Alle Publikationen
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2019
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(2019) : Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Hangzhou, China: IEEE, S. 1-2
DOI: https://doi.org/10.1109/VS-Games.2019.8864528 Abstract: Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.
Keywords: Collaboration, collaborative social situations, computer aided instruction, Demonstration Games, educational contexts, emotional & politeness, Games, ieee xplore, Information and communication technology, information and communications technology, nonverbal behaviors, Politeness, serious games (computing), small group behaviors, Small Groups, Social & Emotional Learning, social and emotional learning, Social robotic, Software agents, Task Analysis, Teaching, Training, Verbal Behavior, virtual agents, Virtual characters, Virtual reality, virtual social demonstration games 2018
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(2018) : Adapting Robot Behavior using Regulatory Focus Theory, User Physiological State and Task-Performance Information: 2018 27th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN): Nanjing, China: IEEE Robotics & Automation Society, S. 644-651
DOI: https://doi.org/10.1109/ROMAN.2018.8525648 Abstract: Social robots are expected to be part of everyday life of people. This will generate interactions between humans and robots that may have positive or negative effects on the users. In order to minimize the negative effects and increase robot persuasiveness, robots should behave in an appropriate manner by adapting to their users. How to achieve this adaptation remains a challenge. We propose the usage of the Regulatory Focus Theory, user physiological state, and game-performance information in order to detect user stress and adapt the behavior of the robot. We present a longitudinal experiment conducted with 35 participants in a game-like scenario. The robot was trained for adapting to the regulatory focus of the users and decreasing their stress while they were playing the game. For this reason, we trained the robot with 12 participants with Chronic Promotion State and with 12 participants with Chronic Prevention State. We used a Q-Learning algorithm based on the Regulatory Focus of the participants, user stress, and task performance. The model obtained was tested with 2 groups (6 and 5 participants, respectively) according to their Chronic Regulatory Focus. Results show that our system was able to generate a robot behavior capable of increasing robot persuasiveness and reducing user stress, which is of great importance for social robots.
Keywords: Adaptive systems, Angemessen(heit) (von Technik), chronic promotion state, chronic regulatory focus, game-like scenario, game-performance information, Games, human-robot interaction, ieee xplore, learning (artificial intelligence), physiology, regulatory focus theory, robot behavior, robot persuasiveness, Robot sensing systems, social robots, Stress, Task Analysis, Task Performance, task-performance information, user physiological state 2015
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(2015): Stress game: The role of motivational robotic assistance in reducing user’s task stress. In: International Journal of Social Robotics 7 (2), S. 227-240. DOI: 10.1007/s12369-014-0256-9
DOI: https://doi.org/10.1007/s12369-014-0256-9 Abstract: In social HRI context, the robot’s usefulness and appropriate behavior plays an important role. A robot should be able to understand the human’s internal state (i.e., physiological and psychological states) so as to provide an adaptive and thus efficient assistance within daily life activities. Measuring stress and frustration of an individual while performing a certain task is a critical element that can help the robot adapt its behavior so as to improve user’s interest and task performance and to reduce his/her frustration. In this paper, we designed an experiment called ’Stress Game’. In our work, stress is measured in terms of heart rate signal. The robot displays different behaviors as a function of user’s personality and game condition. We conducted our experiments with the NAO robot. The experimental results support our hypotheses that the robot has a positive effect on stress relief. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
2014
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(2014): Changing the game. Exploring infants' participation in early play routines. In: Frontiers in psychology 5. DOI: 10.3389/fpsyg.2014.00522
