| Literature DB >> 34307468 |
Natalia Calvo-Barajas1, Maha Elgarf2, Giulia Perugia1, Ana Paiva3, Christopher Peters2, Ginevra Castellano1.
Abstract
In educational scenarios involving social robots, understanding the way robot behaviors affect children's motivation to achieve their learning goals is of vital importance. It is crucial for the formation of a trust relationship between the child and the robot so that the robot can effectively fulfill its role as a learning companion. In this study, we investigate the effect of a regulatory focus design scenario on the way children interact with a social robot. Regulatory focus theory is a type of self-regulation that involves specific strategies in pursuit of goals. It provides insights into how a person achieves a particular goal, either through a strategy focused on "promotion" that aims to achieve positive outcomes or through one focused on "prevention" that aims to avoid negative outcomes. In a user study, 69 children (7-9 years old) played a regulatory focus design goal-oriented collaborative game with the EMYS robot. We assessed children's perception of likability and competence and their trust in the robot, as well as their willingness to follow the robot's suggestions when pursuing a goal. Results showed that children perceived the prevention-focused robot as being more likable than the promotion-focused robot. We observed that a regulatory focus design did not directly affect trust. However, the perception of likability and competence was positively correlated with children's trust but negatively correlated with children's acceptance of the robot's suggestions.Entities:
Keywords: affective; child–robot interaction; emotional robot; goal orientation; regulatory focus; trust
Year: 2021 PMID: 34307468 PMCID: PMC8297465 DOI: 10.3389/frobt.2021.652035
Source DB: PubMed Journal: Front Robot AI ISSN: 2296-9144
FIGURE 1Flow of the interactive–collaborative activity. (A) Story-1, the child tells the first story to the robot. (B) Priming Game, the child and the robot play a goal-oriented game. The game has two versions: prevention and promotion. In both versions, the child always achieves the goal. (C) Story-2, the child tells a second story to the robot. (D) Questionnaires. Note: in this article, we only focus on the “priming” part of the activity.
FIGURE 2Children interacting with the robot during the interactive–collaborative activity.
Summary of subjective and objective measures and their association with trust dimensions.
| Item measured | Code | Dependent variable | Type of measure | Trust dimension |
|---|---|---|---|---|
| Liking | QLik | Likability | Subjective | Relationship formation |
| Friendliness | QFri | Likability | Subjective | Relationship formation |
| Imagination | QIma | Competence | Subjective | Competency trust |
| Helpfulness | QHelp | Competence | Subjective | Competency trust |
| Advice | QAdv | Trust | Subjective | Competency trust |
| Follow-suggestions | QFolSug | Trust | Subjective | Competency trust |
| Tell-secrets | QSec | Trust | Subjective | Social trust |
| Compliance with the robot’s suggestions | MCSug | Trust | Objective | Competency trust |
| Resistance to the robot’s suggestions | MRSug | Trust | Objective | Competency trust |
| Compliance with the robot’s requests | MCReq | Trust | Objective | Competency trust |
| Resistance to the robot’s requests | MRReq | Trust | Objective | Competency trust |
| Free actions | MFAct | N.A. | Objective | N.A. |
Questionnaire for subjective measures.
| Question | Code |
|---|---|
| I liked the robot Emys | QLik |
| I think the robot Emys was friendly | QFri |
| I think the robot Emys had a good imagination | QIma |
| The robot Emys helped me to create a better story | QHelp |
| I would trust the robot Emys if she gave me an advice | QAdv |
| I would follow the suggestions the robot Emys gives me | QFolSug |
| I would tell Emys my secrets | QSec |
Inter-rater agreement by item.
| Objective measure | Cohen’s Kappa |
|---|---|
| Number of the robot’s suggestions | 0.79 |
| Number of the robot’s requests | 0.62 |
| Number of times children accept a suggestion | 0.67 |
| Number of times children do not accept a suggestion | 0.75 |
| Number of times children accept a request | 0.87 |
| Number of times children do not accept a request | 0.62 |
| Number of times children take a free action | 0.65 |
Spearman’s rank correlations of likability and competence with trust.
| Likability | Competence | |||
|---|---|---|---|---|
| Trust | Liking | Friendliness | Imagination | Helpfulness |
| Trust-advice | 0.54 | 0.47 | 0.46 | 0.38 |
| Follow-suggestions | 0.28 | 0.32 | 0.47 | 0.31 |
| Tell-secrets | 0.22 | 0.14 | 0.34 | 0.47 |
p < 0.001.
p < 0.01.
p < 0.05.
FIGURE 3(A) is the percentage of compliance suggestions, (B) is the resistance suggestions, and (C) is the free actions per condition during the interactive–collaborative game. There were no significant differences between conditions.
Spearman’s rank correlations of subjective measures with objective measures.
| Subjective measures | |||||||
|---|---|---|---|---|---|---|---|
| Likability | Competency | Trust | |||||
| Objective measures | Liking | Friendliness | Imagination | Helpfulness | Trust-advice | Follow-suggestions | Secrets |
| Compliance with suggestions | −0.20 | 0.04 | 0.02 | −0.39 | 0.20 | 0.21 | −0.09 |
| Resistance to suggestions | 0.21 | −0.04 | −0.01 | 0.43 | −0.19 | −0.21 | 0.13 |
| Compliance with requests | 0.10 | −0.02 | −0.02 | 0.17 | 0.14 | 0.05 | 0.03 |
| Resistance to requests | −0.10 | 0.02 | 0.02 | −0.17 | −0.14 | −0.05 | −0.03 |
| Free actions | 0.06 | 0.05 | −0.13 | 0.23 | −0.05 | −0.06 | −0.05 |
p < 0.05.
p < 0.01.