Classes of Applications for Social Robots: A User Study

Author(s):  
Frank Hegel ◽  
Manja Lohse ◽  
Agnes Swadzba ◽  
Sven Wachsmuth ◽  
Katharina Rohlfing ◽  
...  
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2020 ◽  
Author(s):  
Chiara de Jong ◽  
Rinaldo Kühne ◽  
Jochen Peter ◽  
Caroline L. van Straten ◽  
Alex Barco
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Author(s):  
Alistair M. C. Isaac ◽  
Will Bridewell

It is easy to see that social robots will need the ability to detect and evaluate deceptive speech; otherwise they will be vulnerable to manipulation by malevolent humans. More surprisingly, we argue that effective social robots must also be able to produce deceptive speech. Many forms of technically deceptive speech perform a positive pro-social function, and the social integration of artificial agents will be possible only if they participate in this market of constructive deceit. We demonstrate that a crucial condition for detecting and producing deceptive speech is possession of a theory of mind. Furthermore, strategic reasoning about deception requires identifying a type of goal distinguished by its priority over the norms of conversation, which we call an ulterior motive. We argue that this goal is the appropriate target for ethical evaluation, not the veridicality of speech per se. Consequently, deception-capable robots are compatible with the most prominent programs to ensure that robots behave ethically.


2008 ◽  
Vol 66 (5) ◽  
pp. 318-332 ◽  
Author(s):  
Jaka Sodnik ◽  
Christina Dicke ◽  
Sašo Tomažič ◽  
Mark Billinghurst
Keyword(s):  

2021 ◽  
Author(s):  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractVirtual and augmented reality allows the utilization of natural user interfaces, such as realistic finger interaction, even for purposes that were previously dominated by the WIMP paradigm. This new form of interaction is particularly suitable for applications involving manipulation tasks in 3D space, such as CAD assembly modeling. The objective of this paper is to evaluate the suitability of natural interaction for CAD assembly modeling in virtual reality. An advantage of the natural interaction compared to the conventional operation by computer mouse would indicate development potential for user interfaces of current CAD applications. Our approach bases on two main elements. Firstly, a novel natural user interface for realistic finger interaction enables the user to interact with virtual objects similar to physical ones. Secondly, an algorithm automatically detects constraints between CAD components based solely on their geometry and spatial location. In order to prove the usability of the natural CAD assembly modeling approach in comparison with the assembly procedure in current WIMP operated CAD software, we present a comparative user study. Results show that the VR method including natural finger interaction significantly outperforms the desktop-based CAD application in terms of efficiency and ease of use.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Author(s):  
Anouk van Maris ◽  
Alexander Sutherland ◽  
Alexandre Mazel ◽  
Sanja Dogramadzi ◽  
Nancy Zook ◽  
...  
Keyword(s):  

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