M.A. Neerincx
Please Note
42 records found
1
LLM-based Social Robot for Pleasant Supervised Visit in Security Waiting Rooms
Iterative Design of a Social Robot Supporting VisitorMood and Staff Situation Awareness in a Security Waiting Room
...
A controlled laboratory study was conducted in which participants collaborated with either a human confederate or an anthropomorphic robot teammate on a cooperative building task requiring high interdependence. Trust was measured across three phases: initial collaboration (trust formation), a competence-based mistake (trust violation), and a subsequent repair attempt involving an apology, explanation, and promise (trust recovery). Trust was measured using trust questionnaires capturing trusting beliefs and trusting intentions. Data were analyzed using a Bayesian multilevel modeling approach to account for repeated measures and individual differences.
The results show that participants initially reported lower trust toward the robot than toward the human teammate. Contrary to expectations based on the perfect automation schema, trust declined more sharply following a mistake by the human than by the robot. During the recovery phase, trust rebounded in both conditions. Trust toward the robot recovered to its initial level, while trust toward the human did not fully return to baseline.
Analyses across trust dimensions further revealed that benevolence perceptions toward the robot improved over time, narrowing the initial gap between human and robot teammates. Competence perceptions showed similar violation and recovery patterns across conditions. In contrast, trusting intentions showed a more uneven pattern: although willingness to rely on the robot seemingly returned to its own baseline during recovery, the human–robot difference widened again at \(t_3\), suggesting that reliance remained more sensitive to teammate identity even as other trust dimensions converged.
Overall, this study demonstrates that trust toward human and robot teammates follows similar formation, violation, and recovery phases, but differs in how changes are anchored to initial expectations and distributed across trust dimensions. Specifically, participants began with lower trust in the robot, yet a human teammate’s mistake produced a sharper drop and less complete return to baseline than a comparable robot mistake. While trust toward the robot increased relative to its own baseline, particularly through benevolence, willingness to rely remained more differentiated by teammate identity. These findings show that aggregated trust scores can mask dimension-specific dynamics and that recovery in trust beliefs does not necessarily translate into equivalent recovery in trusting intentions. Practically, this suggests that designing for effective human–robot teamwork requires addressing not only how robots regain positive evaluations after errors, but also how to support users’ willingness to rely on them in interdependent tasks. ...
A controlled laboratory study was conducted in which participants collaborated with either a human confederate or an anthropomorphic robot teammate on a cooperative building task requiring high interdependence. Trust was measured across three phases: initial collaboration (trust formation), a competence-based mistake (trust violation), and a subsequent repair attempt involving an apology, explanation, and promise (trust recovery). Trust was measured using trust questionnaires capturing trusting beliefs and trusting intentions. Data were analyzed using a Bayesian multilevel modeling approach to account for repeated measures and individual differences.
The results show that participants initially reported lower trust toward the robot than toward the human teammate. Contrary to expectations based on the perfect automation schema, trust declined more sharply following a mistake by the human than by the robot. During the recovery phase, trust rebounded in both conditions. Trust toward the robot recovered to its initial level, while trust toward the human did not fully return to baseline.
Analyses across trust dimensions further revealed that benevolence perceptions toward the robot improved over time, narrowing the initial gap between human and robot teammates. Competence perceptions showed similar violation and recovery patterns across conditions. In contrast, trusting intentions showed a more uneven pattern: although willingness to rely on the robot seemingly returned to its own baseline during recovery, the human–robot difference widened again at \(t_3\), suggesting that reliance remained more sensitive to teammate identity even as other trust dimensions converged.
Overall, this study demonstrates that trust toward human and robot teammates follows similar formation, violation, and recovery phases, but differs in how changes are anchored to initial expectations and distributed across trust dimensions. Specifically, participants began with lower trust in the robot, yet a human teammate’s mistake produced a sharper drop and less complete return to baseline than a comparable robot mistake. While trust toward the robot increased relative to its own baseline, particularly through benevolence, willingness to rely remained more differentiated by teammate identity. These findings show that aggregated trust scores can mask dimension-specific dynamics and that recovery in trust beliefs does not necessarily translate into equivalent recovery in trusting intentions. Practically, this suggests that designing for effective human–robot teamwork requires addressing not only how robots regain positive evaluations after errors, but also how to support users’ willingness to rely on them in interdependent tasks.
