C. Hao
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9 records found
1
Social AI for a Healthier Lifestyle
Four Competencies to Manage and Prevent Chronic Diseases
Research in human-robot interaction (HRI) often puts emphasis on either the cognitive level or on the physical level. In a scenario, where a robot physically guides a person to perform a complex series of tasks (e.g., a patient making tea), information is exchanged on the cognitive level and forces/torques are exchanged on the physical level, continuously. Such a continuous co-adaptive interaction between both agents and the environment requires the robot to be anticipating, proactive, and able to react flexibly to the user's intentions and situation context. The unification of sequential cognitive situation modeling and continuous robotic movement control is a challenge currently missing a conceptual framework. We conceptualize strategies on how to connect models of physical HRI and models of cognitive HRI, depending on the level of assistance provided by the robot system, from mere warnings of dangerous situations (level 1) to on-body continuous movement guidance (level 4). In this, we consider the requirements for the robot to be aware of the interaction environment and have a dynamic representation of the individual user. Our conceptual framework is intended to spark discussions and formalize assistance approaches with the aim to integrate cognitive and physical human-robot interaction approaches for anticipatory assistance in continuous dynamic tasks.
Digital humans are emerging as autonomous agents in multiparty interactions, yet existing evaluation metrics largely ignore contextual coordination dynamics. We introduce a unified, intervention-driven framework for objective assessment of multiparty social behaviour in skeletal motion data, spanning three complementary dimensions: (1) synchrony via Cross-Recurrence Quantification Analysis, (2) temporal alignment via Multiscale Empirical Mode Decomposition-based Beat Consistency, and (3) structural similarity via Soft Dynamic Time Warping. We validate metric sensitivity through three theory-driven perturbations - gesture kinematic dampening, uniform speech-gesture delays, and prosodic pitch-variance reduction - applied to ≈ 145 30-second thin slices of group interactions from the DnD dataset. Mixed-effects analyses reveal predictable, joint-independent shifts: dampening increases CRQA determinism and reduces beat consistency, delays weaken cross-participant coupling, and pitch flattening elevates F0 Soft-DTW costs. A complementary perception study (N = 27) compares judgments of full-video and skeleton-only renderings to quantify representation effects. Our three measures deliver orthogonal insights into spatial structure, timing alignment, and behavioural variability. Thereby forming a robust toolkit for evaluating and refining socially intelligent agents. Code available on GitHub.
Technologies Supporting Self-Reflection on Social Interactions
A Systematic Review
As intelligent technology and applications have become an integral part of nearly all aspects of people's daily lives, many intelligent systems have been designed to help people navigate the complex space of social interactions. One prominent strategy for such intelligent support is providing meaningful Ad Hoc Interventions (ADI), e.g., through timely notifications. An alternative is Technology-Supported Reflection (TSR), e.g., by offering information about activities in one's past for personal insights. In contrast to straight-up interventions, the aim of the latter strategy is not to directly augment human skills but instead support learning and personal growth over time. However, while TSR has seen widespread interest in applications in some areas, such as physical fitness and mental health, its use for improving human social interactions has not yet been systematically explored. Concretely, it is currently unclear 1) what forms of self-reflection systems intend to support, 2) how their different technological components (e.g., data collection, information integration) are involved in providing support, and 3) what common limitations and design challenges they face. In this article, we present the results of a systematic literature review focusing on these questions to provide a structured foundation for targeted research. Concretely, we identified and analysed a collection of 23 relevant papers, each describing a system deploying TSR to support humans with elements of social interactions.We constructed a framework with a set of features to comprehensively describe and analyze the systems that support self-reflection, including their application domains, how they fit into the existing design framework, how they facilitate learning through reflection, how adaptive they are to individual users, and how they were evaluated. Finally, we propose a direction for designing systems that support individual's social interactions through self-reflection in an adaptive manner.
Narrative visualizations
Depicting accumulating risks and increasing trust in data
In contexts where people lack prior knowledge and risk awareness—such as the COVID-19 pandemic—even truthful visualizations of data can seem surprising. This can lead people to mistrust the veracity of the data and to discount it, leading to poor risk decisions. In this work, we illustrate how narrative visualizations can achieve a balance between the benefits of three common risk communication mediums (static visualizations, interactive simulations, and affect-laden anecdotes). We demonstrate empirically that viewing a narrative visualization mitigates the reduced concern induced by a static visualization when communicating COVID-19 transmission risk (Study 1). Through mediation analysis, we show that narrative visualizations are more effective than static visualizations at increasing concern about large risks because they increase one’s perceived understanding and trust in data (Study 2). We argue that narrative visualizations deserve attention as a distinct class of visualizations that have the potential to be powerful tools for scientific communication (especially in contexts where data are surprising, and empiricism is important).
Understanding the systematic ways that human decision making departs from normative principles has been important in the development of cognitive theory across multiple decision domains. We focus here on whether such seemingly “irrational” decisions occur in ethical decisions that impose difficult tradeoffs between the welfare and interests of different individuals or groups. Across three sets of experiments and in multiple decision scenarios, we provide clear evidence that contextual choice reversals arise in multiples types of ethical choice settings, in just the way that they do in other domains ranging from economic gambles to perceptual judgments (Trueblood et al., 2013; Wedell, 1991). Specifically, we find within-participant evidence for attraction effects in which choices between two options systematically vary as a function of features of a third dominated and unchosen option—a prima facie violation of rational choice axioms that demand consistency. Unlike economic gambles and most domains in which such effects have been studied, many of our ethical scenarios involve features that are not presented numerically, and features for which there is no clear majority-endorsed ranking. We provide empirical evidence and a novel modeling analysis based on individual differences of feature rankings within attributes to show that such individual variations partly explains observed variation in the attraction effects. We conclude by discussing how recent computational analyses of attraction effects may provide a basis for understanding how the observed patterns of choices reflect boundedly rational decision processes.
With increasing use of computer applications and robotic devices in our everyday life, and with the advent of metaverse, there is an urgent need of developing new types of interfaces that facilitate a more intuitive interaction in physical and virtual space. In this work, we investigate the influence of the location of haptic feedback devices on embodiment of virtual hands and user load during an interactive pick-and-place task. To do this, we conducted a user study with a 3x2 repeated measure experiment design: feedback position is varied between the distal phalanx of the index finger and the thumb, the proximal phalanx of the index finger and the thumb, and the wrist. These conditions of feedback are tested with the stimuli applied synchronously to the participant in one case, and with an additional delay of 350 ms in the second case. The results show that the location of the haptic feedback device does not affect embodiment, whereas the delay, i.e., whether the feedback is applied synchronously or asynchronously, affects embodiment. This suggests that for pick-and-place tasks, haptic feedback devices can be placed on the user's wrist without compromising performance making the hands to remain free, allowing unobstructed hand visibility for precise motion tracking, thereby improving accuracy.