26 research outputs found

    The impact of owner age on companionship with virtual pets

    Get PDF
    This paper focuses on issues of interaction with a particular type of mobile information system โ€“ virtual pets. It examines the impact of owner age on companionship with virtual pets, and tests the hypothesis that younger virtual pet owners will experience closer companionship with their virtual pet than older owners. This is in response to the marketing stance adopted by virtual pet manufacturers who clearly target younger people as the main consumers of their products. The hypothesis was tested using survey data and companionship was measured using the Comfort from Companion Animals Scale. Support was found for the hypothesis at all definitions of young: there is a highly significant difference between the companionship offered by a virtual pet to young people than that offered to older people. Although this finding generally indicates that virtual pets offer more, in terms of emotional-engagement, to younger people than older people we suggest that much more research in this area is needed in order to better understand the phenomenal commercial success of virtual pets. In addition, there is an abundance of literature examining the benefits of owning real pets. It is possible that a virtual pet might be able to deliver some of these, and given our result, it is likely that virtual pets will be more likely to bring these benefits to young people rather than to old peopl

    Towards more humane machines: creating emotional social robots

    Get PDF
    Robots are now widely used in industrial settings, and today the world has woken up to the impact that they will have in our society. But robots have been limited to repetitive, industrial tasks. However, recent platforms are becoming more secure to operate amongst humans, and research in Human-Robot Interaction (HRI) is preparing robots for use in schools, public services and eventually everyoneโ€™s home. If we aim for a robot flexible enough to work around humans and decide autonomously how to act in complex situations, a notion of morality is needed for their decision making. In this chapter we argue that we can achieve some level of moral decision making in social robots if they are endowed with empathy capabilities. We then discuss how to build artificial empathy in robots, giving some concrete examples of how these implementations can guide the path to creating moral social robots in the future.info:eu-repo/semantics/acceptedVersio

