Attentional selection depends on the interaction between exogenous (stimulus-driven), endogenous (goal-driven), and selection history (experience-driven) factors. While endogenous and exogenous...
Young pediatric patients who undergo venipuncture or capillary blood sampling often experience high levels of pain and anxiety. This often results in distressed young patients and their parents, increased treatment times, and a higher workload for healthcare professionals. Social robots are a new and promising tool to mitigate children’s pain and anxiety. This study aims to purposefully design and test a social robot for mitigating stress and anxiety during blood draw of children. We first programmed a social robot based on the requirements expressed by experienced healthcare professionals during focus group sessions. Next, we designed a randomized controlled experiment in which the social robot was applied as a distraction method to measure its capacity to mitigate pain and anxiety in children during blood draw in a children’s hospital setting. Children who interacted with the robot showed significantly lower levels of anxiety before actual blood collection, compared to children who received regular medical treatment. Children in the middle classes of primary school (aged 6–9) seemed especially sensitive to the robot’s ability to mitigate pain and anxiety before blood draw. Children’s parents overall expressed strong positive attitudes toward the use and effectiveness of the social robot for mitigating pain and anxiety. The results of this study demonstrate that social robots can be considered a new and effective tool for lowering children’s anxiety prior to the distressing medical procedure of blood collection.
Social robots hold potential for supporting children’s well-being in classrooms. However, it is unclear which robot features add to a trustworthy relationship between a child and a robot and whether social robots are just as able to reduce stress as traditional interventions, such as listening to classical music. We set up two experiments wherein children interacted with a robot in a real-life school environment. Our main results show that regardless of the robotic features tested (intonation, male/female voice, and humor) most children tend to trust a robot during their first interaction. Adding humor to the robots’ dialogue seems to have a negative impact on children’s trust, especially for girls and children without prior experience with robots. In comparing a classical music session with a social robot interaction, we found no significant differences. Both interventions were able to lower the stress levels of children, however, not significantly. Our results show the potential for robots to build trustworthy interactions with children and to lower children’s stress levels. Considering these results, we believe that social robots provide a new tool for children to make their feelings explicit, thereby enabling children to share negative experiences (such as bullying) which would otherwise stay unnoticed.
The present study rigorously tests whether an arbitrary stimulus that signals threat affects attentional selection and perception. Thirty-four volunteers completed a spatial-emotional cueing paradigm to examine how perceptual sensitivity (d') and response times (RTs) were affected by a threatening stimulus. On each side of fixation, 2 colored circles were presented as cues, followed by 2 Gabor patches, 1 of which was tilted and served as target. The color of 1 of the cues was paired with an electric shock, while others remained neutral. The target could be presented at the location of the threat-associated cue (Valid), at the opposite side (Invalid), or following neutral cues. Stimulus onset asynchrony (SOA) between cue and target was either 100 ms or 1,000 ms. Results showed increased perceptual sensitivity (d') and faster RTs for targets appearing at the Valid location relative to the Invalidly cued location, suggesting that immediately after cue presentation, attention was captured by the threat-associated cue. Crucially, following this initial exogenous capture, there was also enhanced perceptual sensitivity at the long SOA, suggesting that attention lingered volitionally at the location that previously contained the threat-associated stimulus. The current results show an effect of threatening stimuli on perceptual sensitivity, providing unequivocal evidence that threatening stimuli modulate the efficacy of sensory processing. (PsycINFO Database Record
As social beings, we humans are driven to connect, and not only to fellow humans. We readily develop emotional connections toward “beings” that are in fact not humans, demonstrated by millennia-old fascinations with fictional characters. More recently observed with technologies capable of socially engaging as artificial others, responding almost as if they were humans themselves. As these technologies advance, digital and robotic entities become more proficient at offering assistance and to satisfy our need to connect and establish meaningful relationships. This article reviews and integrates literature from various fields to examine the key concepts and psycho-social mechanisms underlying relationship formation between humans and artificial others, specifically focusing on social robots. The resulting theoretical framework, the theory of affective bonding (TAB), seeks to explain how, when and why people would bond to non-human entities or social robots, building on four key propositions. This coherent multi-disciplinary framework may advance the field and guide future research in human–robot communication and relationship formation over time.
Programming a robot takes time, effort, and expert knowledge. As robots find their way to our personal spaces, it becomes urgent to investigate more intuitive methods to program them. An emerging field of research has focused on developing systems that are easy for non-expert users to understand and train. This paper explores the premise that dog training methods could inspire interactive programming methods for robots. In collaboration with dog trainers, we designed an interactive programming method for a robot. We evaluated our method in a Wizard-of-Oz study with 18 participants and compared it with programming the same behavior on a graphical programming software. Results show significant differences in usability scores, with the method inspired by dog training being perceived as more usable, easier, more fun, and more personal. This suggests that robot programming methods based on dog training could benefit a broader range of end-users, allowing them to interactively program new behaviors on robots in richer and more intuitive ways.