DOI: http://www.ncbi.nlm.nih.gov/pubmed/24936192 Abstract: Play has proved to have a central role in children's development, most notably in rule learning (Piaget, 1965; Sutton-Smith, 1979) and negotiation of roles and goals (Garvey, 1974; Bruner et al., 1976). Yet very little research has been done on early play. The present study focuses on early social games, i.e., vocal-kinetic play routines that mothers use to interact with infants from very early on. We explored 3-month-old infants and their mothers performing a routine game first in the usual way, then in two violated conditions: without gestures and without sound. The aim of the study is to investigate infants' participation and expectations in the game and whether this participation is affected by changes in the multimodal format of the game. Infants' facial expressions, gaze, and body movements were coded to measure levels of engagement and affective state across the three conditions. Results showed a significant decrease in Limbs Movements and expressions of Positive Affect, an increase in Gaze Away and in Stunned Expression when the game structure was violated. These results indicate that the violated game conditions were experienced as less engaging, either because of an unexpected break in the established joint routine, or simply because they were weaker versions of the same game. Overall, our results suggest that structured, multimodal play routines may constitute interactional contexts that only work as integrated units of auditory and motor resources, representing early communicative contexts which prepare the ground for later, more complex multimodal interactions, such as verbal exchanges. zitiert von 19
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(2014) : Robot Etiquette: How to Approach a Pair of People?: 2014 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI): 2014 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI): Bielefeld, Germany: Association for Computing Machinery, S. 196-197
Abstract: Research has been carried out on robots approaching one person [1, 3, 4]. However, further research is needed on robots approaching groups of people. In the study reported in this paper, we studied participants who were paired up for a task and assessed their perception and behaviors as they were approached by a robot from various angles. On an individual level, participants liked the frontal approaches, and they disliked being approached from the back. However, we found that the presence of a task-partner influenced participants’ comfort with a robot approaching (i.e. when the robot approaches and one is standing behind the task-partner). Apart from the positioning of the individuals, the layout of the room, position of furniture and doors, also seemed to influence their experience. This pilot study was performed with a limited number of participants (N=30). However, the study offers preliminary insights into the factors that influence the choice for a robot approach direction when approaching a pair of people that are focused on a task.
Keywords: approach direction, comfort, ethical aspects, frontal approaches, Games, Human Factors, Human robot interaction, human-robot interaction, ieee xplore, individual level, Layout, Legged locomotion, man-machine systems, Moral & Ethik, multiple people, organisational aspects, robot approach direction, robot approaches, robot etiquette, Robots, Task Analysis, task oriented, task-partner influenced participants -
(2014): Child–robot interaction across cultures. How does playing a game with a social robot compare to playing a game alone or with a friend?. In: Computers in Human Behavior 40, S. 86-100. DOI: 10.1016/j.chb.2014.07.043
DOI: https://doi.org/10.1016/j.chb.2014.07.043 Abstract: The present study investigates how children from two different cultural backgrounds (Pakistani, Dutch) and two different age groups (8 and 12 year olds) experience interacting with a social robot (iCat) during collaborative game play. We propose a new method to evaluate children’s interaction with such a robot, by asking whether playing a game with a state-of-the-art social robot like the iCat is more similar to playing this game alone or with a friend. A combination of self-report scores, perception test results and behavioral analyses indicate that child–robot interaction in game playing situations is highly appreciated by children, although more by Pakistani and younger children than by Dutch and older children. Results also suggest that children enjoyed playing with the robot more than playing alone, but enjoyed playing with a friend even more. In a similar vein, we found that children were more expressive in their non-verbal behavior when playing with the robot t han when they were playing alone, but less expressive than when playing with a friend. Our results not only stress the importance of using new benchmarks for evaluating child–robot interaction but also highlight the significance of cultural differences for the design of social robots. (PsycINFO Database Record (c) 2016 APA, all rights reserved) zitiert von 25
2013
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(2013): “What is fair for you?. ” Judgments and decisions about fairness and Theory of Mind. In: European Journal of Developmental Psychology 11 (1), S. 49-62. DOI: 10.1080/17405629.2013.806264