    A virtual suspect agentโ€™s response model

    Get PDF

    ๋กœ๋ด‡์˜ ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ์‚ฌํšŒ์  ํŠน์„ฑ๊ณผ ์ธ๊ฐ„ ์œ ์‚ฌ์„ฑ์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์‚ฌํšŒ๊ณผํ•™๋Œ€ํ•™ ์‹ฌ๋ฆฌํ•™๊ณผ, 2021. 2. Sowon Hahn.The present study investigated the role of robotsโ€™ body language on perceptions of social qualities and human-likeness in robots. In experiment 1, videos of a robotโ€™s body language varying in expansiveness were used to evaluate the two aspects. In experiment 2, videos of social interactions containing the body languages in experiment 1 were used to further examine the effects of robotsโ€™ body language on these aspects. Results suggest that a robot conveying open body language are evaluated higher on perceptions of social characteristics and human-likeness compared to a robot with closed body language. These effects were not found in videos of social interactions (experiment 2), which suggests that other features play significant roles in evaluations of a robot. Nonetheless, current research provides evidence of the importance of robotsโ€™ body language in judgments of social characteristics and human-likeness. While measures of social qualities and human-likeness favor robots that convey open body language, post-experiment interviews revealed that participants expect robots to alleviate feelings of loneliness and empathize with them, which require more diverse body language in addition to open body language. Thus, robotic designers are encouraged to develop robots capable of expressing a wider range of motion. By enabling complex movements, more natural communications between humans and robots are possible, which allows humans to consider robots as social partners.๋ณธ ์—ฐ๊ตฌ๋Š” ๋กœ๋ด‡์˜ ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ์‚ฌํšŒ์  ํŠน์„ฑ๊ณผ ์ธ๊ฐ„๊ณผ์˜ ์œ ์‚ฌ์„ฑ์— ๋Œ€ํ•œ ์ธ๊ฐ„์˜ ์ธ์‹์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ์„ ํƒ์ƒ‰ํ•˜์˜€๋‹ค. ์‹คํ—˜ 1์—์„œ๋Š” ๋กœ๋ด‡์˜ ๊ฐœ๋ฐฉ์  ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ๋ฌ˜์‚ฌ๋œ ์˜์ƒ๊ณผ ํ์‡„์  ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ๋ฌ˜์‚ฌ๋œ ์˜์ƒ์„ ํ†ตํ•ด ์ด๋Ÿฌํ•œ ์„ธ ๊ฐ€์ง€ ์ธก๋ฉด์„ ์‚ดํŽด๋ณด์•˜๋‹ค. ์‹คํ—˜ 2์—์„œ๋Š” ์‹คํ—˜ 1์˜ ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ํฌํ•จ๋œ ๋กœ๋ด‡๊ณผ ์‚ฌ๋žŒ ๊ฐ„์˜ ์ƒํ˜ธ์ž‘์šฉ ์˜์ƒ์„ ํ™œ์šฉํ•˜์—ฌ ๋กœ๋ด‡์˜ ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ์œ„ ๋‘ ๊ฐ€์ง€ ์ธก๋ฉด์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ์„ ํƒ์ƒ‰ํ•˜์˜€๋‹ค. ๊ฒฐ๊ณผ์ ์œผ๋กœ, ์‚ฌ๋žŒ๋“ค์€ ํ์‡„์  ์‹ ์ฒด ์–ธ์–ด๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ๋กœ๋ด‡์— ๋น„ํ•ด ๊ฐœ๋ฐฉ์  ์‹ ์ฒด ์–ธ์–ด๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ๋กœ๋ด‡์„ ์‚ฌํšŒ์  ํŠน์„ฑ๊ณผ ์ธ๊ฐ„๊ณผ์˜ ์œ ์‚ฌ์„ฑ์— ๋Œ€ํ•œ ์ธ์‹ ๋ฉด์—์„œ ๋” ๋†’๊ฒŒ ํ‰๊ฐ€ํ•œ๋‹ค๋Š” ๊ฒƒ์„ ํ™•์ธํ•˜์˜€๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ์‚ฌ๋žŒ๊ณผ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ๋‹ด์€ ์˜์ƒ์„ ํ†ตํ•ด์„œ๋Š” ์ด๋Ÿฌํ•œ ํšจ๊ณผ๊ฐ€ ๋ฐœ๊ฒฌ๋˜์ง€ ์•Š์•˜์œผ๋ฉฐ, ์ด๋Š” ์‹คํ—˜ 2์— ํฌํ•จ๋œ ์Œ์„ฑ ๋“ฑ์˜ ๋‹ค๋ฅธ ํŠน์ง•์ด ๋กœ๋ด‡์— ๋Œ€ํ•œ ํ‰๊ฐ€์— ์ค‘์š”ํ•œ ์—ญํ• ์„ ํ•œ๋‹ค๋Š” ๊ฒƒ์„ ์‹œ์‚ฌํ•œ๋‹ค. ๊ทธ๋Ÿผ์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ , ๋ณธ ์—ฐ๊ตฌ๋Š” ๋กœ๋ด‡์˜ ์‹ ์ฒด ์–ธ์–ด๊ฐ€ ์‚ฌํšŒ์  ํŠน์„ฑ ๋ฐ ์ธ๊ฐ„๊ณผ์˜ ์œ ์‚ฌ์„ฑ์— ๋Œ€ํ•œ ์ธ์‹์˜ ์ค‘์š”ํ•œ ์š”์ธ์ด ๋œ๋‹ค๋Š” ๊ทผ๊ฑฐ๋ฅผ ์ œ๊ณตํ•œ๋‹ค. ์‚ฌํšŒ์  ํŠน์„ฑ๊ณผ ์ธ๊ฐ„๊ณผ์˜ ์œ ์‚ฌ์„ฑ์˜ ์ฒ™๋„์—์„œ๋Š” ๊ฐœ๋ฐฉ์  ์‹ ์ฒด ์–ธ์–ด๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ๋กœ๋ด‡์ด ๋” ๋†’๊ฒŒ ํ‰๊ฐ€๋˜์—ˆ์ง€๋งŒ, ์‹คํ—˜ ํ›„ ์ธํ„ฐ๋ทฐ์—์„œ๋Š” ๋กœ๋ด‡์ด ์™ธ๋กœ์šด ๊ฐ์ •์„ ์™„ํ™”ํ•˜๊ณ  ๊ณต๊ฐํ•˜๊ธฐ๋ฅผ ๊ธฐ๋Œ€ํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚˜ ์ด ์ƒํ™ฉ๋“ค์— ์ ์ ˆํ•œ ํ์‡„์  ์‹ ์ฒด ์–ธ์–ด ๋˜ํ•œ ๋ฐฐ์ œํ•  ์ˆ˜ ์—†๋‹ค๊ณ  ํ•ด์„ํ•  ์ˆ˜ ์žˆ๋‹ค. ์ด์— ๋”ฐ๋ผ ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ๋กœ๋ด‡ ๋””์ž์ด๋„ˆ๋“ค์ด ๋”์šฑ ๋‹ค์–‘ํ•œ ๋ฒ”์œ„์˜ ์›€์ง์ž„์„ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ๋Š” ๋กœ๋ด‡์„ ๊ฐœ๋ฐœํ•˜๋„๋ก ์žฅ๋ คํ•œ๋‹ค. ๊ทธ๋ ‡๋‹ค๋ฉด ์„ฌ์„ธํ•œ ์›€์ง์ž„์— ๋”ฐ๋ฅธ ์ž์—ฐ์Šค๋Ÿฌ์šด ์˜์‚ฌ์†Œํ†ต์„ ํ†ตํ•ด ์ธ๊ฐ„์ด ๋กœ๋ด‡์„ ์‚ฌํšŒ์  ๋™๋ฐ˜์ž๋กœ ์ธ์‹ํ•  ์ˆ˜ ์žˆ์„ ๊ฒƒ์ด๋‹ค.Chapter 1. Introduction 1 1. Motivation 1 2. Theoretical Background and Previous Research 3 3. Purpose of Study 12 Chapter 2. Experiment 1 13 1. Objective and Hypotheses 13 2. Methods 13 3. Results 21 4. Discussion 31 Chapter 3. Experiment 2 34 1. Objective and Hypotheses 34 2. Methods 35 3. Results 38 4. Discussion 50 Chapter 4. Conclusion 52 Chapter 5. General Discussion 54 References 60 Appendix 70 ๊ตญ๋ฌธ์ดˆ๋ก 77Maste

