2,879 research outputs found
Differences on social acceptance of humanoid robots between Japan and the UK
Held at AISB'15 ConventionTo validate a questionnaire for measuring people's acceptance of humanoid robots in cross-cultural research (the Frankenstein Syndrome Questionnaire: FSQ), an online survey was conducted in both the UK and Japan including items on perceptions of the relation to the family and commitment to religions, and negative attitudes toward robots (the NARS). The results suggested that 1) the correlations between the FSQ subscale scores and NARS were sufficient, 2) the UK people felt more negative toward humanoid robots than did the Japanese people, 3) young UK people had more expectation for humanoid robots, 4) relationships between social acceptance of humanoid robots and negative attitudes toward robots in general were different between the nations and generations, and 5) there were no correlations between the FSQ subscale scores, and perception of the relation to the family and commitment to religions.Final Accepted Versio
A Working Framework for Humanâ Robot Teamwork
This paper provides a framework for understanding teamwork with robots.Despite the established volume of literature on humanârobot interaction, the ways in which humans and robots work together as a team have been relatively understudied. This paper proposes a working framework for humanârobot teams as a theoretical guide, based on IMOI (Inputs-Mediators-Outputs- Inputs) framework for teamwork in human teams. The proposed framework describes the developmental process of humanârobot teams, in which different characteristics regarding humans and robots produce team outcomes through various mediators within organizational contexts.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/135719/1/CSCW2017 Robot Workshop Final Jan 13.pd
Emotional design and human-robot interaction
Recent years have shown an increase in the importance of emotions applied to the Design field - Emotional Design. In this sense, the emotional design aims to elicit (e.g., pleasure) or prevent (e.g., displeasure) determined emotions, during human product interaction. That is, the emotional design regulates the emotional interaction between the individual and the product (e.g., robot). Robot design has been a growing area whereby robots are interacting directly with humans in which emotions are essential in the interaction. Therefore, this paper aims, through a non-systematic literature review, to explore the application of emotional design, particularly on Human-Robot Interaction. Robot design features (e.g., appearance, expressing emotions and spatial distance) that affect emotional design are introduced. The chapter ends with a discussion and a conclusion.info:eu-repo/semantics/acceptedVersio
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 robotâs design meets childrenâs
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 Ă© uma habilidade com benefĂcios no desenvolvimento saudĂĄvel. Os nĂveis de
criatividade sĂŁo dinĂąmicos e oscilam durante a vida, sendo que o primeiro maior declĂnio
acontece aos 7 anos de idade. No entanto, a criatividade Ă© uma habilidade que pode ser nutrida se
treinada e evidĂȘncias 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) sĂŁo escassos. Adicionalmente, estes programas adquirem o formato parecido ao
de testes, faltando-lhes dinùmicas de brincadeira e interatividade que poderão motivar as crianças
a envolverem-se em prĂĄticas criativas ao longo do tempo. O presente projeto de doutoramento
procurou contribuir para a estimulação da criatividade em crianças propondo usar robÎs sociais
como ferramenta de intervenção, adicionando dinùmicas de brincadeira e interação ao treino.
Assim, conduzimos trĂȘs estudos em escolas, campos de fĂ©rias, e museus para crianças que
contribuĂram para o desenho, fabricação, e teste experimental de um robĂŽ cujo objetivo Ă© ser uma
ferramenta que contribui para aumentar os nĂveis de criatividade. O Estudo 1 (n = 140) procurou
testar o efeito de atividade jĂĄ existentes com robĂŽs na criatividade e mostrou o potencial positivo
do uso de robÎs para o treino criativo. O Estudo 2 (n = 134) incluiu crianças como co-designers
do robÎ, assegurando que o desenho do robÎ correspondeu às necessidades das crianças. O
Estudo 2 (n = 130) investigou a eficĂĄcia deste robĂŽ como ferramenta para a criatividade,
demonstrando o seu potencial para o treino da criatividade. Em suma, o presente doutoramento
mostrou que os robÎs poderão ter um potencial criativo em atividades com crianças. Desta
forma, os robÎs sociais poderão ser ferramentas promissoras em intervençÔes na psicologia
First impressions: A survey on vision-based apparent personality trait analysis
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Personality analysis has been widely studied in psychology, neuropsychology, and signal processing fields, among others. From the past few years, it also became an attractive research area in visual computing. From the computational point of view, by far speech and text have been the most considered cues of information for analyzing personality. However, recently there has been an increasing interest from the computer vision community in analyzing personality from visual data. Recent computer vision approaches are able to accurately analyze human faces, body postures and behaviors, and use these information to infer apparent personality traits. Because of the overwhelming research interest in this topic, and of the potential impact that this sort of methods could have in society, we present in this paper an up-to-date review of existing vision-based approaches for apparent personality trait recognition. We describe seminal and cutting edge works on the subject, discussing and comparing their distinctive features and limitations. Future venues of research in the field are identified and discussed. Furthermore, aspects on the subjectivity in data labeling/evaluation, as well as current datasets and challenges organized to push the research on the field are reviewed.Peer ReviewedPostprint (author's final draft
