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R.M. Rijgersberg

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Doctoral thesis (2025) - R.M. Rijgersberg, M.A. Neerincx, D.J. Broekens
In this thesis, we focus on developing behaviours for socially interactive agents (SIAs). The context in which the agent is used is a self-regulated learning system for children. We focus on personalising learning objectives and interaction content within an intelligent tutoring system (ITS). We envision a system where children can train diabetes selfmanagement knowledge and skills independent of space and time and in collaboration with the health care professional, legal caretakers, and a SIA. To facilitate long-term interaction with such a system, relevant learning content and appropriate ‘intelligent’ social behaviour of the SIA are necessary. The envisioned system was developed within the Horizon 2020 PAL-project and evaluated in an iterative design process. The main contributions of the research described in this thesis are: insights into the behaviour design for a NAO robot and its virtual avatar, and the formalisation of learning objectives facilitating personalised learning content.
Most studies on SIA behaviour focus on the design of emotional expressions or implement roles (e.g., peer or tutor) that were not validated for perception. We argue that strategical pedagogical interaction style (i.e., style purposefully selected based on knowledge about the user, task and context such as done by teachers in traditional classroom settings) is necessary but not yet sufficiently studied to design meaningful interactions that surpass the initial novelty and fun. Further, we argue that learning content must be relevant to the child’s needs and developmental stage. These two challenges are the subjects of study in the two parts of this thesis.

The main research question addressed in part I is: How to design SIA behaviours that express different pedagogical styles and what is the effect on learning outcomes? We answer this question in the four included chapters.
In a systematic review we focus on non-verbal expressions by parameter-based manipulations of bodily shape and motion of humanoid robots and virtual agents, and how these manipulations are perceived by humans. We present a comprehensive review of peer-reviewed published articles and analyse and summarise the available work. Research in this field is multidisciplinary and shows a large variety in concept definitions, behavioural manipulations and evaluation methodologies. We developed the TAXMOD taxonomy as a starting point to develop a shared understanding and interpretation of research
objectives and outcomes, and to formulate a road-map. We applied TAXMOD to position and compare research, and to explicate progress in this area. We found structural support for the fact that some social signals can be displayed by behaviour manipulation in the form of posture- or motion modulation or designed key expressions (fixed behaviours with a specific target expression). Key findings include: 1) the expression of personality traits using virtual or robot bodies is limited to the trait extraversion; 2) the expression of social dimensions such as warmth, competence and dominance is possible, but only when using the whole body, and more research is needed to disentangle individual effects on friendliness, competence and dominance; 3) the expression
of emotion is restricted to generic positive versus negative signals; and 4) context seems important for users for the correct interpretation of the expressive behaviour.
In a first perception study we evaluate an educational robot displaying non-verbal behaviours expressing high or low warmth and competence with children at primary schools and a camp. We show that style expression by a humanoid robot is possible. Bodily posture, hand gestures and paralinguistic cues were manipulated to evoke an expression of a specific level of warmth and competence. The competence dimension in our model was successful. Warmth manipulations were perceived as intended only in combination with high-competence. Moreover, context influenced children’s perceptions:
at school the robot was perceived warmer and more competent than at camp.
In a second perception study we evaluate an educational robot displaying non-verbal behaviours expressing high or low dominance. We modulate bodily posture and movement, specifically by manipulating body expansiveness. We show the validity of body expansiveness modulation for dominance expression in both postures and gestures and showthat with a limited set of parameterswe can moderate dominance expression. Specific postures and gestures have a natural tendency towards being perceived as more or less dominant. Further, the manipulation effect is consistent for a variety of behaviours except a sitting pose. This study provides evidence that body expansiveness is an important factor for dominance expression and that this effect is independent of specific behaviours and view angle.
We study the effect of stylised behaviours on children’s learning approach and learning gain by having a NAO robot guide children while performing an inquiry-based science learning task where children roll rollers down a slope to discover laws ofmovement, friction and gravity. Robot style is implemented as variations in verbal strategy and nonverbal style expression, resulting in an expert or facilitator interaction style. No effect of robot interaction style on children’s learning approach or gain is reported. Based on only verbal behaviour variations children perceive the explaining robot (either the expert
style or explaining verbal strategy with neutral non-verbal behaviour) as more competent than the robot giving evidence descriptions (either the facilitator style or evidence descriptions verbal strategy with neutral non-verbal behaviour). These perception differences did not impact the learning approach or gain in the present study. We did not find perception differences based on the variation of non-verbal behaviour. We did find that the presence of a robot giving feedback on children during rolling trials did cause children to play longer and do more informative experiments compared to no feedback. However, this difference in learning approach did not impact learning gain.

