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Introduction: Older adults are engaging more and more with voice-based agent and social robot technologies, and roboticists are increasingly designing interactions for these systems with older adults in mind. Older adults are often not included in these design processes, yet there are many opportunities for older adults to collaborate with design teams to design future robot interactions and help guide directions for robot development. Methods: Through a year-long co-design project, we collaborated with 28 older adults to understand the key focus areas that older adults see promise in for older adult-robot interaction in their everyday lives and how they would like these interactions to be designed. This paper describes and explores the robot-interaction guidelines and future directions identified by older adults, specifically investigating the change and trajectory of these guidelines through the course of the co-design process from the initial interview to the design guideline generation session to the final interview. Results were analyzed through an adapted ethnographic decision tree modeling approach to understand older adults' decision making surrounding the various focus areas and guidelines for social robots. Results: Overall, over the course of the co-design process between the beginning and end, older adults developed a better understanding of the robot that translated to them being more certain of their attitudes of how they would like a robot to engage with them in their lives. Older adults were more accepting of transactional functions such as reminders and scheduling and less open to functions that would involve sharing sensitive information and tracking and/or monitoring of them, expressing concerns around surveillance. There was some promise in robot interactions for connecting with others, body signal monitoring, and emotional wellness, though older adults brought up concerns around autonomy, privacy, and naturalness of the interaction with a robot that need to be further explored. Discussion: This work provides guidance for future interaction development for robots that are being designed to interact with older adults and highlights areas that need to be further investigated with older adults to understand how best to design for user concerns.
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Despite the increase in awareness and support for mental health, college students' mental health is reported to decline every year in many countries. Several interactive technologies for mental health have been proposed and are aiming to make therapeutic service more accessible, but most of them only provide one-way passive contents for their users, such as psycho-education, health monitoring, and clinical assessment. We present a robotic coach that not only delivers interactive positive psychology interventions but also provides other useful skills to build rapport with college students. Results from our on-campus housing deployment feasibility study showed that the robotic intervention showed significant association with increases in students' psychological well-being, mood, and motivation to change. We further found that students' personality traits were associated with the intervention outcomes as well as their working alliance with the robot and their satisfaction with the interventions. Also, students' working alliance with the robot was shown to be associated with their pre-to-post change in motivation for better well-being. Analyses on students' behavioral cues showed that several verbal and nonverbal behaviors were associated with the change in self-reported intervention outcomes. The qualitative analyses on the post-study interview suggest that the robotic coach's companionship made a positive impression on students, but also revealed areas for improvement in the design of the robotic coach. Results from our feasibility study give insight into how learning users' traits and recognizing behavioral cues can help an AI agent provide personalized intervention experiences for better mental health outcomes.
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Social support plays a crucial role in managing and enhancing one's mental health and well-being. In order to explore the role of a robot's companion-like behavior on its therapeutic interventions, we conducted an eight-week-long deployment study with seventy participants to compare the impact of (1) a control robot with only assistant-like skills, (2) a coach-like robot with additional instructive positive psychology interventions, and (3) a companion-like robot that delivered the same interventions in a peer-like and supportive manner. The companion-like robot was shown to be the most effective in building a positive therapeutic alliance with people, enhancing participants' well-being and readiness for change. Our work offers valuable insights into how companion AI agents could further enhance the efficacy of the mental health interventions by strengthening their therapeutic alliance with people for long-term mental health support.
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Artificial Intelligence (AI) is revolutionizing many industries and becoming increasingly ubiquitous in everyday life. To empower children growing up with AI to navigate society's evolving sociotechnical context, we developed three middle school AI literacy curricula: Creative AI, Dancing with AI, and How to Train Your Robot. In this paper we discuss how we leveraged three design principles-active learning, embedded ethics, and low barriers to access - to effectively engage students in learning to create and critique AI artifacts. During the summer of 2020, we recruited and trained in-service, middle school teachers from across the United States to co-instruct online workshops with students from their schools. In the workshops, a combination of hands-on unplugged and programming activities facilitated students' understanding of AI. As students explored technical concepts in tandem with ethical ones, they developed a critical lens to better grasp how AI systems work and how they impact society. We sought to meet the specified needs of students from a range of backgrounds by minimizing the prerequisite knowledge and technology resources students needed to participate. Finally, we conclude with lessons learned and design recommendations for future AI curricula, especially for K-12 in-person and virtual learning.
