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Measuring Mental Wellbeing of Children via Human-Robot Interaction: Challenges and Opportunities. 通过人机互动测量儿童的心理健康状况
IF 0.9 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-12-31 Epub Date: 2023-03-24 DOI: 10.1075/is.21027.abb
Nida Itrat Abbasi, Micol Spitale, Peter B Jones, Hatice Gunes

During the last decade, children have shown an increasing need for mental wellbeing interventions due to their anxiety and depression issues, which the COVID-19 pandemic has exacerbated. Socially Assistive Robotics have been shown to have a great potential to support children with mental wellbeing-related issues. However, understanding how robots can be used to aid the measurement of these issues is still an open challenge. This paper presents a narrative review of child-robot interaction (cHRI) papers (IEEE ROMAN proceedings from 2016-2021 and keyword-based article search using Google Scholar) to investigate the open challenges and potential knowledge gaps in the evaluation of mental wellbeing or the assessment of factors affecting mental wellbeing in children. We exploited the SPIDER framework to search for the key elements for the inclusion of relevant studies. Findings from this work (10 screened papers in total) investigate the challenges in cHRI studies about mental wellbeing by categorising the current research in terms of robot-related factors (robot autonomy and type of robot), protocol-related factors (experiment purpose, tasks, participants and user sensing) and data related factors (analysis and findings). The main contribution of this work is to highlight the potential opportunities for cHRI researchers to carry out measurements concerning children's mental wellbeing.

在过去十年中,由于儿童的焦虑和抑郁问题,他们越来越需要心理健康干预措施,而COVID-19大流行加剧了这一问题。社会辅助机器人已经被证明有很大的潜力来支持有心理健康相关问题的儿童。然而,了解如何使用机器人来帮助测量这些问题仍然是一个开放的挑战。本文对儿童机器人交互(cHRI)论文(2016-2021年IEEE ROMAN论文集和使用谷歌Scholar进行的基于关键字的文章搜索)进行了叙述性回顾,以调查心理健康评估或影响儿童心理健康因素评估方面的开放挑战和潜在知识缺口。我们利用SPIDER框架寻找纳入相关研究的关键要素。这项工作的结果(共10篇筛选论文)通过对当前研究进行分类,包括机器人相关因素(机器人自主性和机器人类型)、协议相关因素(实验目的、任务、参与者和用户感知)和数据相关因素(分析和发现),调查了cHRI研究中关于心理健康的挑战。这项工作的主要贡献是强调了cHRI研究人员开展有关儿童心理健康的测量的潜在机会。
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引用次数: 0
Social appropriateness in HMI 人机交互中的社会得体性
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-12-31 DOI: 10.1075/is.22017.wul
Ricarda Wullenkord, Jacqueline Bellon, Bruno Gransche, Sebastian Nähr-Wagener, F. Eyssel
Social appropriateness is an important topic – both in the human-human interaction (HHI), and in the human-machine interaction (HMI) context. As sociosensitive and socioactive assistance systems advance, the question arises whether a machine’s behavior should include considerations regarding social appropriateness. However, the concept of social appropriateness is difficult to define, as it is determined by multiple aspects. Thus, to date, a unified perspective, encompassing and combining multidisciplinary findings, is missing. When translating results from HHI to HMI, it remains unclear whether such insights into the dynamics of social appropriateness between humans may in fact apply to sociosensitive and socioactive assistance systems. To shed light on this matter, we propose the Five Factor Model of Social Appropriateness (FASA) which provides a multidisciplinary perspective on the notion of social appropriateness and its implementation into technical systems. Finally, we offer reflections on the applicability and ethics of the FASA Model, highlighting both strengths and limitations of the framework.
