RO-MAN 2008 - The 17th IEEE International Symposium on Robot and Human Interactive Communication 2008
DOI: 10.1109/roman.2008.4600646
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Are emotional robots more fun to play with?

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Cited by 100 publications
(51 citation statements)
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“…Regarding the iCat, researchers have not only used it to examine the influence of perceived social abilities of a robot on a user's attitude towards and acceptance of the robot (Heerink et al 2006), but also used it to examine the effects of iCat's emotional behavior on users' perception (Leite et al 2008). Leite et al (2008) used the iCat robot and chess (with physical electronic chessboard that detects the board state and sends it to the computer) to develop a chess game platform, where the robot's affective state was influenced by every move the player made, which meant that users could know whether they had made a good or a bad move by looking at iCat's expressions.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding the iCat, researchers have not only used it to examine the influence of perceived social abilities of a robot on a user's attitude towards and acceptance of the robot (Heerink et al 2006), but also used it to examine the effects of iCat's emotional behavior on users' perception (Leite et al 2008). Leite et al (2008) used the iCat robot and chess (with physical electronic chessboard that detects the board state and sends it to the computer) to develop a chess game platform, where the robot's affective state was influenced by every move the player made, which meant that users could know whether they had made a good or a bad move by looking at iCat's expressions.…”
Section: Discussionmentioning
confidence: 99%
“…Leite et al (2008) used the iCat robot and chess (with physical electronic chessboard that detects the board state and sends it to the computer) to develop a chess game platform, where the robot's affective state was influenced by every move the player made, which meant that users could know whether they had made a good or a bad move by looking at iCat's expressions. By investigating the effects of the robot's emotional behavior on the user's perception of the game state, they found that a social robot with emotional behavior could perform the task of helping users to understand a gaming situation better than a robot without emotional behavior.…”
Section: Discussionmentioning
confidence: 99%
“…On the other hand, mood represents a background affective state, less intense but always present. The affective system is self-oriented or competitive, i.e., when the user plays a good move the iCat displays a sad facial expression and when the user plays a bad move the iCat displays positive reactions (for more details in the affective system please see [18]). We have adopted this approach instead of a more cooperative behaviour because, from our observations of children playing against each other in a chess club, such reactions are more consistent with what they might expect about their opponents.…”
Section: Ana Paiva (With Iolanda Leite)mentioning
confidence: 99%
“…In [23], preliminary experiments on remote education have shown that students interacting with robots show pleasure and interest. [10] shows that children understand better the gaming situations when the robot shows emotional behaviors. Moreover, children seem to enjoy the game more when they play with embodied characters than when they play with screen-printed characters.…”
Section: Introductionmentioning
confidence: 97%