The main research question addressed in part II is: How to personalise learning content based on personal learning objectives?
First, we look into how learning goals are formulated in pedagogy and ontologies for education: effective learning goals must attune to the appropriate and desired difficulty level. A way to structure this is Bloom’s taxonomy. A learning goal must also have attributes presenting relations between and descriptions of goals. Then, we model educational objectives (i.e., achievements, learning goals and accompanying tasks) in an ontology. The upper ontology structures the classes and relations and defines domain independent constructs (i.e., level and topic). The domain model specifies diabetes self-management training objectives for young children based on current checklists and expert input. The resulting knowledge base was considered relevant to, and covering,
the diabetes domain to a considerable extent. From this we conclude that our upper model adequately supports the formalisation of implicit knowledge of health care professionals on diabetes self-management training. A field study with children with type 1 diabetes in the Netherlands and Italy showed that an SIA-ITS offering tasks based on our model to support basic needs for autonomy, competence, and relatedness of children with diabetes. For the formalisation of domain specific learning goals, achievements, tasks and materials in the knowledge structure we recommend the following design
guidelines: work in a multidisciplinary team (to define an inventory of important learning goals and define learning activities include domain- and pedagogic experts next to knowledge engineers); formulate achievements from logical learning units (e.g., daily challenges) that require a subset of the knowledge and skills encapsulated in the goals to improve relevance; formulate achievements and goals from the perspective of the child to facilitate ownership and increase experienced relevance; and, define user characteristics relevant to goal and/or task selection. For the integration of the knowledge structure in a multi-modal intelligent tutoring system we recommend the following design guidelines: provide instruction and explanation to the child on how achievements, goals and tasks are selected and can be attained (i.e., that progress on a goal is gained by task completion, and benefits earned by this); embed the objectives in the ITS application to make them easily accessible to the (child) user and integrate them in other system functionality such as feedback on progress provided by a SIA; and offer sufficient learning content such as games and quizzes to maintain interest and engagement.
We developed an authoring tool with a tree-based interface adapted from game design for collaborative personal goal setting and monitoring that implements the ontology of diabetes self-management education, and we co-evaluated this interface with health care professionals. We propose the following design guidelines for an authoring tool: provide clear, visual feedback on goal structure, and active state and progress; consistently use a different representation (e.g., shape) for different concepts of the model (e.g., goal and achievement); cover the full domain and different skill levels with the finite
set of goals; and, support assessment of current abilities next to goal setting, progress monitoring and goal attainment registration.
We developed an mHealth dashboard as interface for personal goal and task selection and monitoring, and co-evaluated this interface with children with diabetes. The interface implements our ontology of diabetes self-management education. The following design elements were understandable for all children: colouring indicating status, and navigation between layers of information. Children experienced difficulties interpreting the meaning conveyed in iconic presentations, understanding of the layered information, and navigation. Based on reported usability issues, we present guidelines for
the design of a dashboard for children: provide descriptive labels next to visual elements because children lack experience using apps and thus understanding of icons and such; connect elements accordingly by placing them in close proximity and in boxes with appropriate labels; ease navigation between layers when hiding detailed information to avoid cognitive overload; and avoid cluttering elements such as navigation bars.

