2017
DOI: 10.1007/s12369-017-0437-4
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The Effect of Emotions and Social Behavior on Performance in a Collaborative Serious Game Between Humans and Autonomous Robots

Abstract: The aim of this paper is to investigate performance in a collaborative human-robot interaction on a shared serious game task. Furthermore, the effect of elicited emotions and perceived social behavior categories on players' performance will be investigated. The participants collaboratively played a turn-taking version of the Tower of Hanoi serious game, together with the human and robot collaborators. The elicited emotions were analyzed in regards to the arousal and valence variables, computed from the Geneva … Show more

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Cited by 22 publications
(11 citation statements)
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“…Using the argument that humans tend to treat non-human actors/systems as social beings [36,60] and the definition of automated social presence [72], we investigate whether SARs, which display human-like social behavior and communicative skills [10], evoke feelings of social presence in humans. Furthermore, this study extends previous research [30,43] by involving socially dexterous robots that are capa- ble of engaging in a dialog, gazing, and responding to social cues. Thus, we hypothesize:…”
Section: Hypotheses Developmentsupporting
confidence: 74%
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“…Using the argument that humans tend to treat non-human actors/systems as social beings [36,60] and the definition of automated social presence [72], we investigate whether SARs, which display human-like social behavior and communicative skills [10], evoke feelings of social presence in humans. Furthermore, this study extends previous research [30,43] by involving socially dexterous robots that are capa- ble of engaging in a dialog, gazing, and responding to social cues. Thus, we hypothesize:…”
Section: Hypotheses Developmentsupporting
confidence: 74%
“…Recognition performance was better when the participant initiated the pointing behavior than when the collaborator did so, but it did not matter if that collaborator was a human or a robot. In a turn-based variant of the Tower of Hanoi experiment, conducted with a human or robot collaborator [44], participants performed significantly better with a collaborator than when playing individually, but again, there were no significant differences between the human and robot collaborator conditions. Because the collaborator always made the best move, the lack of performance differences could be because the game was too simple.…”
Section: Comparing Human and Robot Actorsmentioning
confidence: 90%
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“…Humans have specific expectations regarding the details of the interaction with a robotic system based on, e.g., the appearance of the robot system, the way of conducting the task with the system often relating to the similarity to human–human interaction (HHI), like the way of communication (verbal and non-verbal) and social behavior toward the interaction partner and social norms ( Compagna et al, 2016 ; Beer et al, 2017 ; Jerčić et al, 2018 ). Humans use HHI mechanisms, like proxemic behavior, interpretation of the other’s intention, the way of communication, and social, physical, behavioral cues, to perceive robots as autonomous social agents, as socially present human employees ( Fiore et al, 2013 ).…”
Section: Introductionmentioning
confidence: 99%
“…Robots with appropriately proxemic behaviors might obtain human acceptance well, contributing to their seamless integration into various applications [ 20 ]. Jerčić and Lindley suggested that serious games which are carefully designed to take into consideration the elicited physiological arousal might witness better decision-making performance and more positive valence using nonhumanoid-robot partners instead of human ones [ 21 ]. Liu showed that embodied nonhumanoid robots are as engaging as humans, eliciting physiological arousal in their human partners [ 22 ].…”
Section: Introductionmentioning
confidence: 99%