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The rapid expansion of artificial intelligence (AI) necessitates promoting AI education at the K-12 level. However, educating young learners to become AI literate citizens poses several challenges. The components of AI literacy are ill-defined and it is unclear to what extent middle school students can engage in learning about AI as a sociotechnical system with socio-political implications. In this paper we posit that students must learn three core domains of AI: technical concepts and processes, ethical and societal implications, and career futures in the AI era. This paper describes the design and implementation of the Developing AI Literacy (DAILy) workshop that aimed to integrate middle school students' learning of the three domains. We found that after the workshop, most students developed a general understanding of AI concepts and processes (e.g., supervised learning and logic systems). More importantly, they were able to identify bias, describe ways to mitigate bias in machine learning, and start to consider how AI may impact their future lives and careers. At exit, nearly half of the students explained AI as not just a technical subject, but one that has personal, career, and societal implications. Overall, this finding suggests that the approach of incorporating ethics and career futures into AI education is age appropriate and effective for developing AI literacy among middle school students. This study contributes to the field of AI Education by presenting a model of integrating ethics into the teaching of AI that is appropriate for middle school students.
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The storytelling lens in human-computer interaction has primarily focused on personas, design fiction, and other stories crafted by designers, yet informal personal narratives from everyday people have not been considered meaningful data, such as storytelling from older adults. Storytelling may provide a clear path to conceptualize how technologies such as social robots can support the lives of older or disabled individuals. To explore this, we engaged 28 older adults in a year-long co-design process, examining informal stories told by older adults as a means of generating and expressing technology ideas and needs. This paper presents an analysis of participants' stories around their prior experience with technology, stories shaped by social context, and speculative scenarios for the future of social robots. From this analysis, we present suggestions for social robot design, considerations of older adults' values around technology design, and promotion of participant stories as sources for design knowledge and shifting perspectives of older adults and technology.
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Can robots help children be more creative? In this work, we posit social robots as creativity support tools for children in collaborative interactions. Children learn creative expressions and behaviors through social interactions with others during playful and collaborative tasks, and socially emulate their peers' and teachers' creativity. Social robots have a unique ability to engage in social and emotional interactions with children that can be leveraged to foster creative expression. We focus on two types of social interactions: creativity demonstration, where the robot exhibits creative behaviors, and creativity scaffolding, where the robot poses challenges, suggests ideas, provides positive reinforcement, and asks questions to scaffold children's creativity. We situate our research in three playful and collaborative tasks - the Droodle Creativity game (that affords verbal creativity), the MagicDraw game (that affords figural creativity), and the WeDo construction task (that affords constructional creativity), that children play with Jibo, a social robot. To evaluate the efficacy of the robot's social behaviors in enhancing creative behavior and expression in children, we ran three randomized controlled trials with 169 children in the 5-10 yr old age group. In the first two tasks, the robot exhibited creativity demonstration behaviors. We found that children who interacted with the robot exhibiting high verbal creativity in the Droodle game and high figural creativity in the MagicDraw game also exhibited significantly higher creativity than a control group of participants who interacted with a robot that did not express creativity (p < 0.05*). In the WeDo construction task, children who interacted with the robot that expressed creative scaffolding behaviors (asking reflective questions, generating ideas and challenges, and providing positive reinforcement) demonstrated higher creativity than participants in the control group by expressing a greater number of ideas, more original ideas, and more varied use of available materials (p < 0.05*). We found that both creativity demonstration and creativity scaffolding can be leveraged as social mechanisms for eliciting creativity in children using a social robot. From our findings, we suggest design guidelines for pedagogical tools and social agent interactions to better support children's creativity.