We first develop a conceptual framework that distinguishes agent transparency (disclosing information) from explainability (clarifying that information) and relates these concepts to interpretability and understandability, resolving common ambiguities. Using simulation environments, we then demonstrate that interdependence influences how transparency and explanations impact human-agent teaming processes, underscoring its importance in studies on transparent and explainable agents. Next, we examine the trust calibration process across interdependencies. We find first evidence that interdependence relationships influence trust calibration in human-agent teams, suggesting that engaging in joint actions facilitates more accurate trust calibration.
To support responsible human-agent teaming, we develop an evaluation method for meaningful human control based on expert knowledge, operationalizing traceability through objective and subjective indicators and eliciting reasons underlying outcomes. We apply this method to study agent autonomy and explanations in morally sensitive situations. The findings suggest that people prefer more involvement over greater agent autonomy and that they take on greater moral responsibility when agents explain potential consequences. These insights are crucial for designing agents that enhance human moral awareness and human-agent teaming in morally sensitive situations.
Translating these insights to practice, we design TEAMS (Transparent and Explainable Autonomy for Mapping and Searching). This human-robot collaboration system for firefighting moves beyond teleoperation by proposing and explaining intermediate navigation destinations while autonomously navigating towards them. This system is grounded in expert firefighting knowledge and can address the challenge of camera-based teleoperation in low-visibility conditions. We highlight the importance of training, iterative and human-centered refinements, and software optimization to further enhance the system.
Finally, we synthesize a research agenda with taxonomies and guidelines, team design patterns, modular testbeds, and study templates to advance the field. Taken together, this thesis offers a path from concept to practice: a conceptual framework, studies in simulation environments, an evaluation method for meaningful human control, and TEAMS in a practically grounded setting, complemented by a research agenda. By doing so, this thesis supports the design of transparent and explainable AI agents that foster effective and responsible human-agent teaming. ...
We first develop a conceptual framework that distinguishes agent transparency (disclosing information) from explainability (clarifying that information) and relates these concepts to interpretability and understandability, resolving common ambiguities. Using simulation environments, we then demonstrate that interdependence influences how transparency and explanations impact human-agent teaming processes, underscoring its importance in studies on transparent and explainable agents. Next, we examine the trust calibration process across interdependencies. We find first evidence that interdependence relationships influence trust calibration in human-agent teams, suggesting that engaging in joint actions facilitates more accurate trust calibration.
To support responsible human-agent teaming, we develop an evaluation method for meaningful human control based on expert knowledge, operationalizing traceability through objective and subjective indicators and eliciting reasons underlying outcomes. We apply this method to study agent autonomy and explanations in morally sensitive situations. The findings suggest that people prefer more involvement over greater agent autonomy and that they take on greater moral responsibility when agents explain potential consequences. These insights are crucial for designing agents that enhance human moral awareness and human-agent teaming in morally sensitive situations.
Translating these insights to practice, we design TEAMS (Transparent and Explainable Autonomy for Mapping and Searching). This human-robot collaboration system for firefighting moves beyond teleoperation by proposing and explaining intermediate navigation destinations while autonomously navigating towards them. This system is grounded in expert firefighting knowledge and can address the challenge of camera-based teleoperation in low-visibility conditions. We highlight the importance of training, iterative and human-centered refinements, and software optimization to further enhance the system.
Finally, we synthesize a research agenda with taxonomies and guidelines, team design patterns, modular testbeds, and study templates to advance the field. Taken together, this thesis offers a path from concept to practice: a conceptual framework, studies in simulation environments, an evaluation method for meaningful human control, and TEAMS in a practically grounded setting, complemented by a research agenda. By doing so, this thesis supports the design of transparent and explainable AI agents that foster effective and responsible human-agent teaming.
Trust is central to human decision-making. When we work with others, we constantly judge who is reliable and who is not, and we delegate tasks based on how trustworthy we think our teammates are and what risks those choices pose to us individually and to the team as a whole. When we see someone is not very trustworthy for a task they are expected to perform, and that poses risks to them or us, we can also offer help. The same logic can extend to artificial agents. When humans and intelligent artificial agents work together, artificial agents must not only be trusted by humans but also develop ways of assessing how trustworthy their human partners are for different tasks. In other words, artificial agents can use artificial trust to make decisions. This requires defining, modelling and using trustworthiness for decision-making in human–agent teamwork. We go over all of those steps in this dissertation.