社交适宜性是一个重要的话题——无论是在人机交互(HHI)还是在人机交互环境中。随着社会敏感和社会主动辅助系统的发展,机器的行为是否应该考虑社会适当性的问题出现了。然而,社会适当性的概念很难定义,因为它是由多个方面决定的。因此,迄今为止,缺乏一个统一的观点,包括并结合多学科的研究结果。在将结果从HHI转换为HMI时,尚不清楚这种对人类之间社会适宜性动态的见解是否真的适用于社会敏感和社会主动的援助系统。为了阐明这一问题,我们提出了社会适当性的五因素模型(FASA),该模型为社会适当性概念及其在技术系统中的实施提供了多学科的视角。最后,我们对FASA模型的适用性和道德进行了反思,强调了该框架的优势和局限性。
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引用次数: 1
Review of Kristiansen, Franco, De Pascale, Rosseel & Zhang (2021): Cognitive Sociolinguistics Revisited 评述Kristiansen, Franco, De Pascale, Rosseel & Zhang(2021):重新审视认知社会语言学
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-12-31 DOI: 10.1075/is.22047.wu
Shuqiong Wu, Qiaoling Liang
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引用次数: 0
“I know how you feel” “我知道你的感受”
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.21019.and
Antonio Andriella, R. Huertas-García, Santiago Forgas-Coll, Carme, Torras, G. Alenyà
In this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of the TIAGo robot. Our findings show that the robot personality affects the acceptance model and three relevant drivers: perceived enjoyment, perceived usefulness, and social influence. The extroverted robot was perceived as more useful than the introverted, and participants who interacted with it were faster at solving the game. On the other hand, the introverted robot was perceived as more enjoyable but less useful than the extroverted, and participants who interacted with it made fewer mistakes. Taken together, these findings support the importance of designing proper robot personalities in influencing users’ acceptance, featuring that a given style can elicit a different driver of acceptance.
在这篇文章中,我们的目标是评估机器人的个性驱动的行为模式对用户在娱乐场景中使用机器人的意图的作用。为了实现这一目标,我们设计了两种性格:一种是具有移情和自我比较互动风格的内向性格,另一种是具有挑衅和他人比较互动风格的外向性格。为了评估所提出的技术接受模型,我们在公共场所进行了一项实验(N = 209),要求用户在TIAGo机器人的支持下玩游戏。我们的研究结果表明,机器人的个性会影响接受模型和三个相关驱动因素:感知享受、感知有用性和社会影响力。外向的机器人被认为比内向的机器人更有用,与它互动的参与者解决问题的速度更快。另一方面,内向的机器人被认为比外向的机器人更令人愉快,但没有那么有用,与它互动的参与者犯的错误更少。综上所述,这些发现支持了设计合适的机器人个性在影响用户接受度方面的重要性,即给定的风格可以引发不同的接受度驱动因素。
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引用次数: 2
Imitation, focus of attention and social behaviours of children with autism spectrum disorder in interaction with robots 自闭症谱系障碍儿童与机器人互动中的模仿、注意力集中和社会行为
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.21037.sim
Sanja Šimleša, J. Stosic, I. Bilić, Maja Cepanec
Many studies have shown that using robot platforms can be effective for teaching children with autism spectrum disorder (ASD). The aim of this study was to compare performance on an imitation task, as well as focus attention levels and the presence of social behaviours of children with ASD and typically developing (TD) children during an imitation task under two different conditions, with robots and human demonstrators. The results suggested that TD children did not imitate more than children with ASD. Children with ASD did not imitate the robot more than they imitated a person, but they showed more focused attention to robots and expressed more social behaviours in interaction with the robots. Behaviours that were significantly more present in ASD children than in TD children included touching the robot in the robot demonstrator condition and focusing on the robot in the person demonstrator condition. This implies a possible preference of children with ASD towards robots rather than towards people.
