ ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์†์„ฑ์— ๋”ฐ๋ผ ์ฐจ์ด๊ฐ€ ์žˆ์Œ์„ ๋ฐํ˜”๋‹ค. ๊ทธ๋ฆฌ๊ณ  ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์€ ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์˜ ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์‹ฌ๋ฆฌ์  ์†์„ฑ์˜ ์˜ํ–ฅ์„ ๋ฐ›์Œ์„ ํ™•์ธํ•˜์˜€๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ์œ ์•„์˜ ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก ๊ณผ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก ์ด ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ์˜ํ–ฅ์„ ๋ฏธ์นจ์„ ๋ฐํ˜”๋‹ค.โ…  ๋ฌธ์ œ ์ œ๊ธฐ 1 โ…ก. ์ด๋ก ์  ๋ฐฐ๊ฒฝ ๋ฐ ์„ ํ–‰์—ฐ๊ตฌ ๊ณ ์ฐฐ 8 1. ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ๊ฐœ๋…๋ฐœ๋‹ฌ ์ด๋ก  8 1) ๊ตฌ์„ฑ์ฃผ์˜ ๊ด€์ ์—์„œ์˜ ๊ฐœ๋…๋ฐœ๋‹ฌ๋‹จ๊ณ„๋ก  8 2) ์ƒ๋“์ฃผ์˜ ๊ด€์ ์—์„œ์˜ ๊ฐœ๋…๋ฐœ๋‹ฌ ์ด๋ก  11 2. ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ณผ ์ถ”๋ก ์˜ ๋ฐœ๋‹ฌ 13 1) ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์˜ ๋ฐœ๋‹ฌ 14 2) ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก ์˜ ๋ฐœ๋‹ฌ 17 3. ๋Œ€์ƒ์˜ ์†์„ฑ๊ณผ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ ๋ฐ ์ถ”๋ก  19 1) ์ƒ๋ฌผํ•™์  ์†์„ฑ๊ณผ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ ๋ฐ ์ถ”๋ก  19 2) ์‹ฌ๋ฆฌ์  ์†์„ฑ๊ณผ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ ๋ฐ ์ถ”๋ก  21 4. ๊ฒฝ๊ณ„์„ ์  ๋Œ€์ƒ์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ณผ ์ถ”๋ก ์˜ ๊ด€๊ณ„ 25 โ…ข. ์—ฐ๊ตฌ๋ฌธ์ œ์™€ ์šฉ์–ด์˜ ์ •์˜ 31 1. ์—ฐ๊ตฌ๋ฌธ์ œ 31 2. ์šฉ์–ด์˜ ์ •์˜ 33 โ…ฃ. ์—ฐ๊ตฌ๋ฐฉ๋ฒ• ๋ฐ ์ ˆ์ฐจ 35 1. ์—ฐ๊ตฌ๋Œ€์ƒ 35 2. ์—ฐ๊ตฌ๋„๊ตฌ 37 3. ์—ฐ๊ตฌ์ ˆ์ฐจ 52 1) ์˜ˆ๋น„ ์กฐ์‚ฌ 52 2) ๋ณธ ์กฐ์‚ฌ 57 4. ์ž๋ฃŒ๋ถ„์„ 59 โ…ค. ๊ฒฐ๊ณผ ๋ฐ ํ•ด์„ 61 1. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ ๋ฐ ํŒ๋‹จ๊ทผ๊ฑฐ 61 1) ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ 61 2) ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ๊ทผ๊ฑฐ 67 2. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก  72 1) ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ฌผํ˜„์ƒ์ถ”๋ก  72 2) ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์‹ฌ๋ฆฌํ˜„์ƒ์ถ”๋ก  82 3. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์˜ ์†์„ฑ์ด ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ๋ฏธ์น˜๋Š” ์ƒ๋Œ€์  ์˜ํ–ฅ 94 4. ์ธ๊ฐ„ํ˜• ์ง€๋Šฅ๋กœ๋ด‡์— ๋Œ€ํ•œ ์œ ์•„์˜ ์ƒ๋ช…ํ˜„์ƒ ์ถ”๋ก ์ด ์ƒ๋ช…ํ˜„์ƒ ํŒ๋‹จ์— ๋ฏธ์น˜๋Š” ์ƒ๋Œ€์  ์˜ํ–ฅ 98 โ…ฅ. ๊ฒฐ๋ก  ๋ฐ ์ œ์–ธ 102 1. ๊ฒฐ๋ก  ๋ฐ ๋…ผ์˜ 102 2. ์˜์˜ ๋ฐ ์ œ์–ธ 111 ์ฐธ๊ณ ๋ฌธํ—Œ 115 ๋ถ€๋ก 127 Abstract 137Docto

