28 research outputs found

    Emotional Intelligence in Robotics: A Scoping Review

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    Research suggests that emotionally responsive machines that can simulate empathy increase de acceptance of users towards them, as the feeling of affinity towards the machine reduces negative perceptual feedback. In order to endow a robot with emotional intelligence, it must be equipped with sensors capable of capturing users’ emotions (sense), appraisal captured emotions to regulate its internal state (compute), and finally perform tasks where actions are regulated by the computed “emotional” state (act). However, despite the im-pressive progress made in recent years in terms of artificial intelligence, speech recognition and synthesis, computer vision and many other disciplines directly and indirectly related to artificial emotional recognition and behavior, we are still far from being able to endow robots with the empathic capabilities of a human being. This article aims to give an overview of the implications of intro-ducing emotional intelligence in robotic constructions by discussing recent ad-vances in emotional intelligence in robotics

    Social Robots in Retail: Emotional Experiences a Critical Driver of Purchase Intention

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    The purpose of the current study is to explore whether emotional experiences prompted due to human-social robot interaction in retail environments significantly influence consumers' purchase intentions. This present study focuses primarily on emotional experience, comprising factors, namely, enjoyment, arousal, and emotional involvement. The study tests the conceptual model on a sample of 229 respondents using the PLS-SEM (Partial Least Squares – Structural Equation Modeling) approach. The results reveal that emotional experiences significantly impact consumers’ purchase intentions in retail settings. All three emotional experiences, including enjoyment, emotional involvement, and arousal were significant in shaping consumers' purchase intentions. The study findings offer unique insights for manufacturers developing social robots for the retail sector. The present research extends the current body of work exploring hedonic predictors of consumers' purchase intentions in novel socio-technical contexts, such as social robotics

    7 An Interactive Installation: Explorations In The Digital, The Spiritual, And The Uncanny

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    This thesis explores the application of digital technologies in the creation of visionary or transformative artwork. The installation emphasizes number, color, symmetry, and the human form to create symbolic compositions patterned after ancient archetypes. Background research was done to inform the work through studies of the principles of visionary and transformative artwork as practiced by Ernst Fuchs, De Es Schwertberger, and Alex Grey. Connections between art and spirituality as explained by Kandinsky were studied to augment these principles. The sequence of artwork within the installation is comprised of both digital paintings and interactive triptych panels. To convey a sense of the mystical or sacred, the Rothko Chapel was used to inform the installation and serve as an artistic precedent. As the interactive work is created using realistically-modeled, computer generated characters, special consideration was given to understanding the uncanny valley and its potential effect in the interpretation of the installation. Interactivity is achieved through the use of ultrasonic sensors and Arduino prototyping boards

    Abel: Integrating Humanoid Body, Emotions, and Time Perception to Investigate Social Interaction and Human Cognition

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    Humanoids have been created for assisting or replacing humans in many applications, providing encouraging results in contexts where social and emotional interaction is required, such as healthcare, education, and therapy. Bioinspiration, that has often guided the design of their bodies and minds, made them also become excellent research tools, probably the best platform by which we can model, test, and understand the human mind and behavior. Driven by the aim of creating a believable robot for interactive applications, as well as a research platform for investigating human cognition and emotion, we are constructing a new humanoid social robot: Abel. In this paper, we discussed three of the fundamental principles that motivated the design of Abel and its cognitive and emotional system: hyper-realistic humanoid aesthetics, human-inspired emotion processing, and human-like perception of time. After reporting a brief state-of-the-art on the related topics, we present the robot at its stage of development, what are the perspectives for its application, and how it could satisfy the expectations as a tool to investigate the human mind, behavior, and consciousness

    A review of forensic art

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    The term “forensic art” is often utilized in scientific papers, books, and professional organizations, yet it seems to be one of the most controversial, marginalized, and poorly under¬stood forensic fields. Despite there being a long history of the use of artists within law enforce¬ment investigation, the discipline has come under scrutiny and has been criticized for its lack of training and code of practice, the high degree of subjectivity, and the paucity of standards. This paper reviews the current status of forensic art in the context of its history, and suggests best practice for the future if forensic art is to become a viable and respected forensic discipline