This research argues that human trustworthiness is not only about a few internal traits such as ability, benevolence or integrity. In fact, what counts as trustworthiness can vary depending on the task and team characteristics. For example, if success in a task depends only on being somewhere on time, then punctuality may be the only relevant trait. Furthermore, to perform a task successfully, a person not only needs to be able to do it but also needs to choose to do it. Our research shows that in human–agent collaborative scenarios, task choices can often be explained by contextual cost–benefit reasoning. People consider a task by weighing its potential benefits, such as reward, against its potential costs, such as effort and time. This translates into a person’s willingness to do a task. At the end of the day, it is not enough that someone has the skills to succeed in a certain task, but it is also important that they are willing to do it.
Although it is challenging to infer someone’s willingness for different tasks, both for humans and machines, we can try to find ways around it. For example, asking directly about teammates’ competence and willingness can give machines better information to work with, helping them to make fairer, more transparent and more efficient decisions. One of our studies found that people want artificial teammates, such as robots, to consider their preferences and willingness, but only in non-critical situations. In urgent or high-stakes work, efficiency mattered most. However, over time, recognising willingness may help make collaboration more sustainable and engaging.
This dissertation focusses on developing machines that can complement and even augment human teams, instead of replacing people. For that to happen, we need a solid understanding of how people make decisions, what motivates them, and what they value in teamwork and in their artificial teammates. At the same time, giving machines the power to trust or distrust humans raises ethical risks. Used wrongly, it could harm individuals or undermine their autonomy. These concerns are especially pressing in areas such as defence, where collaborative technologies are already being explored, and can contribute to the escalation of armed conflicts. As such, the goal of this dissertation by building artificial trust is not to maximise efficiency at all costs. Instead, we hope to help design systems that support human well-being, safety, and dignity. This requires combining theoretical and technical advances from different disciplines, such as the social sciences and computer science, and carefully reflecting on the contexts where these systems are deployed.
...
Trust is central to human decision-making. When we work with others, we constantly judge who is reliable and who is not, and we delegate tasks based on how trustworthy we think our teammates are and what risks those choices pose to us individually and to the team as a whole. When we see someone is not very trustworthy for a task they are expected to perform, and that poses risks to them or us, we can also offer help. The same logic can extend to artificial agents. When humans and intelligent artificial agents work together, artificial agents must not only be trusted by humans but also develop ways of assessing how trustworthy their human partners are for different tasks. In other words, artificial agents can use artificial trust to make decisions. This requires defining, modelling and using trustworthiness for decision-making in human–agent teamwork. We go over all of those steps in this dissertation.
This research argues that human trustworthiness is not only about a few internal traits such as ability, benevolence or integrity. In fact, what counts as trustworthiness can vary depending on the task and team characteristics. For example, if success in a task depends only on being somewhere on time, then punctuality may be the only relevant trait. Furthermore, to perform a task successfully, a person not only needs to be able to do it but also needs to choose to do it. Our research shows that in human–agent collaborative scenarios, task choices can often be explained by contextual cost–benefit reasoning. People consider a task by weighing its potential benefits, such as reward, against its potential costs, such as effort and time. This translates into a person’s willingness to do a task. At the end of the day, it is not enough that someone has the skills to succeed in a certain task, but it is also important that they are willing to do it.
Although it is challenging to infer someone’s willingness for different tasks, both for humans and machines, we can try to find ways around it. For example, asking directly about teammates’ competence and willingness can give machines better information to work with, helping them to make fairer, more transparent and more efficient decisions. One of our studies found that people want artificial teammates, such as robots, to consider their preferences and willingness, but only in non-critical situations. In urgent or high-stakes work, efficiency mattered most. However, over time, recognising willingness may help make collaboration more sustainable and engaging.
This dissertation focusses on developing machines that can complement and even augment human teams, instead of replacing people. For that to happen, we need a solid understanding of how people make decisions, what motivates them, and what they value in teamwork and in their artificial teammates. At the same time, giving machines the power to trust or distrust humans raises ethical risks. Used wrongly, it could harm individuals or undermine their autonomy. These concerns are especially pressing in areas such as defence, where collaborative technologies are already being explored, and can contribute to the escalation of armed conflicts. As such, the goal of this dissertation by building artificial trust is not to maximise efficiency at all costs. Instead, we hope to help design systems that support human well-being, safety, and dignity. This requires combining theoretical and technical advances from different disciplines, such as the social sciences and computer science, and carefully reflecting on the contexts where these systems are deployed.