    Robot-Mediated Interviews: a Robotic Intermediary for Facilitating Communication with Children

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    Robots have been used in a variety of education, therapy or entertainment contexts. This thesis introduces the novel application of using humanoid robots for Robot-Mediated Interviews (RMIs). In the initial stages of this research it was necessary to first establish as a baseline if children would respond to a robot in an interview setting, therefore the first study compared how children responded to a robot and a human in an interview setting. Following this successful initial investigation, the second study expanded on this research by examining how children would respond to different types and difficulty of questions from a robot compared to a human interviewer. Building on these studies, the third study investigated how a RMI approach would work for children with special needs. Following the positive results from the three studies indicating that a RMI approach may have some potential, three separate user panel sessions were organised with user groups that have expertise in working with children and for whom the system would be potentially useful in their daily work. The panel sessions were designed to gather feedback on the previous studies and outline a set of requirements to make a RMI system feasible for real world users. The feedback and requirements from the user groups were considered and implemented in the system before conducting a final field trial of the system with a potential real world user. The results of the studies in this research reveal that the children generally interacted with KASPAR in a very similar to how they interacted with a human interviewer regardless of question type or difficulty. The feedback gathered from experts working with children suggested that the three most important and desirable features of a RMI system were: reliability, flexibility and ease of use. The feedback from the experts also indicated that a RMI system would most likely be used with children with special needs. The final field trial with 10 children and a potential real world user illustrated that a RMI system could potentially be used effectively outside of a research context, with all of the children in the trial responding to the robot. Feedback from the educational psychologist testing the system would suggest that a RMI approach could have real world implications if the system were developed further

    How play moves us: Toys, technologies, and mobility in a digital world

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    The 21st century has been described as the Century of Play. The change in current play is particularly noticeable when looking at technological developments. This thesis deals with the technologization, digitalization, and connectedness of play between 2010โ€“2020. The research explores forms of contemporary play, playthings, and players in a time when digitalization and connectedness have extended to various tools and realms of playโ€”devices, toys, games, apps, and mediated playful environments. At the heart of the research are playthings and technologies conceptualized here as play machines, players using these tools within their communities and contexts, and, due to technological change, play research that increasingly expands into digital and networked cultures. Interactive digital devices have made play ubiquitous, and this includes play activities related to toys, mobile technologies, digital cameras, smartphones, digital toys, social media, and social robotics. The purpose of the thesis is to increase the understanding of what the rapid technologization of play, or what is conceptualized in the thesis as the digital leap of play, means in terms of mobilizing the players physically, cognitively, and emotionally. The thesis opens up prospects for technology-enriched play by presenting a range of empirical studies interested in the mobilization tendencies of current digital devices, toys, and connected media cultures that inform and inspire contemporary play and players of different ages as a form of digital culture that unites players and generations. The assumption is that digital technology connected to modern play experiences can move players in physical, cognitive, and emotional terms. Through six qualitative case studies, the thesis proposes to answer the central question: โ€œHow has play moved human players of the Western world in 2010โ€“2020 in terms of physical, cognitive, and emotional mobility/movement?โ€ The sub-question inquires what kinds of digital play are encountered in interactions of people of different ages as part of technologically enhanced leisure, learning, and environments where play is increasingly happening with and through machines and social media platforms by asking: โ€œHow are the acts of play realized in each instance of digital play through technology use, and what are the functions of the play for the players in each study?โ€ The thesis seeks to understand the nature and various aspects of the digital transformation of play and balance the prevailing negative assumptions with more positive and optimistic views on the effect of technology-oriented play on the lives of players of different ages. The scholarly contribution of the thesis is to generate new play knowledge: The publications included in the thesis highlight various play patterns and practices among children of preschool age, adults, and seniors who engage in digital play through the use of digital devices or digital toys, either solitarily or socially, as part of intergenerational play. The findings of the thesis illustrate how changes in the ecosystem of play (primarily made possible by developing mobile technology and social media) are linked to the opportunities for players to engage in creative play activities, their documentation, and their social sharing. The connections of evolving digital technology (for example, digital toys, social media networking, and social robotics) to play are diverse; mobile devices with and without screens are used as an extension of play to enrich the experiences and outcomes of play and to empower the players by allowing them to showcase their imagination, creativity, and ability to connect with peers and other player communities. The thesis concludes that contemporary technology embodied in digital devices and Internet-connected playthings as the play machines of 2010โ€“2020 allows for the expansion of play into human and toy interactions that non-technological playthings would not support. Technological development thus expands the historical, digital-material, and narrative dimensions of play. Social, technology-supported play triggers cultural processes that also support intergenerational interaction in play. Consequently, this thesis suggests that 1) digital technology is a driver for societal changes that affect play, 2) digital technology is a mobilizer of players in a physical, cognitive, emotional, and social sense, and 3) digital technology is an enabling, empowering, and enriching resource for contemporary digital play

