25 research outputs found

    Can empathy affect the attribution of mental states to robots?

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    This paper presents an experimental study showing that the humanoid robot NAO, in a condition already validated with regards to its capacity to trigger situational empathy in humans, is able to stimulate the attribution of mental states towards itself. Indeed, results show that participants not only experienced empathy towards NAO, when the robot was afraid of losing its memory due to a malfunction, but they also attributed higher scores to the robot emotional intelligence in the Attribution of Mental State Questionnaire, in comparison with the users in the control condition. This result suggests a possible correlation between empathy toward the robot and humans' attribution of mental states to it

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Health Coaches, Health Data, and Their Interaction

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Investigating the influence of situations and expectations on user behavior : empirical analyses in human-robot interaction

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    Lohse M. Investigating the influence of situations and expectations on user behavior : empirical analyses in human-robot interaction. Bielefeld (Germany): Bielefeld University; 2010.Social sciences are becoming increasingly important for robotics research as work goes on to enable service robots to interact with inexperienced users. This endeavor can only be successful if the robots learn to interpret the users' behavior reliably and, in turn, provide feedback for the users, which enables them to understand the robot. In order to achieve this goal, the thesis introduces an approach to describe the interaction situation as a dynamic construct with different levels of specificity. The situation concept is the starting point for a model which aims to explain the users' behavior. The second important component of the model is the expectations of the users with respect to the robot. Both the situation and the expectations are shown to be the main determinants of the users' behaviors. With this theoretical background in mind, the thesis examines interactions from a home tour scenario in which a human teaches a robot about rooms and objects within them. To analyze the human expectations and behaviors in this situation, two main novel methods have been developed. In particular, a quantitative method for the analysis of the users' behavior repertoires (speech, gesture, eye gaze, body orientation, etc.) is introduced. The approach focuses on the interaction level, which describes the interplay between the robot and the user. In the second novel method, also the system level is taken into account, which includes the robot components and their interplay. This method serves for a detailed task analysis and helps to identify problems that occur in the interaction. By applying these methods, the thesis contributes to the identification of underlying expectations that allow future behavior of the users to be predicted in particular situations. Knowledge about the users' behavior repertoires serves as a cue for the robot about the state of the interaction and the task the users aim to accomplish. Therefore, it enables robot developers to adapt the interaction models of the components to the situation, actual user expectations, and behaviors. The work provides a deeper understanding of the role of expectations in human-robot interaction and contributes to the interaction and system design of interactive robots

    Interacting with Philosophy Through Natural Language Conversation

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    Ph.DDOCTOR OF PHILOSOPH

    Exploring and designing for multisensory interactions with 3D printed food

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    Experience of food is as varied as it is widespread, part of mundane activities but also embedded in rituals and celebrations. Despite its pervasive richness it has yet to be fully exploited to support embodied and multisensory experiences within Human-Computer Interaction. This thesis addresses this shortcoming, drawing on the unique qualities of food experience in combination with novel technology to design rich, affective, and embodied interactions through food. This work approaches 3D printed food as a material to design emotion- and memory-based experiences with food, and 3D printing of food as a technology for crafting multisensory user experiences in everyday contexts. These perspectives are integrated through the design and evaluation of novel interactions with 3D printed food, following a Research through Design approach combined with material approaches. Through this enquiry, novel research tools for HCI were also created for working with food, flavour, and taste. The thesis comprises seven studies that advance knowledge, based on gaps identified, and novel theoretical framings in a systematic literature review. Through a survey of user perceptions of 3D printed food, opportunities for user experience-based applications were highlighted. An identified opportunity for affective interactions through taste was considered through lab-based studies and interviews with chefs and food designers on using 3D printed food. This was extended through a co-design study with couples in romantic relationships to create flavours of 3D printed food to support emotional expression and coregulation. The use of flavours to cue experience was then explored in relation to self-defining memories with older adults. Through both co-design studies, a multisensory probe kit was built and evaluated to support designing with the senses in HCI and to further explore ideas from the study into food and memory and an app prototype designed for creating personalised flavour-based memory cues. Collectively, these studies support applications of the 3D printing of food for emotional and memory-based applications in HCI, as well as theoretical and methodological contributions to multisensory design and design with food and the body in HCI

    Digital life stories: Semi-automatic (auto)biographies within lifelog collections

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    Our life stories enable us to reflect upon and share our personal histories. Through emerging digital technologies the possibility of collecting life experiences digitally is increasingly feasible; consequently so is the potential to create a digital counterpart to our personal narratives. In this work, lifelogging tools are used to collect digital artifacts continuously and passively throughout our day. These include images, documents, emails and webpages accessed; texts messages and mobile activity. This range of data when brought together is known as a lifelog. Given the complexity, volume and multimodal nature of such collections, it is clear that there are significant challenges to be addressed in order to achieve coherent and meaningful digital narratives of our events from our life histories. This work investigates the construction of personal digital narratives from lifelog collections. It examines the underlying questions, issues and challenges relating to construction of personal digital narratives from lifelogs. Fundamentally, it addresses how to organize and transform data sampled from an individual’s day-to-day activities into a coherent narrative account. This enquiry is enabled by three 20-month long-term lifelogs collected by participants and produces a narrative system which enables the semi-automatic construction of digital stories from lifelog content. Inspired by probative studies conducted into current practices of curation, from which a set of fundamental requirements are established, this solution employs a 2-dimensional spatial framework for storytelling. It delivers integrated support for the structuring of lifelog content and its distillation into storyform through information retrieval approaches. We describe and contribute flexible algorithmic approaches to achieve both. Finally, this research inquiry yields qualitative and quantitative insights into such digital narratives and their generation, composition and construction. The opportunities for such personal narrative accounts to enable recollection, reminiscence and reflection with the collection owners are established and its benefit in sharing past personal experience experiences is outlined. Finally, in a novel investigation with motivated third parties we demonstrate the opportunities such narrative accounts may have beyond the scope of the collection owner in: personal, societal and cultural explorations, artistic endeavours and as a generational heirloom
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