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Across a wide variety of domains, artificial agents that can adapt and personalize to users have potential to improve and transform how social services are provided. Because of the need for personalized interaction data to drive this process, long-term (or longitudinal) interactions between users and agents, which unfold over a series of distinct interaction sessions, have attracted substantial research interest. In recognition of the expanded scope and structure of a long-term interaction, researchers are also adjusting the personalization models and algorithms used, orienting toward "continual learning" methods, which do not assume a stationary modeling target and explicitly account for the temporal context of training data. In parallel, researchers have also studied the effect of "multitask personalization," an approach in which an agent interacts with users over multiple different tasks contexts throughout the course of a long-term interaction and learns personalized models of a user that are transferrable across these tasks. In this paper, we unite these two paradigms under the framework of "Lifelong Personalization," analyzing the effect of multitask personalization applied to dynamic, non-stationary targets. We extend the multi-task personalization approach to the more complex and realistic scenario of modeling dynamic learners over time, focusing in particular on interactive scenarios in which the modeling agent plays an active role in teaching the student whose knowledge the agent is simultaneously attempting to model. Inspired by the way in which agents use active learning to select new training data based on domain context, we augment a Gaussian Process-based multitask personalization model with a mechanism to actively and continually manage its own training data, allowing a modeling agent to remove or reduce the weight of observed data from its training set, based on interactive context cues. We evaluate this method in a series of simulation experiments comparing different approaches to continual and multitask learning on simulated student data. We expect this method to substantially improve learning in Gaussian Process models in dynamic domains, establishing Gaussian Processes as another flexible modeling tool for Long-term Human-Robot Interaction (HRI) Studies.
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As voice-user interfaces (VUIs), such as smart speakers like Amazon Alexa or social robots like Jibo, enter multi-user environments like our homes, it is critical to understand how group members perceive and interact with these devices. VUIs engage socially with users, leveraging multi-modal cues including speech, graphics, expressive sounds, and movement. The combination of these cues can affect how users perceive and interact with these devices. Through a set of three elicitation studies, we explore family interactions (N = 34 families, 92 participants, ages 4-69) with three commercially available VUIs with varying levels of social embodiment. The motivation for these three studies began when researchers noticed that families interacted differently with three agents when familiarizing themselves with the agents and, therefore, we sought to further investigate this trend in three subsequent studies designed as a conceptional replication study. Each study included three activities to examine participants' interactions with and perceptions of the three VUIS in each study, including an agent exploration activity, perceived personality activity, and user experience ranking activity. Consistent for each study, participants interacted significantly more with an agent with a higher degree of social embodiment, i.e., a social robot such as Jibo, and perceived the agent as more trustworthy, having higher emotional engagement, and having higher companionship. There were some nuances in interaction and perception with different brands and types of smart speakers, i.e., Google Home versus Amazon Echo, or Amazon Show versus Amazon Echo Spot between the studies. In the last study, a behavioral analysis was conducted to investigate interactions between family members and with the VUIs, revealing that participants interacted more with the social robot and interacted more with their family members around the interactions with the social robot. This paper explores these findings and elaborates upon how these findings can direct future VUI development for group settings, especially in familial settings.