DOI: https://doi.org/10.1080/17405629.2013.806264 Abstract: Theory of Mind (ToM) is involved in decision making in strategic games with adults, while its results with children are still controversial, probably because the literature to date has not directly assessed children's concept of fairness. The goal of this research is to investigate what constitutes fairness across different age groups (children aged seven, eight and nine years) by assessing both their judgements and their decisions concerning the offers made by a social partner and then to relate this to ToM understanding by using second-order false-belief tasks. Results show that, across age groups, the concept of fairness evolves from divisions in one's advantage towards those of equality; although ToM is not related to the concept of fairness, it plays a role in the strategic behaviour that orients children to accept more equal divisions and to reject hyperfair divisions. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
Keywords: Decision Making, entscheiden, Entwicklungspsychologie, Fairness, Games, Judgment, theory of mind 2012
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(2012) : Appropriate emotions for facial expressions of 33-DOFs android head EveR-4 H33: 2012 IEEE RO-MAN: The 21st IEEE International Symposium on Robot and Human Interactive Communication: Paris, France: IEEE, S. 1115-1120
DOI: https://doi.org/10.1109/ROMAN.2012.6343898 Abstract: There are many theories about basic emotions, and we do not know which emotions are appropriate to use. Also, faces of robots are designed differently and require different ways to embody emotional expressions. Therefore, in this paper we address the appropriate emotions for facial expressions of EveR-4 H33, which is controlled by thirty-three motors for head system. EveR-4 H33 displays her facial expressions for certain emotions selected from typical basic emotion theories. Then, audiences at an exhibition evaluate her facial expressions, by enjoying a game of emotional correction. We analyze the results of the game, and decide appropriate emotions for EveR-4 H33.
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(2012) : Children’s adaptation in multi-session interaction with a humanoid robot: 2012 IEEE RO-MAN: The 21st IEEE International Symposium on Robot and Human Interactive Communication: Paris, France: IEEE, S. 351-357
DOI: https://doi.org/10.1109/ROMAN.2012.6343778 Abstract: This work presents preliminary observations from a study of children (N=19, age 5-12) interacting in multiple sessions with a humanoid robot in a scenario involving game activities. The main purpose of the study was to see how their perception of the robot, their engagement, and their enjoyment of the robot as a companion evolve across multiple interactions, separated by one-two weeks. However, an interesting phenomenon was observed during the experiment: most of the children soon adapted to the behaviors of the robot, in terms of speech timing, speed and tone, verbal input formulation, nodding, gestures, etc. We describe the experimental setup and the system, and our observations and preliminary analysis results, which open interesting questions for further research.
Keywords: children adaptation, game activities, Game Theory, Games, Gestures, Humanoid Robot, Humanoid Robots, human-robot interaction, Humans, ieee xplore, Künstliche Intelligenz, medical robotics, multisession interaction, nodding, speech, speech timing, speed-and-tone, Syntactics, timing, verbal input formulation 2008
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Biel, Anders; Eek, Daniel; Gärling, Tommy; Gustafsson, Mathias (Hg.) (2008): New issues and paradigms in research on social dilemmas.. Toward an analysis of cooperation and fairness that includes concepts of cooperative game theory. Unter Mitarbeit von Axel Ostmann und Holger Meinhardt. New York: Springer
Abstract: Presents a game-theoretical analysis of cooperative and fair behavior. First, important concepts such as cooperation, fairness, bargaining, social dilemma, and communication are elaborated. The next sections introduce formal notation used to designate elements of noncooperative and cooperative games, and further define concepts such as core allocation and convexity. Several example games are outlined, including the CP3 game, and the HSW1 and HSW2 games. Solution concepts and properties of each example game are considered. Experimental results attained by S. Hackett et al. are reanalyzed, focusing on player efficiency and compliance, and providing geometric localization of game results. The results of the analysis suggest that common dilemma games are clear and convex, allowing for stable and efficient solutions. Players tended to compromise between the Nash equilibrium, the egalitarian standard, and the fairness standard. The interpretation of the findings considers the role of communication, the activation of behavior standards, and the equity of final results.
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