许多研究表明,使用机器人平台可以有效地教授自闭症谱系障碍(ASD)儿童。本研究的目的是比较自闭症谱系障碍儿童和典型发育中儿童在两种不同条件下的模仿任务中的表现,以及注意力集中程度和社交行为的存在,包括机器人和人类演示者。结果表明,TD儿童的模仿行为并不比ASD儿童多。自闭症谱系障碍儿童模仿机器人的次数并不多于模仿人,但他们对机器人表现出更集中的注意力,并在与机器人的互动中表现出更多的社会行为。ASD儿童的行为明显多于TD儿童,包括在机器人演示者的情况下触摸机器人,以及在人演示者的条件下专注于机器人。这意味着自闭症儿童可能更喜欢机器人而不是人。
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引用次数: 0
Interacting with an embodied interface 与具体化的接口交互
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.20030.lee
Kwan Min Lee, Jae-gil Lee, Y. Sah
Despite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined whether visual output and input modality jointly influence participants’ social attribution (i.e., anthropomorphism, animacy, likability, and perceived intelligence), social presence, and satisfaction. Results show that voice command does facilitate users’ social attribution and social presence, but only when an embodied agent was presented. Also, the effects of voice command on social presence and satisfaction were mediated by anthropomorphism and perceived intelligence respectively, but only when the interface displayed an embodied agent. The present study evidences the holistic nature of human-computer interaction, revealing the importance of matches in the input and output interface.
尽管嵌入式代理和语音命令有助于用户和计算机之间的交互,但它们的匹配效果还没有得到足够的研究。目前的研究表明,具体代理和语音命令会产生积极的评价结果,尤其是当它们相互伴随时。为了检验这一预测,我们在受试者之间进行了一个2(视觉输出:具体代理与几何图形)×2(输入模态:语音命令与遥控器)的实验(N = 52),并研究了视觉输出和输入模态是否共同影响参与者的社会归因(即拟人化、动物性、可爱性和感知智力)、社会存在和满意度。结果表明,语音命令确实有助于用户的社交归因和社交存在,但只有在呈现具体代理时。此外,语音命令对社交存在和满意度的影响分别由拟人化和感知智能介导,但仅当界面显示出具体代理时。本研究证明了人机交互的整体性,揭示了匹配在输入和输出界面中的重要性。
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引用次数: 0
Review of Ibbotson (2020): What it Takes to Talk: Exploring Developmental Cognitive Linguistics Ibbotson评论(2020):谈什么:探索发展认知语言学
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.22009.jia
Yanyan Jiang, Shuqiong Wu
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引用次数: 4
Differences in game playability between healthy players and problematic players 健康玩家和问题玩家之间的游戏可玩性差异
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.21014.li
Elena Carolina Li
Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose of this study was to explore the relationship between playability and game addiction, and a comparison of the difference in playability among healthy players (N = 1286) and problematic players (N = 278) that allows game developers to design games in ways that may reduce addiction while maintaining or improving playability. In this study, 1564 valid questionnaires that collected data about the Game Playability Scale and the Game Addiction Scale showed that (1) The level of playability in the problematic players was significantly higher than in healthy players. (2) The degree of correlation between playability and game addiction in the problematic players was lower than in healthy players. (3) Some playability factors and addiction factors are negatively correlated.
