157 research outputs found

    Child-Robot Interactions for Second Language Tutoring to Preschool Children

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    In this digital age social robots will increasingly be used for educational purposes, such as second language tutoring. In this perspective article, we propose a number of design features to develop a child-friendly social robot that can effectively support children in second language learning, and we discuss some technical challenges for developing these. The features we propose include choices to develop the robot such that it can act as a peer to motivate the child during second language learning and build trust at the same time, while still being more knowledgeable than the child and scaffolding that knowledge in adult-like manner. We also believe that the first impressions children have about robots are crucial for them to build trust and common ground, which would support child-robot interactions in the long term. We therefore propose a strategy to introduce the robot in a safe way to toddlers. Other features relate to the ability to adapt to individual children's language proficiency, respond contingently, both temporally and semantically, establish joint attention, use meaningful gestures, provide effective feedback and monitor children's learning progress. Technical challenges we observe include automatic speech recognition (ASR) for children, reliable object recognition to facilitate semantic contingency and establishing joint attention, and developing human-like gestures with a robot that does not have the same morphology humans have. We briefly discuss an experiment in which we investigate how children respond to different forms of feedback the robot can give

    Child-Robot Interactions for Second Language Tutoring to Preschool Children

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    In this digital age social robots will increasingly be used for educational purposes, such as second language tutoring. In this perspective article, we propose a number of design features to develop a child-friendly social robot that can effectively support children in second language learning, and we discuss some technical challenges for developing these. The features we propose include choices to develop the robot such that it can act as a peer to motivate the child during second language learning and build trust at the same time, while still being more knowledgeable than the child and scaffolding that knowledge in adult-like manner. We also believe that the first impressions children have about robots are crucial for them to build trust and common ground, which would support child-robot interactions in the long term. We therefore propose a strategy to introduce the robot in a safe way to toddlers. Other features relate to the ability to adapt to individual children's language proficiency, respond contingently, both temporally and semantically, establish joint attention, use meaningful gestures, provide effective feedback and monitor children's learning progress. Technical challenges we observe include automatic speech recognition (ASR) for children, reliable object recognition to facilitate semantic contingency and establishing joint attention, and developing human-like gestures with a robot that does not have the same morphology humans have. We briefly discuss an experiment in which we investigate how children respond to different forms of feedback the robot can give

    Applications of Robotics for Autism Spectrum Disorder: a Scoping Review

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    Robotic therapies are receiving growing interest in the autism field, especially for the improvement of social skills of children, enhancing traditional human interventions. In this work, we conduct a scoping review of the literature in robotics for autism, providing the largest review on this field from the last five years. Our work underlines the need to better characterize participants and to increase the sample size. It is also important to develop homogeneous training protocols to analyse and compare the results. Nevertheless, 7 out of the 10 Randomized control trials reported a significant impact of robotic therapy. Overall, robot autonomy, adaptability and personalization as well as more standardized outcome measures were pointed as the most critical issues to address in future research

    Child–robot relationship formation: A narrative review of empirical research

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    This narrative review aimed to elucidate which robot-related characteristics predict relationship formation between typically-developing children and social robots in terms of closeness and trust. Moreover, we wanted to know to what extent relationship formation can be explained by children’s experiential and cognitive states during interaction with a robot. We reviewed 86 journal articles and conference proceedings published between 2000 and 2017. In terms of predictors, robots’ responsiveness and role, as well as strategic and emotional interaction between robot and child, increased closeness between the child and the robot. Findings about whether robot features predict children’s trust in robots were inconsistent. In terms of children’s experiential and cognitive states during interaction with a robot, robot characteristics and interaction styles were associated with two experiential states: engagement and enjoyment/liking. The literature hardly addressed the impact of experiential and cognitive states on closeness and trust. Comparisons of children’s interactions with robots, adults, and objects showed that robots are perceived as neither animate nor inanimate, and that they are entities with whom children will likely form social relationships. Younger children experienced more enjoyment, were less sensitive to a robot’s interaction style, and were more prone to anthropomorphic tendencies and effects than older children. Tailoring a robot’s sex to that of a child mainly appealed to boys

    The Last Decade of HCI Research on Children and Voice-based Conversational Agents

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    Voice-based Conversational Agents (CAs) are increasingly being used by children. Through a review of 38 research papers, this work maps trends, themes, and methods of empirical research on children and CAs in HCI research over the last decade. A thematic analysis of the research found that work in this domain focuses on seven key topics: ascribing human-like qualities to CAs, CAs’ support of children’s learning, the use and role of CAs in the home and family context, CAs’ support of children’s play, children’s storytelling with CA, issues concerning the collection of information revealed by CAs, and CAs designed for children with differing abilities. Based on our findings, we identify the needs to account for children's intersectional identities and linguistic and cultural diversity and theories from multiple disciples in the design of CAs, develop heuristics for child-centric interaction with CAs, to investigate implications of CAs on social cognition and interpersonal relationships, and to examine and design for multi-party interactions with CAs for different domains and contexts

    Staying engaged in child-robot interaction:A quantitative approach to studying preschoolers’ engagement with robots and tasks during second-language tutoring

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    Inleiding Covid-19 heeft laten zien dat onze traditionele manier van lesgeven steeds meer afhankelijk is van digitale hulpmiddelen. In de afgelopen jaren (2020-2021) hebben leerkrachten kinderen online les moeten geven en hebben ouders hun kinderen moeten begeleiden bij hun lesactiviteiten. Digitale instrumenten die het onderwijs kunnen ondersteunen zoals sociale robots, zouden uiterst nuttig zijn geweest voor leerkrachten. Robots die, in tegenstelling tot tablets, hun lichaam kunnen gebruiken om zich vergelijkbaar te gedragen als leerkrachten. Bijvoorbeeld door te gebaren tijdens het praten, waardoor kinderen zich beter kunnen concentreren wat een voordeel oplevert voor hun leerprestaties. Bovendien stellen robots, meer dan tablets, kinderen in staat tot een sociale interactie, wat vooral belangrijk is bij het leren van een tweede taal (L2). Hierover ging mijn promotietraject wat onderdeel was van het Horizon 2020 L2TOR project1, waarin zes verschillende universiteiten en twee bedrijven samenwerkten en onderzochten of een robot aan kleuters woorden uit een tweede taal kon leren. Een van de belangrijkste vragen in dit project was hoe we gedrag van de robot konden ontwikkelen dat kinderen betrokken (engaged) houdt. Betrokkenheid van kinderen is belangrijk zodat zij tijdens langere tijdsperiodes met de robot aan de slag willen. Om deze vraag te beantwoorden, heb ik meerdere studies uitgevoerd om het effect van de robot op de betrokkenheid van kinderen met de robot te onderzoeken, alsmede onderzoek te doen naar de perceptie die de kinderen van de robot hadden. 1Het L2TOR project leverde een grote bijdrage binnen het mens-robot interactie veld in de beweging richting publieke wetenschap. Alle L2TOR publicaties, de project deliverables, broncode en data zijn openbaar gemaakt via de website www.l2tor.eu en via www.github.nl/l2tor en de meeste studies werden vooraf geregistreerd

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

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    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies
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