This paper reports the effects of praise from two robots on children’s learning time, their performance, and their acceptance of the robots. Since praise from a single robot provides positive effects for children as educational support, we hypothesized that praise from two robots will increase such effects because two robots will enhance the social influences. To verify this hypothesis, we developed an English learning system that consisted of an e-learning application, a depth sensor for human-tracking, a tabletop humanoid robot, a doll-type robot, and an operator. We designed the robots to interactively praise children during their learning situations and experimented with a with-in participant design to compare the effects of praise from two robots and just one. 22 children participated in an experiment whose results showed that children learned more when two robots praised them than just one, even with an identical amount of praise. These results suggest the effectiveness and empirical evidence of using two robots for educational support. GRAPHICAL ABSTRACT
Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users’ perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences.
Haptic interaction is a key capability for social robots that closely interact with people in daily environments. Such human communication cues as gaze behaviors make haptic interaction look natural. Since the purpose of this study is to increase human-robot touch interaction, we conducted an experiment with 20 participants who interacted with a robot with different combinations of gaze behaviors and touch styles. The experimental results showed that both gaze behaviors and touch styles influence the changes in the perceived feelings of touch interaction with a robot.
The recognition of an indicated object by an interacting person is an essential function for a robot that acts in daily environments. To improve recognition accuracy, clarifying the goal of the indicating behaviors is needed. For this purpose, we experimentally compared two kinds of interaction strategies: a robot that explicitly provides instructions to people about how to refer to objects or a robot that implicitly aligns with the people's indicating behaviors. Even though our results showed that participants evaluated the implicit approach to be more natural than the explicit approach, the recognition performances of the two approaches were not significantly different.