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 2017
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(2017): Adaptive social robot for sustaining social engagement during long-term Children–Robot Interaction. In: International Journal of Human-Computer Interaction 33 (12), S. 943-962. DOI: 10.1080/10447318.2017.1300750
DOI: https://doi.org/10.1080/10447318.2017.1300750 Abstract: One of the known challenges in Children–Robot Interaction (cHRI) is to sustain children’s engagement during long-term interactions with robots. Researchers have hypothesized that robots that can adapt to children’s affective states and can also learn from the environment can result in sustaining engagement during cHRI. Recently, researchers have conducted a range of studies where robots portray different social capabilities and have shown that it has positively influenced children’s engagement. However, despite an immense body of research on implementation of different adaptive social robots, a pivotal question remains unanswered: Which adaptations portrayed by a robot can result in maintaining long-term social engagement during cHRI? In other words, what are the appropriate and effective adaptations portrayed by a robot that will sustain social engagement for an extended number of interactions? In this article, we report on a study conducted with three groups of children who played a snakes and ladders game with the NAO robot to address the aforementioned question. The NAO performed 1) game-based adaptations, 2) emotion-based adaptations, and 3) memory-based adaptation. Our results showed that emotion-based adaptations were found out to be most effective, followed by memory-based adaptations. Game adaptation didn’t result in sustaining long-term social engagement. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
2016
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(2016): Usability and acceptability assessment of an empathic virtual agent to prevent major depression. In: Expert Systems: International Journal of Knowledge Engineering and Neural Networks 33 (4), S. 297-312. DOI: 10.1111/exsy.12151
DOI: https://doi.org/10.1111/exsy.12151 Abstract: In Human–Computer Interaction, the adaptation of the content and the way of how this content is communicated to the users in interactive sessions is a critical issue to promote the acceptability and usability of any computational system. We present a user‐adapted interactive platform to identify and provide an early intervention for symptoms of depression and suicide. In particular, we describe the work performed to assess users’ system acceptability and usability. An empathic Virtual Agent is the main interface with the user, and it has been designed to generate the appropriate dialogues and emotions during the interactions according to the detected user’s specific needs. This personalization is based on a dynamic user model nurtured with clinical, demographical and behavioural information. The evaluation was performed with 60 participants from the university community. The obtained results were promising, allowing the execution of a further clinical trial. The system’s usability score was 75.7%, and the score of the user‐adapted content and the emotional responses of the Virtual Agent was 70.9%. (PsycINFO Database Record (c) 2017 APA, all rights reserved)
2013
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(2013): Socially Aware Virtual Characters: The Social Signal of Smiles [Social Sciences]. In: IEEE Signal Processing Magazine 30 (2), S. 128-132. DOI: 10.1109/MSP.2012.2230541
DOI: https://doi.org/10.1109/MSP.2012.2230541 Abstract: At first, machines were mainly used to solve complex mathematical problems. Today, they often embody more and more roles typically endowed by humans, such as a tutor in a virtual learning class or an assistant for virtual task realization. Moreover, the paradigm highlighted in [1] reveals that the user’s relation with the computer is intrinsically social, with high similarities compared to interpersonal relationships. For instance, people have no problem using communicative means (verbal and nonverbal behavior) to interact with artificial entities and apply polite rules. One particularly interesting aspect of the human machine interaction is the bidirectionality of the relation: users exhibit social behaviors to the computer, and the machine’s behavior affects users. Reeves and Nass [1] have shown that people tend to react naturally and socially to computers, as they would do to another person. In such a human-machine interaction, which can be seen as a particular social context with users sensitive to the computer behavior, the development of socially aware virtual characters appears fundamental.
Keywords: Context awareness, Heuristic algorithms, Human Factors, human machine interaction, ieee xplore, interpersonal relationship, Künstliche Intelligenz, Machine intelligence, Man machine systems, Nonverbal behavior, smile, Social Behavior, social sciences, social sciences computing, socially aware virtual character, user interfaces, user relation, Verbal Behavior, Virtual environments, virtual learning class, Virtual reality, virtual task realization 2012
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(2012): Virtual project teams. The role of empathy and social intelligence in the development of trust. ProQuest Information & Learning, US.
Abstract: The purpose of this quantitative research study is to determine whether a relationship exist between nine virtual team leaders’ emotional intelligence skills of social intelligence and their empathy practice, and the perceived trust the virtual project team members had for their team leader. The subfactors of social responsibility and interpersonal relationship comprise social intelligence. The study hypothesized that the virtual team leaders’ empathy skills and social skills would positively influence the development of trust, as perceived by the virtual team members. Nine virtual teams from the defense contractor industry in the southeastern United States participated. Two survey instruments were used to evaluate the hypothesis. The Bar-On Emotional Quotient Inventory (EQ-i) survey instrument was used to assess the practiced empathy skills and social intelligence skills if the virtual team leader. The ABC Research Foundation’s Measuring Organizational Trust indicator tool was used to assess the perceived trust of the virtual team members. The results of the study indicated that no significant positive correlation exist between virtual project leaders’ practice of empathic behavior and the development of trust among the team members. Social intelligence, as a whole, is associated with the development of trust in leader-member relationships in virtual project teams. These results further indicated that interpersonal relationship skills are strongly associated with developing positive trust relations and interactions in virtual environments. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
2008
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(2008): IEEE virtual reality 2008. Reno, Nevada, USA, March 8-12, 2008 proceedings. Piscataway NJ: IEEE
2007
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Institute of Electrical and Electronics Engineers; IEEE International Symposium on Robot and Human Interactive Communication; Ro-Man 2007 (2007): The 16th IEEE International Symposium on Robot and Human Interactive Communication, 2007. RO-MAN 2007 ; Jeju, Korea, 26 - 29 Aug. 2007. RO-MAN 2007 - The 16th IEEE International Symposium on Robot and Human Interactive Communication. Jeju, South Korea, 8/26/2007 - 8/29/2007. Piscataway, NJ: IEEE Service Center
2003
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RO-MAN 2003. 12th IEEE International Workshop on Robot and Human Interactive Communication : proceedings : October 31-November 2, 2003, Millbrae, California, USA (2003). Proceedings. RO-Man 2003. The 12th IEEE International Workshop on Robot and Human Interactive Communication. Millbrae, CA, USA, 31 Oct.-2 Nov. 2003. Piscataway, N.J.: IEEE
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