在手机或平板电脑上玩的游戏已经成为一个严肃的游戏平台。在2019年新的《国际疾病分类》中,世界卫生组织现在将电子游戏障碍列为一种精神疾病,这突出了游戏成瘾的严重性,这已成为一个全球性问题。游戏设计可能是影响游戏成瘾的因素之一。游戏可玩性可用于评估游戏设计并确定可能导致游戏成瘾的特征。本研究旨在探讨可玩性与游戏成瘾之间的关系,并比较健康玩家在可玩性方面的差异(N = 1286)和有问题的玩家(N = 278),其允许游戏开发者以可以减少成瘾同时保持或提高可玩性的方式来设计游戏。在本研究中,1564份收集了游戏可玩性量表和游戏成瘾量表数据的有效问卷显示:(1)问题玩家的可玩性水平显著高于健康玩家。(2) 问题玩家的可玩性和游戏成瘾之间的相关性低于健康玩家。(3) 某些游戏性因素与成瘾性因素呈负相关。
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引用次数: 1
Social gaze training for Autism Spectrum Disorder using eye-tracking and virtual humans 使用眼动追踪和虚拟人对自闭症谱系障碍进行社交凝视训练
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2022-10-20 DOI: 10.1075/is.21022.gry
O. Grynszpan, Julie Bouteiller, Séverine Grynszpan, Jean-Claude Martin, J. Nadel
Background: Individuals with Autism Spectrum Disorder (ASD) have pronounced difficulties in attending to relevant visual information during social interactions. Method: We designed and evaluated the feasibility of a novel method to train this ability, by exposing participants to virtual human characters displayed on a screen which was entirely blurred, except for a gaze-contingent viewing window that followed participants’ eyes direction. The goal was to incite participants to direct their gaze towards the facial expressions of the virtual characters. Twenty-one adolescents with ASD who attended ordinary school were randomized to either an experimental group, who was trained during a month and a half, or to a control group. Social communicative abilities were assessed during pre, post and follow-up tests. Results: After training, the experimental group showed significantly more interest in facial expressions on a test which involved understanding a dialogue. Significant differences were not found for the other tests used. Conclusions: This outcome suggests that the training method fostered participants’ awareness of the relevance of facial expressions.
背景:自闭症谱系障碍(ASD)患者在社交互动中很难注意到相关的视觉信息。方法:我们设计并评估了一种训练这种能力的新方法的可行性,通过将参与者暴露在完全模糊的屏幕上显示的虚拟人角色面前,除了跟随参与者眼睛方向的视线相关观察窗口。目的是促使参与者将目光投向虚拟角色的面部表情。21名就读于普通学校的自闭症谱系障碍青少年被随机分为实验组或对照组,实验组接受了一个半月的训练。社会交际能力在测试前、测试后和后续测试中进行评估。结果:训练后,实验组在一项涉及理解对话的测试中对面部表情表现出了显著的兴趣。使用的其他测试没有发现显著差异。结论:这一结果表明,这种训练方法培养了参与者对面部表情相关性的意识。
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引用次数: 0
Impact of nonverbal robot behaviour on human teachers’ perceptions of a learner robot 机器人非语言行为对人类教师对学习机器人认知的影响
IF 1.5 4区 心理学 Q3 COMMUNICATION Pub Date : 2021-12-31 DOI: 10.1075/is.20036.ali
P. Aliasghari, M. Ghafurian, C. Nehaniv, K. Dautenhahn
How do we perceive robots practising a task that we have taught them? While learning, human trainees usually provide nonverbal cues that reveal their level of understanding and interest in the task. Similarly, nonverbal social cues of trainee robots that can be interpreted naturally by humans can enhance robot learning. In this article, we investigated a scenario in which a robot is practising a physical task in front of the human teachers (i.e., participants), who were asked to assume that they had previously taught the robot to perform that task. Through an online experiment with 167 participants, we examined the effects of different gaze patterns and arm movements with multiple speeds and various kinds of pauses on human teachers’ perception of different attributes of the robot. We found that the perception of a trainee robot’s attributes (e.g., confidence and eagerness to learn) can be systematically affected by its behaviours. Findings of this study can inform designing more successful nonverbal social interactions for intelligent robots.
我们如何看待机器人练习我们教给它们的任务?在学习过程中,人类受训者通常会提供非语言暗示,以显示他们对任务的理解程度和兴趣。同样,受训机器人的非语言社交线索可以被人类自然地解读,从而增强机器人的学习能力。在本文中,我们研究了一个场景,在这个场景中,机器人在人类教师(即参与者)面前练习一项物理任务,这些教师被要求假设他们之前教过机器人执行该任务。通过167名参与者的在线实验,我们研究了不同的凝视模式、不同速度和不同停顿的手臂运动对人类教师对机器人不同属性感知的影响。我们发现,对受训机器人属性的感知(例如,自信和渴望学习)可以系统地受到其行为的影响。本研究结果可以为智能机器人设计更成功的非语言社交互动提供参考。
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引用次数: 2
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Interaction Studies
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