A Storytelling Robot for People with Dementia
Designing a simple interface, suitable for People with Dementia
A Storytelling Robot for People with Dementia
Keeping people with dementia and family members involved in the storytelling process
The system uses a Large Language Model (LLM), specifically Gemma 3, to generate responses to user's messages based on carefully written prompts. Other strategies used to facilitate this system are separation of the storytelling phases, turn-taking, story personalisation based on participant's wishes and empathetic responses to participant's responses. To test the system, personas based on PwD and their family members were used.
The results showed that the system successfully facilitates a storytelling session, following the different phases and keeping the participants involved in the process. However, some unexpected behaviour was noticed, for example not switching from one phase to the other on time. These findings demonstrate the potential of LLM-based storytelling robots in dementia care, while also underlining the need for further refinement and testing with real users. ...
The system uses a Large Language Model (LLM), specifically Gemma 3, to generate responses to user's messages based on carefully written prompts. Other strategies used to facilitate this system are separation of the storytelling phases, turn-taking, story personalisation based on participant's wishes and empathetic responses to participant's responses. To test the system, personas based on PwD and their family members were used.
The results showed that the system successfully facilitates a storytelling session, following the different phases and keeping the participants involved in the process. However, some unexpected behaviour was noticed, for example not switching from one phase to the other on time. These findings demonstrate the potential of LLM-based storytelling robots in dementia care, while also underlining the need for further refinement and testing with real users.
A Storytelling Robot for People with Dementia
Evaluating Data Bias and User Enjoyment in the Full System
A Storytelling Robot for People with Dementia
LLM-Based Persona Simulation to Support Testing of a Storytelling Robot for People with Dementia
Explaining Cricket Shot Techniques with Explainable AI
A deep dive into the possibilities of XAI implemented on pose-estimation based cricket shot classification
Personalising Behaviour of and Content for Socially Interactive Agents
In eHealth Training for Children
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. ...
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.
Human-Machine Co-Learning
Anticipating, Identifying and Sharing Emergent Collaboration Patterns
In this thesis, we propose an end-to-end interactive music-making experience designed for use with the Pepper robot, an SAR. The system features a user-friendly interface with eight color-coded boxes, each corresponding to a musical note. Users simply tap the boxes to create melodies. The Pepper robot acts as a guide, assisting users in interacting with the interface. It additionally implements an engagement tracking system by monitoring user interaction through the screen taps on the interface and provides real-time feedback and encouragement. If a period of inactivity is detected, Pepper gently nudges the user to re-engage. Furthermore, the robot functions as a collaborative musical partner, providing rhythmic accompaniment if the user desires. The system also records user-created music and provides playback functionality, allowing users to revisit their compositions.
Methodologically, the study involves an end-to-end system comprising an intelligent music-making interface and an interactive robot providing real-time feedback and rhythmic accompaniment. Insights from the exploratory study highlight the benefits of real-time feedback in enhancing engagement, particularly among participants with musical backgrounds. However, rhythmic accompaniment shows mixed results in fostering collaboration, indicating a preference among participants for emotional connection in collaborative settings. Since this is an exploratory study, the empirical study focuses on healthy older adults, a population with an increased risk of cognitive decline. This is because individuals with dementia are a vulnerable group. Music interventions have shown promise in improving cognitive function and engagement in individuals with dementia. Therefore, this study informs the design of future interventions for people with early-stage dementia.\\
Key findings underscore the potential of real-time feedback and interaction in promoting engagement in the activity. The intelligent music interface also shows potential to support creative exploration, albeit with improvements needed for advanced musical participants. Participants appreciate the playback feature, enhancing their sense of creative ownership and motivation. Despite promising outcomes, the study acknowledges limitations in sample size and participant demographics, primarily recruiting from music-engaged older adults rather than the target demographic of individuals with cognitive impairments.
Future research directions include expanding participant diversity, refining robot interaction capabilities, and addressing technical challenges to improve system usability and accessibility. Integrating findings from ongoing research on music and memory could further enhance personalized interventions. Ultimately, this study lays the groundwork for future developments in robotic interventions that promote well-being through music therapy for individuals with cognitive impairments. ...