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INTELLIGENT TUTORING SYSTEMS, PEDAGOGICAL AGENT DESIGN, AND HISPANIC ENGLISH LANGUAGE LEARNERS
According to the most recent data from the National Center of Education Statistics (NCES) there were approximately 5 million English Language Learners (ELLs) in the U.S. public schools in the Fall of 2016, representing about 10% of the student population (2019). Spanish is the primary language for most ELL students, by a large margin. As a group, ELLs have faced a deeply rooted and persistent math achievement gap (U.S. Department of Education, 2015). Despite research indicating that intelligent tutors and animated pedagogical agents enhance learning, many tutors are not designed with ELLs in mind. As a result, Hispanic ELL students may experience difficulty accessing the relevant content when using a tutor. This mixed-method research investigates how a tutor can reach Hispanic ELL students, based on the social and cultural Identity framework of the Figured Worlds Theory by Holland et al., (1998). Students will socially and culturally engage with their animated pedagogical agents constructing figured worlds of learning and connection that have the power to shape the studentsâ senses of themselves as learners of math. This study investigates how Hispanic ELL students perceive the utility of and relate to a learning companion (LC) design. Data was examined from 76 middle school students interacting with a math tutor, MathSpring. The findings indicate that ELL students find the MathSpring LC more useful and helpful than do non-ELL students and the ELL students designed LCs that looked more like themselves than did the non-ELL students. The findings also indicate that students formed âShe/Me Connectionâ and âShe is Like Meâ figured worlds
Indices for Virtual Service Agent Design: Cross-Cultural Evaluation
While localization helps to create websites and mobile apps for specific target markets, not as much attention was devoted to the area of affective virtual service agents. The situation is changing due to advances in affective computing and artificial intelligence. Virtual service agents have the potential to change the way how people interact with information technology by transforming control method from physical gestures to natural language conversation. By having human-like characteristics, the agents can transform impersonal service experience to personal and make an emotional impression on the user or customer. Such message can take different forms and interpretations, depending on national culture and other context. Qualitative data from interviews with experts were used to identify differences in how they are viewed in Sweden and Japan. A survey was then used to quantify the differences using a sample of participants, who were asked to rate the likability and trustworthiness of agents with varying ethnicity, gender and age. The impact of visible visual attributes on their trustworthiness and likability is analysed on a familiar example with virtual service agents at an airport. It was found that each group favours their familiar communication style and recommendations on virtual service agent localization are given
Love from the Machine: Technosexualities and the Desire for Machinic Bodies
This dissertation explores the dimensions and practices of technosexualities - human desires for machinic bodies. For the purposes of this project, technosexualities are defined as sexual and/or other intimate desires for technologically enhanced or constructed humanoid bodies ( machinic bodies ) or the desire to be such a machinic body. A machinic body may be mechanical (robotic) and/or digital, techno-biological (as per biological computing and/or a laboratory-âgrownâ or built body), or âcyborgâ (cybernetic organism, a partially technologically-modified, partially biological body.) Rather than interpreting technosexuals as troubled or disturbed âfetishistsâ who are attracted to the unnatural, or imposing suppositions of feelings of impotence and desire for power as other sources have portrayed them, I explore technosexualities through the lens of âbodies and pleasuresâ (Foucault, 1978.) As such, this project engages with literature on bodies and embodiment (including medical anthropology literature on the body,) gender, literatures of the burgeoning nonhuman turn in the social sciences that explores human/nonhuman bodily interactions, science and technology studies, stigmatization, and the pertinent literature on online communities. Understanding the complication and fluidities of body/technology interactions with the nonhuman, especially surrounding desire, intimacies, and perceived bodily boundaries (particularly for individuals who want to be machinic bodies) is of increasing importance as new and emerging technologies become further integrated into contemporary life (and bodies, in the form of both medical and cosmetic surgical interventions) This project also explores this non-heteronormative, non-reproductive set of desires by looking at how those who engage in technosexualities of various types approach issues of stigmatization, secrecy, and the pressure of âpassingâ under compulsory heteronormativity. Although no attempt is made to discover some root cause of technosexualities per se (as this is not a medical investigation and technosexualities are not being treated here as a paraphilia - a fetish ) a potential and partial explanation for technosexual desires is discussed. Through a combination of structured online interviews, participant-observation at the online research site of Fembot Central and discourse analysis at the research site, I investigate the thoughts, affects, practices, and group interactions of those who desire machinic bodies
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