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BACKGROUND AND OBJECTIVES: Social robots (SRs) are increasingly present in medical and educational contexts, but their use in inpatient pediatric settings has not been demonstrated in studies. In this study, we aimed to (1) describe the introduction of SR technology into the pediatric inpatient setting through an innovative partnership among a pediatric teaching hospital, robotics development, and computational behavioral science laboratories and (2) present feasibility and acceptability data. METHODS: Fifty-four children ages 3 to 10 years were randomly exposed to 1 of 3 interventions: (1) interactive SR teddy bear; (2) tablet-based avatar version of the bear; or (3) plush teddy bear with human presence. We monitored intervention enrollment and completion patterns, obtained qualitative feedback on acceptability of SR use from child life-specialist stakeholders, and assessed children's positive and negative affect, anxiety, and pain intensity pre- and postintervention. RESULTS: The intervention was well received and appeared feasible, with 93% of those enrolled completing the study (with 80% complete parent data). Children exposed to the SR reported more positive affect relative to those who received a plush animal. SR interactions were characterized by greater levels of joyfulness and agreeableness than comparison interventions. Child life specialist stakeholders reported numerous potential benefits of SR technology in the pediatric setting. CONCLUSIONS: The SR appears to be an engaging tool that may provide new ways to address the emotional needs of hospitalized children, potentially increasing access to emotionally targeted interventions. Rigorous development and validation of SR technology in pediatrics could ultimately lead to scalable and cost-effective tools to improve the patient care experience.
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Ansiedade/prevenção & controle , Criança Hospitalizada/psicologia , Dor/prevenção & controle , Jogos e Brinquedos , Robótica , Criança , Pré-Escolar , Computadores de Mão , Estudos de Viabilidade , Humanos , PrazerRESUMO
Machines powered by artificial intelligence increasingly mediate our social, cultural, economic and political interactions. Understanding the behaviour of artificial intelligence systems is essential to our ability to control their actions, reap their benefits and minimize their harms. Here we argue that this necessitates a broad scientific research agenda to study machine behaviour that incorporates and expands upon the discipline of computer science and includes insights from across the sciences. We first outline a set of questions that are fundamental to this emerging field and then explore the technical, legal and institutional constraints on the study of machine behaviour.
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Inteligência Artificial , Inteligência Artificial/legislação & jurisprudência , Inteligência Artificial/tendências , Humanos , Motivação , RobóticaRESUMO
In positive human-human relationships, people frequently mirror or mimic each other's behavior. This mimicry, also called entrainment, is associated with rapport and smoother social interaction. Because rapport in learning scenarios has been shown to lead to improved learning outcomes, we examined whether enabling a social robotic learning companion to perform rapport-building behaviors could improve children's learning and engagement during a storytelling activity. We enabled the social robot to perform two specific rapport and relationship-building behaviors: speech entrainment and self-disclosure (shared personal information in the form of a backstory about the robot's poor speech and hearing abilities). We recruited 86 children aged 3-8 years to interact with the robot in a 2 × 2 between-subjects experimental study testing the effects of robot entrainment Entrainment vs. No entrainment and backstory about abilities Backstory vs. No Backstory. The robot engaged the children one-on-one in conversation, told a story embedded with key vocabulary words, and asked children to retell the story. We measured children's recall of the key words and their emotions during the interaction, examined their story retellings, and asked children questions about their relationship with the robot. We found that the robot's entrainment led children to show more positive emotions and fewer negative emotions. Children who heard the robot's backstory were more likely to accept the robot's poor hearing abilities. Entrainment paired with backstory led children to use more of the key words and match more of the robot's phrases in their story retells. Furthermore, these children were more likely to consider the robot more human-like and were more likely to comply with one of the robot's requests. These results suggest that the robot's speech entrainment and backstory increased children's engagement and enjoyment in the interaction, improved their perception of the relationship, and contributed to children's success at retelling the story.