In this thesis, we propose an end-to-end interactive music-making experience designed for use with the Pepper robot, an SAR. The system features a user-friendly interface with eight color-coded boxes, each corresponding to a musical note. Users simply tap the boxes to create melodies. The Pepper robot acts as a guide, assisting users in interacting with the interface. It additionally implements an engagement tracking system by monitoring user interaction through the screen taps on the interface and provides real-time feedback and encouragement. If a period of inactivity is detected, Pepper gently nudges the user to re-engage. Furthermore, the robot functions as a collaborative musical partner, providing rhythmic accompaniment if the user desires. The system also records user-created music and provides playback functionality, allowing users to revisit their compositions.
Methodologically, the study involves an end-to-end system comprising an intelligent music-making interface and an interactive robot providing real-time feedback and rhythmic accompaniment. Insights from the exploratory study highlight the benefits of real-time feedback in enhancing engagement, particularly among participants with musical backgrounds. However, rhythmic accompaniment shows mixed results in fostering collaboration, indicating a preference among participants for emotional connection in collaborative settings. Since this is an exploratory study, the empirical study focuses on healthy older adults, a population with an increased risk of cognitive decline. This is because individuals with dementia are a vulnerable group. Music interventions have shown promise in improving cognitive function and engagement in individuals with dementia. Therefore, this study informs the design of future interventions for people with early-stage dementia.\\
Key findings underscore the potential of real-time feedback and interaction in promoting engagement in the activity. The intelligent music interface also shows potential to support creative exploration, albeit with improvements needed for advanced musical participants. Participants appreciate the playback feature, enhancing their sense of creative ownership and motivation. Despite promising outcomes, the study acknowledges limitations in sample size and participant demographics, primarily recruiting from music-engaged older adults rather than the target demographic of individuals with cognitive impairments.
Future research directions include expanding participant diversity, refining robot interaction capabilities, and addressing technical challenges to improve system usability and accessibility. Integrating findings from ongoing research on music and memory could further enhance personalized interventions. Ultimately, this study lays the groundwork for future developments in robotic interventions that promote well-being through music therapy for individuals with cognitive impairments.
The study involved developing a painting application using Android Studio and a conversational agent using generative AI. The AI model was enhanced with episodic memory and visual short-term memory, enabling it to reference past interactions through episodic memory and analyze painting progress through recent visual inputs with short-term memory. This qualitative study included 8 participants, and post-session interviews were conducted to gain deeper insights into the participants' experiences with the system.
The study suggests that memory-enhanced social robots can improve engagement and interaction quality among older adults interested in painting, but have limited impact on those uninterested in the activity. Mixed responses were observed regarding the robot's role as a companion, with some participants feeling a sense of company while others did not. Overall, participants did not experience frustration due to the robot's presence.
Challenges include response time and real-time awareness, highlighting the need for a more intelligent system. Given the small sample size of eight participants, future research should involve larger groups for more comprehensive and reliable data. ...
The study involved developing a painting application using Android Studio and a conversational agent using generative AI. The AI model was enhanced with episodic memory and visual short-term memory, enabling it to reference past interactions through episodic memory and analyze painting progress through recent visual inputs with short-term memory. This qualitative study included 8 participants, and post-session interviews were conducted to gain deeper insights into the participants' experiences with the system.
The study suggests that memory-enhanced social robots can improve engagement and interaction quality among older adults interested in painting, but have limited impact on those uninterested in the activity. Mixed responses were observed regarding the robot's role as a companion, with some participants feeling a sense of company while others did not. Overall, participants did not experience frustration due to the robot's presence.
Challenges include response time and real-time awareness, highlighting the need for a more intelligent system. Given the small sample size of eight participants, future research should involve larger groups for more comprehensive and reliable data.
Deciphering the Meaning of Gestures In the Wild
Understanding the meaning of gestures in densely crowded social settings
Robot Assisted Sing-along for Groups of Individuals with Dementia
Real-time Engagement Detection and Re-engagement in Human Robot Interaction
In this thesis, we propose the design of a robot which moderates a sing-along activity for a group of people living in a nursing home. An activity in the realm of music therapy is chosen since it is one of the non-drug therapies which has shown to have numerous benefits like improving memory recall, eliciting emotions and aiding relaxation. The robot session is curated to give opportunities for interaction with group members and with the robot too. While the song is playing and participants are singing along with the music, the robot performs engagement detection, and encourages those who do not seem involved.