    Exploring the affordances of smart toys and connected play in practice

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    What does children’s play look like in the smart toy era? What conceptual frameworks help make sense of the changing practices of children’s connected play worlds? Responding to these questions, this article re-frames discussions about children’s smart toy play within wider theoretical debates about the affordances of new digital materialities. To understand recent transformations of children’s play practices, we propose it is necessary to think of toys as increasingly media-like in their affordances and as connected to wider digital material ecosystems. To demonstrate the potential of this conceptual approach, we explore illustrative examples of two popular smart ‘care toys’. Our analysis identifies three examples of affordances that smart care toys share with other forms of mobile and robotic media: liveliness, affective stickiness and portability. We argue that locating discussions of smart toys within wider conceptual debates about digital materialities can provide new insights into the changing landscape of children’s play

    Consequences of Connection: Loneliness, Reading, and Robots

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    Modern communication technologies are reshaping the ways humans connect with one another as well as how we converse with machines of our own making. Our question in this essay is whether digital communication is changing the nature of conversation and, if so, what the implications may be for us as people. Our analysis identifies three sets of parameters for approaching these issues: linguistic (structure of conversations, communication medium, modulating the conversation to suit the perceived needs of our interlocutor, controlling the conversation), social (inner- or other-directed behavior, front stage or back stage behavior, strong or weak social ties, loneliness), and cognitive (level of intellectual engagement). We use these parameters to explore some of the linguistic, social, and cognitive consequences of electronically-mediated communication, of social reading onscreen, and of conversing with social robots

    Moral Uncanny Valley revisited – how human expectations of robot morality based on robot appearance moderate the perceived morality of robot decisions in high conflict moral dilemmas

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    In recent years a new sub-field of moral psychology has emerged: moral psychology of AI and robotics. In this field there are several outstanding questions on how robot appearance and other perceived properties of the robots influences the way their decisions are evaluated. Researchers have observed that robot decision are not treated identically to human decisions, even if their antecedents and consequences are identical to human decisions. To study this moral judgment asymmetry effect further, two studies with a series of high conflict moral dilemmas were conducted: Study 1 – which used photorealistic full body imagery -- revealed that utilitarian decisions by human or non-creepy (i.e., nice) looking robotic agents were less condemned than “creepy” (i.e., unease inducing) robots, whereas “creepy” robots received higher moral approval when making deontological decisions. Furthermore, an exploratory analysis demonstrated that the creepiest robot did not cause moral surprise or disappointment when making utilitarian decisions. However, Study 2 showed that mere symbolic representation of the agent’s face did not trigger the Moral Uncanny Valley (where decisions of creepy robots are perceived negatively), suggesting that the effect is dependent on the photorealistic appearance of the agent. These results are in tension with some previous findings in robot moral judgment literature. Future research should focus on creating standardized stimuli for studying moral decisions involving robots and elucidating the complex interactions between agent appearance, decision type, and pre-decision expectations. This work deepens our understanding of the relationship between a decision-making agent’s appearance and the moral judgment of their decisions. The findings have significant implications for the design and implementation of autonomous agents in morally charged situations

    Children’s digital and non-digital play practices with Cozmo, the toy robot

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    The power of affective touch within social robotics

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    There have been many leaps and bounds within social robotics, especially within human-robot interaction and how to make it a more meaningful relationship. This is traditionally accomplished through communicating via vision and sound. It has been shown that humans naturally seek interaction through touch yet the implications on emotions is unknown both in human-human interaction and social human-robot interaction. This thesis unpacks the social robotics community and the research undertaken to show a significant gap in the use of touch as a form of communication. The meaning behind touch will be investigated and what implication it has on emotions. A simplistic prototype was developed focusing on texture and breathing. This was used to carry out experiments to find out which combination of texture and movement felt natural. This proved to be a combination of synthetic fur and 14 breaths per minute. For human’s touch is said to be the most natural way of communicating emotions, this is the first step in achieving successful human-robot interaction in a more natural human-like way
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