8 research outputs found

    Sustaining Emotional Communication when Interacting with an Android Robot

    Get PDF

    PeppeRecycle: Improving Children’s Attitude Toward Recycling by Playing with a Social Robot

    Get PDF
    In this paper, we investigate the use of a social robot as an engaging interface of a serious game intended to make children more aware and well disposed towards waste recycle. The game has been designed as a competition between the robot Pepper and a child. During the game, the robot simultaneously challenges and teaches the child how to recycle waste materials. To endow the robot with the capability to play as a game opponent in a real-world context, it is equipped with an image recognition module based on a Convolutional Neural Network to detect and classify the waste material as a child would do, i.e. by simply looking at it. A formal experiment involving 51 primary school students is carried out to evaluate the effectiveness of the game in terms of different factors such as the interaction with the robot, the users’ cognitive and affective dimensions towards ecological sustainability, and the propensity to recycle. The obtained results are encouraging and draw promising scenarios for educational robotics in changing children’s attitudes toward recycling. Indeed Pepper turns out to be positively evaluated by children as a trustful and believable companion and this allows children to be concentrated on the “memorization” task during the game. Moreover, the use of real objects as waste items during the game turns out to be a successful approach not only for perceived learning effectiveness but also for the children’s engagement

    Designing social cues for effective persuasive robots

    Get PDF

    Towards a socio cognitive perspective of presenteeism, leadership and the rise of robotic Interventions in the workplace

    Get PDF
    This thesis intends to investigate the relationship between the presenteeism phenomenon and the leadership construct, by analyzing a new concept in the literature, leadership presenteeism. Second, it explores robotic leadership and the impact of human-leadership styles in teams headed by social robots. Third, it investigates the role of robots as health-promoting agents within workplaces, contributing to workers’ improvements in a set of organizational variables. The thesis includes seven empirical studies, divided in four papers. Paper 1 findings suggest that individuals perceive themselves as less productive when they work with a leader with a psychological or contagious illness. Paper 2 reveals that robots can properly perform leadership roles while leading human teams, and achieve the same organizational outcomes as human leaders. Moreover, robots performing both transformational and transactional leadership styles can impact positively different organizational outcomes. In paper 3 a robot was used as a health behavior promoting agent in a single-arm intervention, with two assessment points in time. Results showed that the intervention with the robot enabled to improve a set of psychological health behavior constructs. Finally, paper 4 aimed to compare the health behavior change intervention between two groups: one guided by a robotic agent and the other by a human agent. Results showed that the intervention with the robot agent was associated with improvements in individuals’ productivity despite presenteeism and well-being levels. This thesis contributes to the understanding of the relationship between presenteeism and leadership constructs, while seeks also to contribute and extend SCT and HAPA theoretical framework.A presente tese pretende analisar a relação entre o fenómeno do presentismo e o construto de liderança, através da análise de um novo conceito na literatura, a liderança de presentismo. Em segundo lugar, explora a liderança robótica e o impacto dos estilos de liderança humana em equipas lideradas por robôs. Terceiro, investiga o papel dos robôs como agentes promotores da saúde nos locais de trabalho, contribuindo para a melhoria de um conjunto de variáveis organizacionais. A tese inclui sete estudos empíricos, divididos em quatro artigos. Os resultados do artigo 1 sugerem que os indivíduos se consideram menos produtivos quando trabalham com um líder com uma doença psicológica ou contagiosa. O artigo 2 revela que os robôs podem desempenhar corretamente papéis de liderança em equipas humanas, alcançando os mesmos resultados organizacionais que os líderes humanos. Além disso, os robôs podem desempenhar tanto estilos de liderança transformacional como transacional, com impactos positivos em diversos resultados organizacionais. No artigo 3 foi utilizado um robô como agente promotor de comportamentos de saúde. Os resultados mostraram que a intervenção permitiu melhorar um conjunto de variáveis ligadas a comportamentos psicológicos de saúde. Finalmente, o artigo 4 visou comparar a mesma intervenção entre dois grupos: um guiado por um agente robótico e o outro por um agente humano. Os resultados mostraram que a intervenção com o agente robô esteve associada a melhorias na produtividade dos indivíduos e nos respetivos níveis de bem-estar. Esta tese contribui para a compreensão da relação entre o presentismo e a liderança, ao mesmo tempo que procura também contribuir e alargar o quadro teórico da SCT e do modelo HAPA

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

    Get PDF
    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Persuasive Robots Acceptance Model (PRAM): roles of social responses within the acceptance model of persuasive robots

    Get PDF
    In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuasive agents. This study extends the technology acceptance model by including measures of social responses. The social responses include trusting belief, compliance, liking, and psychological reactance. Using the Wizard of Oz method, a laboratory experiment was conducted to evaluate user acceptance and social responses towards a social robot called SociBot. This robot was used as a persuasive agent in making decisions in donating to charities. Using partial least squares method, results showed that trusting beliefs and liking towards the robot significantly add the predictive power of the acceptance model of persuasive robots. However, due to the limitations of the study design, psychological reactance and compliance were not found to contribute to the prediction of persuasive robots’ acceptance. Implications for the development of persuasive robots are discusse
    corecore