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Prior research has demonstrated the importance of children's peers for their learning and development. In particular, peer interaction, especially with more advanced peers, can enhance preschool children's language growth. In this paper, we explore one factor that may modulate children's language learning with a peer-like social robot: rapport. We explore connections between preschool children's learning, rapport, and emulation of the robot's language during a storytelling intervention. We performed a long-term field study in a preschool with 17 children aged 4-6 years. Children played a storytelling game with a social robot for 8 sessions over two months. For some children, the robot matched the level of its stories to the children's language ability, acting as a slightly more advanced peer (Matched condition); for the others, the robot did not match the story level (Unmatched condition). We examined children's use of target vocabulary words and key phrases used by the robot, children's emulation of the robot's stories during their own storytelling, and children's language style matching (LSM-a measure of overlap in function word use and speaking style associated with rapport and relationship) to see whether they mirrored the robot more over time. We found that not only did children emulate the robot more over time, but also, children who emulated more of the robot's phrases during storytelling scored higher on the vocabulary posttest. Children with higher LSM scores were more likely to emulate the robot's content words in their stories. Furthermore, the robot's personalization in the Matched condition led to increases in both children's emulation and their LSM scores. Together, these results suggest first, that interacting with a more advanced peer is beneficial for children, and second, that children's emulation of the robot's language may be related to their rapport and their learning. This is the first study to empirically support that rapport may be a modulating factor in children's peer learning, and furthermore, that a social robot can serve as an effective intervention for language development by leveraging this insight.
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Prior research with preschool children has established that dialogic or active book reading is an effective method for expanding young children's vocabulary. In this exploratory study, we asked whether similar benefits are observed when a robot engages in dialogic reading with preschoolers. Given the established effectiveness of active reading, we also asked whether this effectiveness was critically dependent on the expressive characteristics of the robot. For approximately half the children, the robot's active reading was expressive; the robot's voice included a wide range of intonation and emotion (Expressive). For the remaining children, the robot read and conversed with a flat voice, which sounded similar to a classic text-to-speech engine and had little dynamic range (Flat). The robot's movements were kept constant across conditions. We performed a verification study using Amazon Mechanical Turk (AMT) to confirm that the Expressive robot was viewed as significantly more expressive, more emotional, and less passive than the Flat robot. We invited 45 preschoolers with an average age of 5 years who were either English Language Learners (ELL), bilingual, or native English speakers to engage in the reading task with the robot. The robot narrated a story from a picture book, using active reading techniques and including a set of target vocabulary words in the narration. Children were post-tested on the vocabulary words and were also asked to retell the story to a puppet. A subset of 34 children performed a second story retelling 4-6 weeks later. Children reported liking and learning from the robot a similar amount in the Expressive and Flat conditions. However, as compared to children in the Flat condition, children in the Expressive condition were more concentrated and engaged as indexed by their facial expressions; they emulated the robot's story more in their story retells; and they told longer stories during their delayed retelling. Furthermore, children who responded to the robot's active reading questions were more likely to correctly identify the target vocabulary words in the Expressive condition than in the Flat condition. Taken together, these results suggest that children may benefit more from the expressive robot than from the flat robot.
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Mindset has been shown to have a large impact on people's academic, social, and work achievements. A growth mindset, i.e., the belief that success comes from effort and perseverance, is a better indicator of higher achievements as compared to a fixed mindset, i.e., the belief that things are set and cannot be changed. Interventions aimed at promoting a growth mindset in children range from teaching about the brain's ability to learn and change, to playing computer games that grant brain points for effort rather than success. This work explores a novel paradigm to foster a growth mindset in young children where they play a puzzle solving game with a peer-like social robot. The social robot is fully autonomous and programmed with behaviors suggestive of it having either a growth mindset or a neutral mindset as it plays puzzle games with the child. We measure the mindset of children before and after interacting with the peer-like robot, in addition to measuring their problem solving behavior when faced with a challenging puzzle. We found that children who played with a growth mindset robot 1) self-reported having a stronger growth mindset and 2) tried harder during a challenging task, as compared to children who played with the neutral mindset robot. These results suggest that interacting with peer-like social robot with a growth mindset can promote the same mindset in children.
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Children ranging from 3 to 5 years were introduced to two anthropomorphic robots that provided them with information about unfamiliar animals. Children treated the robots as interlocutors. They supplied information to the robots and retained what the robots told them. Children also treated the robots as informants from whom they could seek information. Consistent with studies of children's early sensitivity to an interlocutor's non-verbal signals, children were especially attentive and receptive to whichever robot displayed the greater non-verbal contingency. Such selective information seeking is consistent with recent findings showing that although young children learn from others, they are selective with respect to the informants that they question or endorse.