Multiple ways are proposed to detect engagement in HRI, such as emotion recognition and estimation of head pose. These approaches have limitations in the scope of this thesis, particularly because these methods are not designed for groups of older adults residing in a care home. Given these limitations and our focus on the target group, we propose a novel engagement detection methodology, which leverages the presence of a robot and assigns an active role to it. Instead of relying on conventional passive engagement detection methods, this approach uses an interactive probing technique. The robot prompts users to perform certain actions, and whether or not they respond to it is monitored using pose estimation. This is termed robot engagement. This approach is combined with activity engagement, which indicates whether the participant is singing or not. With this hybrid technique, we aim to increase the efficacy of engagement detection. If a participant is detected as disengaged, either in the activity or in the robot, we provide personalized encouragement and motivation by addressing participants by name. Along with this, the robot also compliments those who actively participate, motivating them further... ...
In this thesis, we propose the design of a robot which moderates a sing-along activity for a group of people living in a nursing home. An activity in the realm of music therapy is chosen since it is one of the non-drug therapies which has shown to have numerous benefits like improving memory recall, eliciting emotions and aiding relaxation. The robot session is curated to give opportunities for interaction with group members and with the robot too. While the song is playing and participants are singing along with the music, the robot performs engagement detection, and encourages those who do not seem involved.
Multiple ways are proposed to detect engagement in HRI, such as emotion recognition and estimation of head pose. These approaches have limitations in the scope of this thesis, particularly because these methods are not designed for groups of older adults residing in a care home. Given these limitations and our focus on the target group, we propose a novel engagement detection methodology, which leverages the presence of a robot and assigns an active role to it. Instead of relying on conventional passive engagement detection methods, this approach uses an interactive probing technique. The robot prompts users to perform certain actions, and whether or not they respond to it is monitored using pose estimation. This is termed robot engagement. This approach is combined with activity engagement, which indicates whether the participant is singing or not. With this hybrid technique, we aim to increase the efficacy of engagement detection. If a participant is detected as disengaged, either in the activity or in the robot, we provide personalized encouragement and motivation by addressing participants by name. Along with this, the robot also compliments those who actively participate, motivating them further...
This thesis aims to combine these two systems, and presents the design of an integrated robot reminder system for people with dementia who live at home. It aims to address the problem of people with dementia forgetting important things, improve their quality of life, and reduce the stress experienced by their informal caregivers. The system consists of an animal-like robotic pet, which delivers reminders for important activities of daily living directly to the user with dementia. It guides them to a location in the house, where a screen tells them what the reminder is for. Through sensors placed in the house, the system can automatically detect whether some reminders have been completed, and can use contextual clues to send reminders at the best time. The research question for this thesis is “How can an integrated robotic reminder system effectively support people with dementia living at home in completing daily tasks while alleviating stress of their informal caregiver?”
Three research topics are explored in the thesis. The first topic is that of value-sensitive design. The two main user groups, people with dementia and caregivers, both have values they want to see reflected in the system. Sometimes, these values may clash. The conflict between these values is explored in this thesis. Secondly, the interaction between the robot and the person in the context of a reminder system is researched. It should be clear to a user that the robot is trying to convey a reminder. The third topic relates to the software architecture and software engineering requirements. Private data should be stored securely, and the requirements should be written to make future development easy. Recommendations are made regarding the ideal setup of the system, ensuring proper security and usefulness. These technical choices were validated and improved through two interviews with experts in the field of privacy.
The system was designed through an iterative process. In order to improve the system and validate its acceptability, two design workshops were held, one with professional caregivers and one with people with dementia living in a care home. We showed them a high-fidelity robot prototype, and showed the caregivers a user interface prototype for a caregiver app. These workshops showed that the combination of the robot and the reminder functionality was appealing, though not everyone was as interested. ...
This thesis aims to combine these two systems, and presents the design of an integrated robot reminder system for people with dementia who live at home. It aims to address the problem of people with dementia forgetting important things, improve their quality of life, and reduce the stress experienced by their informal caregivers. The system consists of an animal-like robotic pet, which delivers reminders for important activities of daily living directly to the user with dementia. It guides them to a location in the house, where a screen tells them what the reminder is for. Through sensors placed in the house, the system can automatically detect whether some reminders have been completed, and can use contextual clues to send reminders at the best time. The research question for this thesis is “How can an integrated robotic reminder system effectively support people with dementia living at home in completing daily tasks while alleviating stress of their informal caregiver?”
