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1.
Technol Soc ; 70: 101993, 2022 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-35607651

RESUMO

We examine the implementation of social robots in real-world settings during the COVID-19 pandemic. In particular, we analyze the areas in which social robots are being adopted, the roles and tasks being fulfilled, and the robot models being implemented. For this, we traced back and analyzed 240 deployment cases with 86 different social robots worldwide that have been adopted since the coronavirus outbreak. We found that social robot adoption during this period was strongly related to the use of this technology for crisis management. The social robots' capacity to perform the roles of liaison to minimize direct contact among humans, safeguard to ensure contagion risk-free environments, and well-being coach to protect mental and physical health, is key to explaining adoption within this context. The results of the study offer a complete overview of social robots' utilization in real life settings during the pandemic.

2.
Conscious Cogn ; 46: 99-109, 2016 11.
Artigo em Inglês | MEDLINE | ID: mdl-27689514

RESUMO

Whole-body embodiment studies have shown that synchronized multi-sensory cues can trick a healthy human mind to perceive self-location outside the bodily borders, producing an illusion that resembles an out-of-body experience (OBE). But can a healthy mind also perceive the sense of self in more than one body at the same time? To answer this question, we created a novel artificial reduplication of one's body using a humanoid robot embodiment system. We first enabled individuals to embody the humanoid robot by providing them with audio-visual feedback and control of the robot head movements and walk, and then explored the self-location and self-identification perceived by them when they observed themselves through the embodied robot. Our results reveal that, when individuals are exposed to the humanoid body reduplication, they experience an illusion that strongly resembles heautoscopy, suggesting that a healthy human mind is able to bi-locate in two different bodies simultaneously.


Assuntos
Ego , Ilusões/fisiologia , Robótica , Percepção Visual/fisiologia , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
3.
Comput Hum Behav Rep ; 15: None, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-39263424

RESUMO

This paper presents the results of a large-scale survey (n = 1092) that explored the attitudes and opinions of European Citizens regarding the adoption of socially assistive robots (SARs) for healthcare in the EU. We examined which functions citizens would support and which they consider a threat to trustworthy SARs. We additionally explored the relationships between the perceived vulnerability of the care recipient and acceptance, between attitudes towards robots and gender, age, religious beliefs, and previous experience interacting with SARs, and whether the degree of responsibility taken in performing a role affects acceptance. We also compared attitudes towards robots across European regions. The functions most negatively rated were triage and banning entrance. Privacy raised particular concern. We also found an inverse correlation between the perceived vulnerability of care recipients and acceptance. Additionally, we found a positive relationship between religious beliefs and fear of robots, a positive relationship between previous robot experience and attitudes towards them, and that females have less positive attitudes towards robots than males. Also, the degree of responsibility in a role determined acceptance. Involving citizens in the decisions concerning SARs deployment is important to build a society that people feel is fair in terms of robot coexistence. The results of the survey intend to provide evidence-based support to policies in this area.

4.
Proc ACM SIGCHI ; 2023: 484-495, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38751573

RESUMO

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.

5.
User Model User-adapt Interact ; 33(2): 571-615, 2023 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38737788

RESUMO

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.

6.
Psicothema ; 22(4): 822-7, 2010 Nov.
Artigo em Espanhol | MEDLINE | ID: mdl-21044519

RESUMO

The effect of interactivity on identification with characters in audiovisual fiction was observed. 310 participants were asked to watch a film in one of these two conditions: 1) interactive (they selected the plot), and 2) non-interactive (they consumed the fiction in a conventional way). After watching the movie, they completed a questionnaire with the EDI scale of identification and empathy with characters, created by Igartua and Paez. The capacity to intervene in the configuration of the plot (interactivity) affected identification with characters. The results provide data about the psychology of media and interactivity in communication and allow us to understand the processes of empathy and identification with characters.


Assuntos
Comportamento de Escolha , Drama , Identificação Psicológica , Literatura Moderna , Adolescente , Adulto , Empatia , Feminino , Humanos , Imaginação , Masculino , Filmes Cinematográficos , Poder Psicológico , Inquéritos e Questionários , Adulto Jovem
7.
Front Robot AI ; 7: 22, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33501191

RESUMO

The extension of the sense of self to the avatar during experiences of avatar embodiment requires thorough ethical and legal consideration, especially in light of potential scenarios involving physical or psychological harm caused to, or by, embodied avatars. We provide researchers and developers working in the field of virtual and robot embodiment technologies with a self-guidance tool based on the principles of Responsible Research and Innovation (RRI). This tool will help them engage in ethical and responsible research and innovation in the area of embodiment technologies in a way that guarantees all the rights of the embodied users and their interactors, including safety, privacy, autonomy, and dignity.

8.
Neurosci Res ; 104: 31-7, 2016 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-26602981

RESUMO

Bodily self-attribution, the feeling that a body (or parts of it) is owned by me, is a fundamental component of one's self. Previous studies have suggested that, in addition to a necessary multi-sensory stimulation, the sense of body ownership is determined by the body model, a representation of our body in the brain. It is however unclear what features constitute the body representation. To examine this issue, we first briefly review results on embodiment of artificial limbs, whole bodies and virtual avatars to understand the apparent anatomical, volumetric and spatial constraints associated with the sense of ownership toward external entities. We then discuss how considering limb functionality in the body model can provide an integrated explanation for most of the varied embodiment results in literature. We propose that the self-attribution of an entity may be determined, not just by its physical features, but by whether the entity can afford actions that the brain has associated with the limb which it replaces.