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Comportamento de Busca de Informação , Desenvolvimento Infantil , Pré-Escolar , Comportamento de Escolha , Feminino , Humanos , Masculino , RobóticaRESUMO
We present a computational model capable of predicting-above human accuracy-the degree of trust a person has toward their novel partner by observing the trust-related nonverbal cues expressed in their social interaction. We summarize our prior work, in which we identify nonverbal cues that signal untrustworthy behavior and also demonstrate the human mind's readiness to interpret those cues to assess the trustworthiness of a social robot. We demonstrate that domain knowledge gained from our prior work using human-subjects experiments, when incorporated into the feature engineering process, permits a computational model to outperform both human predictions and a baseline model built in naiveté of this domain knowledge. We then present the construction of hidden Markov models to investigate temporal relationships among the trust-related nonverbal cues. By interpreting the resulting learned structure, we observe that models built to emulate different levels of trust exhibit different sequences of nonverbal cues. From this observation, we derived sequence-based temporal features that further improve the accuracy of our computational model. Our multi-step research process presented in this paper combines the strength of experimental manipulation and machine learning to not only design a computational trust model but also to further our understanding of the dynamics of interpersonal trust.
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Because trusting strangers can entail high risk, an ability to infer a potential partner's trustworthiness would be highly advantageous. To date, however, little evidence indicates that humans are able to accurately assess the cooperative intentions of novel partners by using nonverbal signals. In two studies involving human-human and human-robot interactions, we found that accuracy in judging the trustworthiness of novel partners is heightened through exposure to nonverbal cues and identified a specific set of cues that are predictive of economic behavior. Employing the precision offered by robotics technology to model and control humanlike movements, we demonstrated not only that experimental manipulation of the identified cues directly affects perceptions of trustworthiness and subsequent exchange behavior, but also that the human mind will utilize such cues to ascribe social intentions to technological entities.
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Comportamento Cooperativo , Sinais (Psicologia) , Percepção Social , Confiança/psicologia , Adulto , Feminino , Humanos , Masculino , Robótica/estatística & dados numéricos , Adulto JovemRESUMO
Social robots are designed to interact with people in a manner that is consistent with human social psychology. They are a particularly intriguing technology in health domains due to their ability to engage people along social and emotional dimensions. In this paper, we highlight a number of interesting opportunities for social robots in healthcare related applications.
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Inteligência Artificial , Relações Interpessoais , Robótica/tendências , Comportamento Social , Isolamento Social , Terapia Assistida por Computador/tendências , HumanosRESUMO
OBJECTIVE: We conducted an empirical analysis of human teamwork to investigate the ways teammates incorporate coordination behaviors, including verbal and nonverbal cues, into their action planning. BACKGROUND: In space, military, aviation, and medical industries, teams of people effectively coordinate to perform complex tasks under stress induced by uncertainty, ambiguity, and time pressure. As robots increasingly are introduced into these domains, we seek to understand effective human-team coordination to inform natural and effective human-robot coordination. METHOD: We conducted teamwork experiments in which teams of two people performed a complex task, involving ordering, timing, and resource constraints. Half the teams performed under time pressure, and half performed without time pressure. We cataloged the coordination behaviors used by each team and analyzed the speed of response and specificity of each coordination behavior. RESULTS: Analysis shows that teammates respond to explicit cues, including commands meant to control actions, more quickly than implicit cues, which include short verbal and gestural attention getters and status updates. Analysis also shows that nearly all explicit cues and implicit gestural cues were used to refer to one specific action, whereas approximately half of implicit cues did not often refer to one specific action. CONCLUSION: These results provide insight into how human teams use coordination behaviors in their action planning. For example, implicit cues seem to offer the teammate flexibility on when to perform the indicated action, whereas explicit cues seem to demand immediate response. APPLICATION: We discuss how these findings inform the design of more natural and fluid human-robot teaming.