The work in this thesis shows that robots can express different pedagogical styles perceivable by young children. Dominance expression is mainly dependent on body expansiveness. Warmth and competence expression rely on a complex set of behaviour modulations. However, current style variations are too subtle to impact learning approach and gain. With respect to content personalisation, we show that a structure for and selection of learning objectives provide both a personalised learning path as well as personalised content.
Overall we conclude that to impact learning approach and gain not only SIA behaviour must be modulated, it must be noticed by the learner as well. Learning objectives and content should be formalised within a structure and a user-friendly interface is needed to select objectives and tasks with accompanying content, and monitor progress. The success of an SIA-ITS depends on the amount of available content and social interaction
capabilities of the SIA. ...
Journal article (2023) - Rifca Rijgersberg-Peters, Willeke van Vught, Joost Broekens, Mark A. Neerincx
Intelligent tutoring systems need a model of learning goals for the personalization of educational content, tailoring of the learning path, progress monitoring, and adaptive feedback. This article presents such a model and corresponding interaction designs for the coaches and learners (respectively, a monitor-and-control dashboard and mobile app with supportive communications trough a virtual agent), all deployed and tested in a system for child diabetes self-management training. We developed a domain-independent upper ontology to structure learning goals and related concepts (such as achievements and tasks) and a domain ontology that specifies the knowledge base (for, in our case, diabetes self-management training). With this approach, we relate knowledge elements (e.g., skill) to educational tasks and to learners' knowledge development (e.g., achievements). The ontology was implemented in a multimodal tutoring system consisting of mobile educative games, a health diary, an embodied conversational agent (ECA), and a web application for authoring and monitoring. We show that our model provides a coherent and concise foundation for: 1) the formalization of learning in the diabetes self-management domain, but also for other domains such as mathematics; 2) personal goal setting and thereby personalization of the educational process including ECA's guidance; and 3) creating awareness of progress on the personal educational path. We found that a motivational tutoring system requires a rich set of learning activities and accompanying materials of which a subset is offered to the learner based on personal relevance. The implemented model proved to accommodate the personal agent-guided learning paths of children with diabetes, under different treatments from hospitals in Italy and the Netherlands. ...
Journal article (2019) - Mark Neerincx, Willeke van Vught, Bert Bierman, Olivier Blanson Henkemans, Elettra Oleari, Joost Broekens, Rifca Peters, F.C.A. Kaptein, Yiannis Demiris , Bernd Kiefer, Diego Fumagalli
Social or humanoid robots do hardly show up in “the wild,” aiming at pervasive and enduring human benefits such as child health. This paper presents a socio-cognitive engineering (SCE) methodology that guides the ongoing research & development for an evolving, longer-lasting human-robot partnership in practice. The SCE methodology has been applied in a large European project to develop a robotic partner that supports the daily diabetes management processes of children, aged between 7 and 14 years (i.e., Personal Assistant for a healthy Lifestyle, PAL). Four partnership functions were identified and worked out (joint objectives, agreements, experience sharing, and feedback & explanation) together with a common knowledge-base and interaction design for child's prolonged disease self-management. In an iterative refinement process of three cycles, these functions, knowledge base and interactions were built, integrated, tested, refined, and extended so that the PAL robot could more and more act as an effective partner for diabetes management. The SCE methodology helped to integrate into the human-agent/robot system: (a) theories, models, and methods from different scientific disciplines, (b) technologies from different fields, (c) varying diabetes management practices, and (d) last but not least, the diverse individual and context-dependent needs of the patients and caregivers. The resulting robotic partner proved to support the children on the three basic needs of the Self-Determination Theory: autonomy, competence, and relatedness. This paper presents the R&D methodology and the human-robot partnership framework for prolonged “blended” care of children with a chronic disease (children could use it up to 6 months; the robot in the hospitals and diabetes camps, and its avatar at home). It represents a new type of human-agent/robot systems with an evolving collective intelligence. The underlying ontology and design rationale can be used as foundation for further developments of long-duration human-robot partnerships “in the wild.” ...
Conference paper (2019) - Rifca Peters, Elettra Oleari, Francesco Sardu, Mark A. Neerincx
Children will only benefit from educational technologies and e-coaches when they understand the long-term consequences and are (intrinsically) motivated to use these support systems. This paper presents an Objective Dashboard that integrates educational achievements, goals and tasks with gamification features (such as challenges, scores and rewards) to advance the interests and engagements of children with type 1 diabetes when using the Personal Assistant for a healthy Lifestyle (PAL) system. By linking in-app activities (e.g., play a quiz or keep a diary) to relevant educational achievements, and to skills and knowledge required in daily life, we aim to increase intrinsic motivation and thereby usage. We designed a dashboard displaying personalised achievements, learning goals and tasks in the domain of diabetes self-management education. We used common user interface design patterns such as layering, colouring, and iconic presentation to organise complex information and reinforce the relations between concepts. Subsequently, we conducted a usability evaluation with twelve children, on the basis of which we refined our design. We found that, colouring and layering were to some extent effective, however, iconic representations were insufficient. Therefore, we recommend to provide short, descriptive labels at any time. ...

