26 research outputs found

    Customer’s Acceptance of Humanoid Robots in Services: The Moderating Role of Risk Aversion

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    The emerging introduction of humanoid robots in service encounters is becoming a reality in the present and the short-term. Owing to this unstoppable advance, there is a need to better understand customers’ perceptions and reactions toward humanoid agents in service encounters. To shed some light on this underexplored phenomenon, this research investigates how the interaction between robot and customer’s features may contribute to a successful introduction of this disruptive innovation. Results of an empirical study with a sample of 168 US customers reveal that customer’s perceptions of robot’s human-likeness increase the intentions to use humanoid service robots. Interestingly, customers’ risk aversion moderates this relationship. Specifically, the study found that highly risk-averse customers tend to avoid using humanoids when they are perceived as highly mechanical-like. The discussion highlights the main contributions of the research, which combine previous knowledge on human–robot interaction and risk aversion from a marketing approach. Managerial implications derived from the research findings and the avenues opened for further research are described at the end

    Emotional design and human-robot interaction

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    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

    A systematic review of attitudes, anxiety, acceptance, and trust towards social robots

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    As social robots become more common, there is a need to understand how people perceive and interact with such technology. This systematic review seeks to estimate people’s attitudes toward, trust in, anxiety associated with, and acceptance of social robots; as well as factors that are associated with these beliefs. Ninety-seven studies were identified with a combined sample of over 13,000 participants and a standardized score was computed for each in order to represent the valence (positive, negative, or neutral) and magnitude (on a scale from 1 to − 1) of people’s beliefs about robots. Potential moderating factors such as the robots’ domain of application and design, the type of exposure to the robot, and the characteristics of potential users were also investigated. The findings suggest that people generally have positive attitudes towards social robots and are willing to interact with them. This finding may challenge some of the existing doubt surrounding the adoption of robotics in social domains of application but more research is needed to fully understand the factors that influence attitudes

    Exploiting ability for human adaptation to facilitate improved human-robot interaction and acceptance

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    © Praminda Caleb-Solly, Sanja Dogramadzi, Claire A.G.J. Huijnen, and Herjan van den Heuvel. This article reports findings from a usability and user experience evaluations conducted in the last 2 years of a 4-year assistive robotics research project using the Kompai robot. It focuses on the evaluations that were conducted with older adults in an assisted living studio in the United Kingdom (which was arranged as an open plan studio apartment), a UK residential care home, and an older couple’s own home in the Netherlands over 2 days. It examines emergent adaptive human behaviour in human-robot interaction (HRI) to consider whether we are approaching the embodiment and functionality of service robots correctly. It discusses possible improvements that could be made at the systems level that better exploit people’s natural ability to adapt and find workarounds to technologies and their limitations

    The Uncanny Valley of the Virtual (Animal) Robot

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    In this paper we explore whether the uncanny valley effect, which is found for human-like appearances, can also be found for animal-like virtual characters such as virtual robots and other types of virtual animals. In contrast to studies that investigate human-like appearance, there is much less information about the effects concerning how a virtual character’s animal-likeness influences their users’ perception. In total, 162 participants evaluated six different virtual panda designs in an online questionnaire. Participants were asked to rate different panda faces in terms of their familiarity, commonality, naturalness, attractiveness, interestingness, and animateness. The results show that a robot animal is perceived as less familiar, common, attractive, and natural. The robot animal is interesting and animate to users, but no big differences with the other images are found. We propose future applications for the human-(animal) robot interaction as tutorial agents in videogames, virtual reality, simulation robot labs using real-time facial animation.In this paper we explore whether the uncanny valley effect, which is found for human-like appearances, can also be found for animal-like virtual characters such as virtual robots and other types of virtual animals. In contrast to studies that investigate human-like appearance, there is much less information about the effects concerning how a virtual character’s animal-likeness influences their users’ perception. In total, 162 participants evaluated six different virtual panda designs in an online questionnaire. Participants were asked to rate different panda faces in terms of their familiarity, commonality, naturalness, attractiveness, interestingness, and animateness. The results show that a robot animal is perceived as less familiar, common, attractive, and natural. The robot animal is interesting and animate to users, but no big differences with the other images are found. We propose future applications for the human-(animal) robot interaction as tutorial agents in videogames, virtual reality, simulation robot labs using real-time facial animation
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