For publications prior to 2020, see DBLP.
Human-robot interaction is now an established discipline. Dozens of HRI courses exist at universities worldwide, and some institutions even offer degrees in HRI. However, although many students are being taught HRI, there is no agreed-upon curriculum for an introductory HRI course. In this workshop, we aim to reach community consensus on what should be covered in such a course. Through interactive activities like panels, breakout discussions, and syllabus design, workshop participants will explore the many topics and pedagogical approaches for teaching HRI. They will then distill their findings into a single example introductory HRI curriculum. Output from this workshop will include a short paper explaining this curriculum and an example syllabus that can be used and adapted by HRI educators.
In human-robot collaboration, explainability bridges the communication gap between complex machine functionalities and humans. An active area of investigation in robotics and AI is understanding and generating explanations that can enhance collaboration and mutual understanding between humans and machines. A key to achieving such seamless collaborations is understanding end-users, whether naive or expert, and tailoring explanation features that are intuitive, user-centred, and contextually relevant. Advancing on the topic not only includes modelling humans’ expectations for generating the explanations but also requires the development of metrics to evaluate generated explanations and assess how effectively autonomous systems communicate their intentions, actions, and decision-making rationale. This workshop is designed to tackle the nuanced role of explainability in enhancing the efficiency, safety, and trust in human-robot collaboration. It aims to initiate discussions on the importance of generating and evaluating explainability features developed in autonomous agents. Simultaneously, it addresses various challenges, including bias in explainability and downsides of explainability and deception in human-robot interaction.
Education is one of the predominant applications that is foreseen by researchers in social roboticsSocial robotics. In this context, social robots are often designed to interact with one or several learners and with teachers. While educational scenarios for social robots have been studied widely, with experiments being conducted in several countries for nearly 20 years, the cultural impact of accepting social robots in classrooms is still unclear. In this paper, we review the literature on social robots for education with the lens of cultural sensitivity and adaptation. We discuss culture theories and their application in social roboticsSocial robotics and highlight research gaps in terms of culture-sensitive design and cultural adaptation in social robots assisting learners in terms of (1) the robot’s role, (2) envisioned tasks, and (3) interaction types. We also present guidelines for designing cross-cultural robots and culturally adaptive systems.
Task-specific training constitutes a core element for evidence-based rehabilitation strategies targeted at improving upper extremity activity after stroke. Its combination with additional treatment strategies and neurotechnology-based solutions could further improve patients’ outcomes. Here, we studied the effect of gamified robot-assisted upper limb motor training on motor performance, skill learning, and transfer with respect to a non-gamified control condition with a group of chronic stroke survivors. The results suggest that a gamified training strategy results in more controlled motor performance during the training phase, which is characterized by a higher accuracy (lower deviance), higher smoothness (lower jerk), but slower speed. The responder analyses indicated that mildly impaired patients benefited most from the gamification approach. In conclusion, gamified robot-assisted motor training, which is personalized to the individual capabilities of a patient, constitutes a promising investigational strategy for further improving motor performance after a stroke.
"Previous research in psychology has found that human faces have the capability of being more distracting under high perceptual load conditions compared to non-face objects. This project aims to assess the distracting potential of robot faces based on their human-likeliness. As a first step, this paper reports on our initial findings based on an online study. We used a letter search task where participants had to search for a target letter within a circle of 6 letters, whilst an irrelevant distractor image was also present. The results of our experiment replicated previous results with human faces and non-face objects. Additionally, in the tasks where the irrelevant distractors are images of robot faces, the human-likeness of the robot influenced the response time (RT). Interestingly, the robot Alter produced results significantly different than all other distractor robots. The outcome of this is a distraction model related to human-likeness of robots. Our results show the impact of anthropomorphism on distracting potential and thus should be taken into account when designing robots."
This study reviews published scientific literature on the use of swarm robots for education purposes in the last ten years. It focuses on user studies involving robotics swarm in order to identify the potential contributions of the incorporation of swarm robots as an educational tool and insight future research. We consider here the appearance of swarm robots, the curriculum of the experimental task and the interaction modalities between learners and robots. The outcomes of the literature review are discussed in terms of their existing challenges and opportunities for guiding researchers, educators, and practitioners.
Tangible User Interfaces (TUI) have been found to be relevant tools for collaborative learning by providing a shared workspace and enhancing joint visual attention. Researchers have explored the use of TUIs in a variety of curricular activities and found them particularly interesting for spatial exploration. However, very few studies have explored how TUIs could be used as a collaborative medium for people with visual impairments (VIs). In this study, we investigated the effect of tangible interaction (a small tangible robot) in a spatial collaborative task (a treasure hunt) involving two people with VIs. The aim was to evaluate the impact of the design of the TUI on the collaboration and the strategies used to perform the task. The experiment involved six dyads of people with VIs. The results showed that the collaboration was impacted by the interaction design and open interesting perspectives on the design of collaborative games for people with VIs.
This research occurred in a special context where Kazakhstan’s recent decision to switch from Cyrillic to the Latin-based alphabet has resulted in challenges connected to teaching literacy, addressing a rare combination of research hypotheses and technical objectives about language learning. Teachers are not necessarily trained to teach the new alphabet, and this could result in a challenge for children with learning difficulties. Prior research studies in Human-Robot Interaction (HRI) have proposed the use of a robot to teach handwriting to children (Hood et al.,