| Literature DB >> 34336934 |
Abstract
Socially assistive robots are being designed to support people's well-being in contexts such as art therapy where human therapists are scarce, by making art together with people in an appropriate way. A challenge is that various complex and idiosyncratic concepts relating to art, like emotions and creativity, are not yet well understood. Guided by the principles of speculative design, the current article describes the use of a collaborative prototyping approach involving artists and engineers to explore this design space, especially in regard to general and personalized art-making strategies. This led to identifying a goal: to generate representational or abstract art that connects emotionally with people's art and shows creativity. For this, an approach involving personalized "visual metaphors" was proposed, which balances the degree to which a robot's art is influenced by interacting persons. The results of a small user study via a survey provided further insight into people's perceptions: the general design was perceived as intended and appealed; as well, personalization via representational symbols appeared to lead to easier and clearer communication of emotions than via abstract symbols. In closing, the article describes a simplified demo, and discusses future challenges. Thus, the contribution of the current work lies in suggesting how a robot can seek to interact with people in an emotional and creative way through personalized art; thereby, the aim is to stimulate ideation in this promising area and facilitate acceptance of such robots in everyday human environments.Entities:
Keywords: affective robotics; artificial creativity; artificial emotions; human-robot interaction; robot art; robot-assisted therapy; social robotics; socially assistive robotics
Year: 2021 PMID: 34336934 PMCID: PMC8319995 DOI: 10.3389/frobt.2021.668986
Source DB: PubMed Journal: Front Robot AI ISSN: 2296-9144
FIGURE 1Basic concept. A social robot could interact with people in emotional and creative contexts such as art-making, that provide enjoyment or therapeutic value, given some strategies for personalization and expression through art.
Some definitions of terms used in this article.
| Socially assistive robot | An embedded computing system, comprising sensors and actuators which afford some semi-autonomous, intelligent, or human-like qualities, intended to interact to support people’s well-being |
| Well-being | A subjectively perceived state, related to happiness, life satisfaction, and quality of life, encompassing physical, psychological, and social factors (hedonic and eudaimonic), and linked with positive emotions and creativity |
| Emotion | A complex psycho-physical process involving cognitive appraisals, subjective feelings, somatic symptoms, and affect displays, related to sentiment and mood. (Emotion is typically encoded in a simplified manner via dimensions or categories in computers (“the affective gap”); one important interactive form of emotion is empathy, the capability to demonstrate recognition of and caring for another’s emotions, which relates to “emotional contingency” or emotional relatedness.) |
| Creativity | A way of operating characterized by novelty, not something one has or doesn’t have ( |
| Personalization | A process of adapting to a target, also referred to as customization or tailoring, which has been observed to have positive effects on engagement and trust ( |
| Symbol | Some representation of a concept, person, or thing. (Here the term does not refer to symbolic art, which was a reaction against realism.) |
| Abstract | Nonrepresentational, in the sense that people and objects cannot be clearly discerned–rather the art uses shapes and colors to evoke impressions |
FIGURE 2A process flow for using visual metaphors to convey emotional contingency (empathy) and creativity in art that a robot creates with a human.
FIGURE 3Images used to assess how people feel about a robot’s art-making strategy: (A) the human’s part, (B) the exogenous system 1 (the robot’s art is influenced entirely by what the human does), (C) the endogenous system 2 (the robot’s art is not at all influenced by what the human does), and (D) the proposed system 3 (the robot’s art seeks to express contingency and creativity by maintaining a balance of exogenous and endogenous concerns.
FIGURE 4Questionnaire results for robot art-making strategy.
