| Literature DB >> 35162032 |
Ewart J de Visser1,2,3, Yigit Topoglu1, Shawn Joshi1, Frank Krueger3, Elizabeth Phillips3, Jonathan Gratch4, Chad C Tossell2, Hasan Ayaz1,5,6,7,8.
Abstract
To understand how to improve interactions with dog-like robots, we evaluated the importance of "dog-like" framing and physical appearance on interaction, hypothesizing multiple interactive benefits of each. We assessed whether framing Aibo as a puppy (i.e., in need of development) versus simply a robot would result in more positive responses and interactions. We also predicted that adding fur to Aibo would make it appear more dog-like, likable, and interactive. Twenty-nine participants engaged with Aibo in a 2 × 2 (framing × appearance) design by issuing commands to the robot. Aibo and participant behaviors were monitored per second, and evaluated via an analysis of commands issued, an analysis of command blocks (i.e., chains of commands), and using a T-pattern analysis of participant behavior. Participants were more likely to issue the "Come Here" command than other types of commands. When framed as a puppy, participants used Aibo's dog name more often, praised it more, and exhibited more unique, interactive, and complex behavior with Aibo. Participants exhibited the most smiling and laughing behaviors with Aibo framed as a puppy without fur. Across conditions, after interacting with Aibo, participants felt Aibo was more trustworthy, intelligent, warm, and connected than at their initial meeting. This study shows the benefits of introducing a socially robotic agent with a particular frame and importance on realism (i.e., introducing the robot dog as a puppy) for more interactive engagement.Entities:
Keywords: Aibo; backstories; behavioral analysis; human-animal interaction; human-robot interaction; primacy effect; robotic features; social bonding; social robotics
Mesh:
Year: 2022 PMID: 35162032 PMCID: PMC8839789 DOI: 10.3390/s22031287
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Figure 1Representation of the “uncanine” valley, a hypothesized adaption of the uncanny valley. “Dog-likeness” is defined as the degree to which an object is designed to mimic the form, characteristics, and behavior of a real dog.
Figure 2(a) Sony Aibo ERS-1000 without the fur; (b) Aibo outfitted with a fur suit.
Commands and their corresponding behaviors for Aibo.
| Command | Behavior |
|---|---|
| “Very Lovely Aibo” | Dances and barks as a song plays |
| “Sit Down” | Sits down in dog-like posture and pants |
| “Take a Picture” | Counts down and snaps a picture with a camera |
| “Sing a Song” | Strikes a sitting pose and sings a tune |
| “Come Here” | Turns and walks towards the speaker |
| “Happy Birthday” | Dances and barks as “Happy Birthday” song plays |
| “Let’s Pose” | Rolls over on belly and moves feet |
| “If You’re Happy and You Know it” | Dances and barks to the famous song |
Behavioral units recorded within the video per and between Aibo and participant.
| Aibo’s Behavior Units | Person’s Behavior Units |
|---|---|
| Wags Tail | Laughs |
| Rotates Body | Smiles |
| Rotates Head | Pets Aibo |
| Kneels | Praises Aibo |
| Sits | Relocates Aibo |
| Barks | Repeated Commands |
| Looks at Person | Looks at Aibo |
| Lays Down | |
| Pivots Back and Forth |
Commands issued totals per command types, and per framing and appearance factors.
| Commands | Overall | Robot | Puppy | No Fur | Fur |
|---|---|---|---|---|---|
| “Very Lovely Aibo” | 2.14 (0.26) | 2.19 (0.42) | 2.08 (0.31) | 2.52 (0.32) | 1.75 (0.41) |
| “Sit Down” | 3.46 (0.67) | 2.79 (1.08) | 4.13 (0.79) | 2.79 (1.05) | 4.21 (0.82) |
| “Take a Picture” | 2.07 (0.33) | 2.02 (0.53) | 2.12 (0.39) | 2.39 (0.41) | 1.75 (0.52) |
| “Sing a Song” | 3.28 (0.52) | 3.21 (0.85) | 3.35 (0.62) | 3.06 (0.65) | 3.5 (0.83) |
| “Come Here” *** | 9.08 (1.36) | 8.33 (2.20) | 9.83 (1.61) | 9.12 (1.68) | 9.04 (2.15) |
| “Happy | 2.40 (0.52) | 1.88 (0.83) | 2.92 (0.61) | 2.79 (0.64) | 2.00 (0.81) |
| “Let’s Pose” | 2.05 (0.36) | 1.71 (0.45) | 2.38 (0.33) | 2.09 (0.34) | 2.00 (0.44) |
| “If You’re Happy and You Know it” | 2.02 (0.36) | 1.75 (0.58) | 2.29 (0.43) | 2.25 (0.45) | 1.79 (0.57) |
| Total | 27.20 (2.82) | 24.17 (4.55) | 30.24 (3.34) | 29.37 (3.48) | 25.04 (2.82) |
Values indicated are mean (standard error; SE) frequency repeats per experimental session, further split in either the framing of appearance conditions. *** indicates that “Come Here” was utilized at a significantly higher rate than any other command (p < 0.001 ***), while all the other commands were issued at similar rates compared to another.
Figure 3An example of an interactive T-pattern in ThemeEdu software; this is an example pattern extracted from one of the participants while interacting with Aibo. (a) The events occurring inside the specific pattern, listed in the order in which they occur within the pattern. The first event in the pattern appears at the top and the last at the bottom; (b) The frequencies of each behavior in the pattern, each red dot indicates a single behavior (e.g., the person begins looking, Aibo ends barking, etc.) at a certain time point. The light green lines on the red dots show the behavior which red dots represent. The black lines connecting the red dots represent the patterns between different behaviors. Smaller patterns inside the pattern can also occur when some of the events within the pattern occur without the whole pattern occurring.
Figure 4The average count of dog praises and dog name use across command blocks in each framing condition: (a) participants praised puppy Aibo more compared to robot Aibo; (b) participants used the dog name assigned significantly more while interacting with puppy Aibo, compared to robot Aibo.
Figure 5The number of interactive T-patterns and unique T-pattern interactions in each framing condition: (a) puppy Aibo led to more interactions compared to robot Aibo; (b) Interacting with puppy Aibo led to more unique interactive T-patterns compared to robot Aibo. (c) Interacting with puppy Aibo resulted in more complex interactive T-patterns compared to robot Aibo. * p < 0.05.
Figure 6The number of times participants smiled and laughed based on Aibo behavior in interactive T-patterns across each framing and appearance condition. (a) Participants smiled at Aibo with puppy framing and no fur significantly more than puppy Aibo with fur and robot Aibo with no fur; (b) Participants laughed more while interacting with Aibo with puppy framing and no fur than puppy Aibo with fur; * p < 0.05.
Figure 7Self-reported ratings of questionnaires for “negative” characteristics (a) creepiness; (b) uncanniness, and (c) scariness) towards the robot pre-interaction (in orange) and post-interaction (in yellow).
Figure 8Self-reported ratings of “positive” perceived characteristics of the robot pre-interaction (in orange) and post interaction (in yellow). * p < 0.05, ** p < 0.01.