    Virtual reality check: a comparison of virtual reality, screen-based, and real world settings as research methods for HRI

    Get PDF
    To reduce costs and effort, experiments in human-robot interaction can be carried out in Virtual Reality (VR) or in screen-based (SB) formats. However, it is not well examined whether robots are perceived and experienced in the same way in VR and SB as they are in the physical world. This study addresses this topic in a between-subjects experiment, measuring trust and engagement of an interaction with a mobile service robot in a museum scenario. Measures were made in three different settings, either the real world, in VR or in a game-like SB and then compared with an ANOVA. The results indicate, that neither trust nor engagement differ dependent on the experimental setting. The results imply that both VR and SB are eligible ways to explore the interaction with a mobile service robot, if some peculiarities of each medium are taken into account

    Towards long-term social child-robot interaction: using multi-activity switching to engage young users

    Get PDF
    Social robots have the potential to provide support in a number of practical domains, such as learning and behaviour change. This potential is particularly relevant for children, who have proven receptive to interactions with social robots. To reach learning and therapeutic goals, a number of issues need to be investigated, notably the design of an effective child-robot interaction (cHRI) to ensure the child remains engaged in the relationship and that educational goals are met. Typically, current cHRI research experiments focus on a single type of interaction activity (e.g. a game). However, these can suffer from a lack of adaptation to the child, or from an increasingly repetitive nature of the activity and interaction. In this paper, we motivate and propose a practicable solution to this issue: an adaptive robot able to switch between multiple activities within single interactions. We describe a system that embodies this idea, and present a case study in which diabetic children collaboratively learn with the robot about various aspects of managing their condition. We demonstrate the ability of our system to induce a varied interaction and show the potential of this approach both as an educational tool and as a research method for long-term cHRI

    Stress Levels of CS1 Students During Programming- Measurement and a Cause and Effect Analysis