Effects of Behaviours and Modulation

Conference paper (2019) - Rifca Peters, Joost Broekens, Kangqi Li, Mark A. Neerincx
A mayor challenge in human-robot interaction and collaboration is the synthesis of non-verbal behaviour for the expression of social signals. Appropriate perception and expression of dominance (verticality) in non-verbal behaviour is essential for social interaction. In this paper, we present our work on algorithmic modulation of robot bodily movement to express varying degrees of dominance. We developed a parameter-based model for head tilt and body expansiveness. This model was applied to a variety of behaviours. These behaviours were evaluated by human observers in two different studies with respectively static pictures of key postures (N=772) and realtime gestures (N=31). Overall, specific behaviours proved to communicate different levels of dominance. Further, modulation of body expansiveness and head tilt robustly influenced perceived dominance independent of specific behaviours and observer viewing height and angle. The modulation did not influence perceived valence, but it did influence perceived arousal. Our study shows that dominance can be reliably expressed by both selection of specific behaviours and modulation of behaviours. ...
Conference paper (2019) - Rifca Peters, Joost Broekens, Kangqi Li, Mark Neerincx
A mayor challenge in human-robot interaction is the synthesis of social signals through non-verbal behaviour expression. Appropriate perception and expression of dominance (verticality) is essential for social interaction. In this paper, we present our work on algorithmic modulation of robot bodily movement to control dominance expression. We developed a parameter-based model for body expansiveness. This model was applied to a variety of behaviours and evaluated by human observers in two different studies with respectively static postures (N=772) and gestures (N=31). Modulation of body expansiveness proved to robustly influence perceived dominance independent of behaviour and viewing angles. ...
Conference paper (2017) - Rifca Peters, Joost Broekens, Mark Neerincx
Educational technology needs a model of learning goals to support motivation, learning gain, tailoring of the learning process, and sharing of the personal goals between different types of users (i.e., learner and educator) and the system. This paper proposes a tree-based learning goal structuring to facilitate personal goal setting to shape and monitor the learning process. We developed a goal ontology and created a user interface representing this knowledge-base for the self-management education for children with Type 1 Diabetes Mellitus. Subsequently, a co-operative evaluation was conducted with healthcare professionals to refine and validate the ontology and its representation. Presentation of a concrete prototype proved to support professionals' contribution to the design process. The resulting tree-based goal structure enables three important tasks: ability assessment, goal setting and progress monitoring. Visualization should be clarified by icon placement and clustering of goals with the same difficulty and topic. Bloom's taxonomy for learning objectives should be applied to improve completeness and clarity of goal content. ...

The Effect of Context and Non-verbal Behaviour on Children's Perceptions of Warmth and Competence

Conference paper (2017) - Rifca Peters, Joost Broekens, Mark A. Neerincx
Social robots are entering the private and public domain where they engage in social interactions with nontechnical users. This requires robots to be socially interactive and intelligent, including the ability to display appropriate social behaviour. Progress has been made in emotion modelling. However, research into behaviour style is less thorough; no comprehensive, validated model exists of non-verbal behaviours to express style in human-robot interactions. Based on a literature survey, we created a model of non-verbal behaviour to express high/low warmth and competence—two dimensions that contribute to teaching style. In a perception study, we evaluated this model applied to a NAO robot giving a lecture at primary schools and a diabetes camp in the Netherlands.
For this, we developed, based on expert ratings, an instrument measuring perceived warmth, competence, dominance and affiliation. We show that even subtle manipulations of robot behaviour influence children’s perceptions of the robot’s level of warmth and competence. ...
Conference paper (2016) - Michael A. van Bekkum, Hans-Ulrich Krieger, Mark A. Neerincx, Frank Kaptein, Bernd Kiefer, Rifca Peters, Stefania Racioppa
The PAL project1 is developing an embodied conversational agent (robot and its avatar), and applications for child-agent activities that help children from 8 to 14 years old to acquire the required knowledge, skills, and attitude for adequate diabetes selfmanagement. Formal and informal caregivers can use the PAL system to enhance their supportive role for this self-management learning process. We are developing a common ontology (i) to support normative behavior in a flexible way, (ii) to establish mutual understanding in the human-agent system, (iii) to integrate and utilize knowledge from the application and scientific domains, and (iv) to produce sensible human-agent dialogues. The common ontology is constructed by relating and integrating partly existing separate ontologies that are specific to certain contexts or domains. This paper presents the general vision, approach, and state of the art. ...
Conference paper (2016) - Hans-Ulrich Krieger, Rifca Peters, Bernd Kiefer, Michael A. van Bekkum, Frank Kaptein, Mark A. Neerincx
This paper describes ongoing work carried out in the European project PAL which will support childre in their diabetes self-management as well as assist health professionals and parents involved in the diabete regimen of the child. Here, we will focus on the construction of the PAL ontology which has been assemble from several independently developed sub-ontologies and which are brought together by a set of hand-writte interface axioms, expressed in OWL.We will describe in detail how the triple model of RDF has been extende towards transaction time in order to represent time-varying data. Examples of queries and rules involvin temporal information will be presented as well. The approach is currently been in use in diabetes camps. ...