Representational symbols disclosed by more than one participant as eliciting emotions. The top row indicates “typical” symbols described by more than one participant. Here the numbers beside each coded label indicate the number of mentioning participants, symbols that elicited more than one kind of emotion are indicated in bold, and comments in parentheses are given for clarification. The bottom row holds symbols indicated by only a sole participant.
| Happy | Relaxed | Sad | Angry |
|---|---|---|---|
| Sports 9, family 8, food and drink 8, nature 8, traveling 5, sound (music) 4, work 3, visual leisure activities 3 | Food and drink 10, visual leisure activities 8, sound (music) 8, nature 7, sports (exercise) 6, family 6, work (finishing work) 4, washing 3, rest 2 | Failure 11, abusiveness 10, global problems (hunger, poverty, sickness) 8, family (missing) 7, injustice 5, nature (bad weather) 2, laziness 2 | Abusiveness 9, injustice 9, ignorance 5, failure 3, sound (noise/shouting) 2, traffic 2 |
| Freedom, gifts, bright colors, peace, truth, jokes, the smell of new books, happy endings, winning | Smiles, candles, silence, being in control | Bad news, seeing an “unhappy” plant, losing much money, witnessing others’ sadness | Pretentious people, communists, blood, crowds, inaction of those who can act, irresponsibility, pain, losing something, when someone special does not obey, being late, some trump supporters |
Abstract art elements disclosed by participants as eliciting emotions.
| Happy | Relaxed | Sad | Angry | |
|---|---|---|---|---|
| Yellow | 8 | 1 | 1 | — |
| Orange | 5 | — | 1 | 4 |
| Pink | 4 | 2 | — | 2 |
| Purple | 5 | 2 | 1 | — |
| Green | 7 | 8 | — | 1 |
| White | 6 | 8 | 2 | 2 |
| Blue | 8 | 7 | 1 | — |
| Black | 2 | 1 | 9 | 5 |
| Red | 2 | — | 3 | 10 |
| Brown | — | — | 8 | — |
| Gray | 1 | 1 | 1 | 1 |
| Warm colors | 1 | 1 | — | 1 |
| Dark colors | — | 1 | 1 | 1 |
| (Subtotal) | 48 | 31 | 27 | 26 |
| Circle | 8 | 8 | 3 | 1 |
| Triangle | 3 | 1 | 3 | 8 |
| Square | 2 | 2 | 5 | 2 |
| Horizontal lines | 2 | 9 | 1 | 1 |
| Vertical lines | 3 | 4 | 4 | 2 |
| Diagonal lines | 7 | 1 | 5 | 3 |
| Curved | — | — | — | 1 |
| Everything | 1 | — | — | — |
| (Subtotal) | 26 | 25 | 21 | 18 |
| Total | 74 | 56 | 48 | 44 |
FIGURE 5Generic sketches: (left) abstract, (right) representational; (A–B) happy, (C–D) relaxed, (E–F) sad, (G–H) angry.
FIGURE 6Personalized sketches for four participants: (A) happy, (B) relaxed, (C) sad, (D) angry.
Examples of effects of culture, age, gender on visual aesthetics.
| Representational | Color | Shape | References | |
|---|---|---|---|---|
| Culture | Swastikas can be a positive symbol for buddhism in the east or a negative symbol of the horrors of war in the west | Red is associated with communism, which could be interpreted positively or negatively | Aesthetic preferences for simplified, imperfect lines in Japanese wabi-sabi have been contrasted with a western preference for perfect, controlled shapes | |
| Age | Elderly can prefer skeuomorphic rather than flat designs; young children might not recognize obsolete symbols such as video rentals, card catalogs, hole-punched floppy disks, and rotary-dial telephones | Elderly typically prefer colors of shorter wavelengths (blue, green, and violet, vs. red, orange, and yellow) | Infants have a visual preference for curved shapes (especially faces similar to their carer, but also shapes like bull’s eyes), and females of reproductive age prefer masculine (square) faces more than females in puberty and post-menopause | |
| Gender | Girls typically draw more realistic, docile scenes with nature and fewer objects | Girls typically use more colors than boys, including more blending and harmonious combinations | Girls typically use more curved and fewer rectilinear shapes | |