    Get PDF
    Stress is a kind of feeling we experience when we are under pressure. Stress is the word that we use when we feel that we are overloaded mentally in our thoughts and wonder whether we can cope with those placed upon us. The effects of stress are different for different people when we take their age, profession, gender and other aspects into consideration. Many studies show that stress in a learning environment impacts learning negatively. In this thesis, the role of stress on students in an introductory programming course (CS1) at CSU has been explored. Introductory programming course has a high attrition rate nationwide. A project was developed to investigate whether students feel stress during programming . This thesis also gives whether that stress is correlated with gender, prior exposure to programming, and math background. A device called Neurosky is used to perform a low-cost EEG (electroencephalogram) by using inexpensive dry sensors to record the brain wave values of the participants in two different tasks. The test results have shown that the students feel stress during programming. A basic metric is used to determine the stress levels of the participants. Later four hypotheses are proposed by observing the comparisons and tested using statistical hypothesis testing to correlate stress with the participant\u27s gender, major, prior programming experience and with their ACT/SAT scores. The test results proved that all these hypotheses are valid with the collected data

    ON THE INFLUENCE OF SOCIAL ROBOTS IN COGNITIVE MULTITASKING AND ITS APPLICATION

    Get PDF
    [Objective] I clarify the impact of social robots on cognitive tasks, such as driving a car or driving an airplane, and show the possibility of industrial applications based on the principles of social robotics. [Approach] I adopted the MATB, a generalized version of the automobile and airplane operation tasks, as cognitive tasks to evaluate participants' performance on reaction speed, tracking performance, and short-term memory tasks that are widely applicable, rather than tasks specific to a particular situation. Also, as the stimuli from social robots, we used the iCub robot, which has been widely used in social communication research. In the analysis of participants, I not only analyzed performance, but also mental workload using skin conductance and emotional analysis of arousal-valence using facial expressions analysis. In the first experiment, I compared a social robot that use social signals with a nonsocial robot that do not use such signals and evaluated whether social robots affect cognitive task performances. In the second experiment, I focused on vitality forms and compared a calm social robot with an assertive social robot. As analysis methods, I adopted Mann-Whitney's U test for one-pair comparisons, and ART-ANOVA for analysis of variance in repeated task comparisons. Based on the results, I aimed to express vitality forms in a robot head, which is smaller in size and more flexible in placement than a full-body humanoid robot, considering car and airplane cockpit's limited space. For that, I developed a novel eyebrow and I decided to use a wire-driven technique, which is widely used in surgical robots to control soft materials. [Main results] In cognitive tasks such as car drivers and airplane pilots, I clarified the effects of social robots acting social behaviors on task performance, mental workload, and emotions. In addition, I focused on vitality forms, one of the parameters of social behaviors, and clarified the effects of different vitality forms of social robots' behavior on cognitive tasks.In cognitive tasks such as car drivers and airplane pilots, we clarified the effects of social robots acting in social behaviors on task performance, mental workload, and emotions, and showed that the presence of social robots can be effective in cognitive tasks. Furthermore, focusing on vitality forms, one of the parameters of social behaviors, we clarified the effects of different vitality forms of social robots' behaviors on cognitive tasks, and found that social robots with calm behaviors positively affected participants' facial expressions and improved their performance in a short-term memory task. Based on the results, I decided to adopt the configuration of a robot head, eliminating the torso from the social humanoid robot, iCub, considering the possibility of placement in a limited space such as cockpits of car or airplane. In designing the robot head, I developed a novel soft-material eyebrow that can be mounted on the iCub robot head to achieve continuous position and velocity changes, which is an important factor to express vitality forms. The novel eyebrows can express different vitality forms by changing the shape and velocity of the eyebrows, which was conventionally represented by the iCub's torso and arms. [Significance] The results of my research are important achievements that opens up the possibility of applying social robots to non-robotic industries such as automotive and aircraft. In addition, the newly developed soft-material eyebrows' precise shape and velocity changes have opened up new research possibilities in social robotics and social communication research themselves, enabling experiments with complex facial expressions that move beyond Ekman's simple facial expression changes definition, such as, joy, anger, sadness, and pleasure. Thus, the results of this research are one important step in both scientific and industrial applications. [Key-words] social robot, cognitive task, vitality form, robot head, facial expression, eyebro
    corecore