Assuntos
Imagem Corporal , Encéfalo/fisiologia , Extremidades/fisiologia , Animais , Humanos , Ilusões/fisiologia , Percepção do Tato/fisiologia , Percepção Visual/fisiologia
9.
R Soc Open Sci ; 3(8): 160407, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27853620

RESUMO

The question of how we attribute observed body parts as our own, and the consequences of this attribution on our sensory-motor processes, is fundamental to understand how our brain distinguishes between self and other. Previous studies have identified interactions between the illusion of ownership, and multi-sensory integration and cross-sensory predictions by the brain. Here we show that illusory ownership additionally modifies the motor-sensory predictions by the brain. In our preliminary experiments, we observed a new numbness illusion following the classical rubber-hand illusion (RHI); brushing only the rubber hand after induction of the RHI results in illusory numbness in one's real hand. Previous studies have shown that self-generated actions (like tickling) are attenuated by motor-sensory predictions by the so-called forward model. Motivated by this finding, here we examined whether the numbness illusion after the RHI is different when the rubber hand is brushed oneself, compared with when the brushing is performed by another. We observed that, all other conditions remaining the same, haptic perception in the real hand was lower (numbness higher) during self-generated brushing. Our result suggests that RHI reorganizes the forward model, such that we predict haptic consequences of self-generated motor actions on the rubber hand.

10.
Front Hum Neurosci ; 8: 944, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-25477810

RESUMO

In virtual reality (VR), it is possible to embody avatars that are dissimilar to the physical self. We examined whether embodying a dissimilar self in VR would decrease anxiety in a public speaking situation. We report the results of an observational pilot study and two laboratory experiments. In the pilot study (N = 252), participants chose an avatar to use in a public speaking task. Trait public speaking anxiety correlated with avatar preference, such that anxious individuals preferred dissimilar self-representations. In Study 1 (N = 82), differences in anxiety during a speech in front of a virtual audience were compared among participants embodying an assigned avatar whose face was identical to their real self, an assigned avatar whose face was other than their real face, or embodied an avatar of their choice. Anxiety differences were not significant, but there was a trend for lower anxiety with the assigned dissimilar avatar compared to the avatar looking like the real self. Study 2 (N = 105) was designed to explicate that trend, and further investigated anxiety differences with an assigned self or dissimilar avatar. The assigned dissimilar avatar reduced anxiety relative to the assigned self avatar for one measure of anxiety. We discuss implications for theories of self-representation as well as for applied uses of VR to treat social anxiety.

11.
Cyberpsychol Behav Soc Netw ; 13(6): 649-54, 2010 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-21142989

RESUMO

This study assesses the influence of body participation on the sense of presence and emotions, and the relationship between the two dependent variables in playing a group game in a virtual environment. A total of 56 volunteers were asked to play a virtual game in a 360-degree stereoscopic immersive interactive visualization environment using either body movement or a joystick. Presence was measured with the post hoc SUS Presence Questionnaire. The pictorial tool of Self-Assessment Manikin was employed for measuring emotions of arousal and valence. Both arousal and valence positively correlated with presence. However, body participation did not significantly affect reported presence or the above-mentioned emotions.


Assuntos
Emoções , Meio Ambiente , Interface Usuário-Computador , Adolescente , Adulto , Nível de Alerta , Feminino , Humanos , Masculino , Inquéritos e Questionários
12.
Psicothema (Oviedo) ; 22(4): 822-827, 2010. tab
Artigo em Espanhol | IBECS (Espanha) | ID: ibc-82541

RESUMO

Se explora el efecto de la interactividad en la identificación con los personajes de las ficciones audiovisuales. 310 participantes fueron sometidos al visionado de una ficción en una de dos condiciones: 1) interactiva (escogían la trama), y 2) no interactiva (veían la ficción convencionalmente). Luego, completaron un cuestionario con la escala EDI de identificación y empatía con los personajes, de Igartua y Páez. La capacidad de intervenir en la configuración del argumento (la interactividad) afectó a la identificación con los personajes. Los resultados añaden datos sobre psicología de los medios, sobre la interactividad en comunicación y permiten comprender los procesos de empatía e identificación con los personajes (AU)


The effect of interactivity on identification with characters in audiovisual fiction was observed. 310 participants were asked to watch a film in one of these two conditions: 1) interactive (they selected the plot), and 2) non-interactive (they consumed the fiction in a conventional way). After watching the movie, they completed a questionnaire with the EDI scale of identification and empathy with characters, created by Igartua and Paez. The capacity to intervene in the configuration of the plot (interactivity) affected identification with characters. The results provide data about the psychology of media and interactivity in communication and allow us to understand the processes of empathy and identification with characters (AU)


Assuntos
Adolescente , Adulto , Humanos , Identificação Psicológica , Pessoas Famosas , Mídia Audiovisual/tendências , Mídia Audiovisual , Empatia , Inquéritos e Questionários/classificação , Inquéritos e Questionários , Fantasia , Imaginação/classificação , Imaginação/fisiologia , Análise de Dados/métodos
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