Three research topics are explored in the thesis. The first topic is that of value-sensitive design. The two main user groups, people with dementia and caregivers, both have values they want to see reflected in the system. Sometimes, these values may clash. The conflict between these values is explored in this thesis. Secondly, the interaction between the robot and the person in the context of a reminder system is researched. It should be clear to a user that the robot is trying to convey a reminder. The third topic relates to the software architecture and software engineering requirements. Private data should be stored securely, and the requirements should be written to make future development easy. Recommendations are made regarding the ideal setup of the system, ensuring proper security and usefulness. These technical choices were validated and improved through two interviews with experts in the field of privacy.
The system was designed through an iterative process. In order to improve the system and validate its acceptability, two design workshops were held, one with professional caregivers and one with people with dementia living in a care home. We showed them a high-fidelity robot prototype, and showed the caregivers a user interface prototype for a caregiver app. These workshops showed that the combination of the robot and the reminder functionality was appealing, though not everyone was as interested.
Contextualised Value Model
Designing a Robotic Model for Understanding the Context Dependency of Values for Enhanced Conversation Relevance
While various robotic agents have been developed to provide behavioural support (e.g., for human health), the absence of a comprehensive memory structure and dialogue strategies capable of fostering personalised, reflective conversations based on the appreciation of certain values and actions in various scenarios through contextualised values remains a challenge. To address this, this study introduces the Contextualised Value Model – a dynamic memory model designed to facilitate value-based reflection and support personalised interactions between humans and robotic agents.
To realise this robotic memory, a conversational agent was designed that could elicit values from participants by discussing various scenarios that happen in daily life and reflecting on said values using perspective-taking and other dialogue strategies.
The evaluation of the Contextualised Value Model focused on three primary aspects: the model's accuracy, the influence on likeability and intelligence, and the effect on participants' value awareness. The model was evaluated during a between-subjects experiment (N=54), consisting of two conditions, one where the robot was able to update and use the Contextualised Value Model, and another one where the Contextualised Value Model was random throughout the conversation.
The outcome measures indicated that the integration of the memory model in conversations led to a personalised and relevant conversation, highlighting the potential of the Contextualised Value Model in enhancing conversation personalisation. Although participants' value awareness and perception of the robot's likeability and intelligence did not significantly differ based on the memory model, the study emphasised the need for extended observation to thoroughly evaluate long-term impacts.
Overall, the Contextualised Value Model presents a promising framework for enhancing personalised interactions in various real-world applications, emphasising the need for further research in this area. The ePartner4all project could be further developed to complement the efforts of primary school teachers and parents in supporting children's self-learning of socially, mentally, and physically desirable behaviours. ...
While various robotic agents have been developed to provide behavioural support (e.g., for human health), the absence of a comprehensive memory structure and dialogue strategies capable of fostering personalised, reflective conversations based on the appreciation of certain values and actions in various scenarios through contextualised values remains a challenge. To address this, this study introduces the Contextualised Value Model – a dynamic memory model designed to facilitate value-based reflection and support personalised interactions between humans and robotic agents.
To realise this robotic memory, a conversational agent was designed that could elicit values from participants by discussing various scenarios that happen in daily life and reflecting on said values using perspective-taking and other dialogue strategies.
The evaluation of the Contextualised Value Model focused on three primary aspects: the model's accuracy, the influence on likeability and intelligence, and the effect on participants' value awareness. The model was evaluated during a between-subjects experiment (N=54), consisting of two conditions, one where the robot was able to update and use the Contextualised Value Model, and another one where the Contextualised Value Model was random throughout the conversation.
The outcome measures indicated that the integration of the memory model in conversations led to a personalised and relevant conversation, highlighting the potential of the Contextualised Value Model in enhancing conversation personalisation. Although participants' value awareness and perception of the robot's likeability and intelligence did not significantly differ based on the memory model, the study emphasised the need for extended observation to thoroughly evaluate long-term impacts.
Overall, the Contextualised Value Model presents a promising framework for enhancing personalised interactions in various real-world applications, emphasising the need for further research in this area. The ePartner4all project could be further developed to complement the efforts of primary school teachers and parents in supporting children's self-learning of socially, mentally, and physically desirable behaviours.