    Determining the effect of human cognitive biases in social robots for human-robotm interactions

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    The research presented in this thesis describes a model for aiding human-robot interactions based on the principle of showing behaviours which are created based on 'human' cognitive biases by a robot in human-robot interactions. The aim of this work is to study how cognitive biases can affect human-robot interactions in the long term. Currently, most human-robot interactions are based on a set of well-ordered and structured rules, which repeat regardless of the person or social situation. This trend tends to provide an unrealistic interaction, which can make difficult for humans to relate โ€˜naturallyโ€™ with the social robot after a number of relations. The main focus of these interactions is that the social robot shows a very structured set of behaviours and, as such, acts unnaturally and mechanical in terms of social interactions. On the other hand, fallible behaviours (e.g. forgetfulness, inability to understand otherโ€™ emotions, bragging, blaming others) are common behaviours in humans and can be seen in regular social interactions. Some of these fallible behaviours are caused by the various cognitive biases. Researchers studied and developed various humanlike skills (e.g. personality, emotions expressions, traits) in social robots to make their behaviours more humanlike, and as a result, social robots can perform various humanlike actions, such as walking, talking, gazing or emotional expression. But common human behaviours such as forgetfulness, inability to understand other emotions, bragging or blaming are not present in the current social robots; such behaviours which exist and influence people have not been explored in social robots. The study presented in this thesis developed five cognitive biases in three different robots in four separate experiments to understand the influences of such cognitive biases in humanโ€“robot interactions. The results show that participants initially liked to interact with the robot with cognitive biased behaviours more than the robot without such behaviours. In my first two experiments, the robots (e.g., ERWIN, MyKeepon) interacted with the participants using a single bias (i.e., misattribution and empathy gap) cognitive biases accordingly, and participants enjoyed the interactions using such bias effects: for example, forgetfulness, source confusions, always showing exaggerated happiness or sadness and so on in the robots. In my later experiments, participants interacted with the robot (e.g., MARC) three times, with a time interval between two interactions, and results show that the likeness the interactions where the robot shows biased behaviours decreases less than the interactions where the robot did not show any biased behaviours. In the current thesis, I describe the investigations of these traits of forgetfulness, the inability to understand othersโ€™ emotions, and bragging and blaming behaviours, which are influenced by cognitive biases, and I also analyse peopleโ€™s responses to robots displaying such biased behaviours in humanโ€“robot interactions

    Designing technology for young children: guidelines grounded in a literature investigation on child development and children's technology

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    This thesis is about the design of technology for children from five to eight years of age. The majority of available guidelines and principles for design or evaluation of technology support the design of products aimed at adults. The limited guidelines available for design of young children's technology do not focus sufficiently on age-related requirements or they offer high-level advice that is only useful in the planning stages of design. Working from the assumption that knowledge available in the literature provides sufficient information to support this process, my aim with this study was to demonstrate how a dependable and useful set of guidelines for the design of technology for children aged five to eight years could be derived from an existing body of knowledge. Development of the guidelines firstly involved research into the psychological theories of children's development to identify those elements of development and the characteristics of children that may have bearing on children's use of technology. Secondly, the literature on children's development of specific skills such as literacy and mathematics was investigated. The available literature on young children's use of technology was studied next and, finally, the applicability of existing design guidelines and principles for children's products evaluated. Throughout this literature investigation the researcher gathered design-relevant factors that could potentially become design guidelines. Using qualitative data analysis techniques, more than five hundred such data elements were systematically coded, processed, analysed and categorised. The result is three hundred and fifty guidelines organised into a framework of six categories and twenty-six subcategories that integrates the relevant theoretical fields and provides practical support for designers. To demonstrate the credibility and usefulness of the emerging guidelines they were used to do an evaluation and re-design of an existing product aimed at the target group. The thesis reports in detail on the different stages of the research, and systematically takes the reader through the process of deriving guidelines from existing theory and research findings, and integrating them into a useful framework.School of ComputingPhD. (Computer Science
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