| Literature DB >> 35360498 |
Bryan Abendschein1, Autumn Edwards1, Chad Edwards1.
Abstract
Social distancing policies such as limits on public gatherings and contact with others were utilized around the world to slow the spread of COVID-19. Yet, decreased social interactions may also threaten people's well-being. In this project, we sought to understand novelty-relevant experiences surrounding in-home companion robot pets for adults that were living in some degree of social isolation due to the COVID-19 pandemic. After 6-weeks of participants living with the robot companion, we conducted semi-structured interviews (N = 9) and six themes emerged from our iterative analysis (expectations versus reality, ontological comparisons, interactions, third-party influence, identity, and comfort). Findings suggest that novelty is a complex phenomenon consisting of various elements (i.e., imagined novelty, technology novelty, and relational novelty). Each component influences the user's experience. Our findings also suggest that our understanding of novelty as a nonlinear resource may hold important implications for how we view human-robot relationships beyond initial encounters.Entities:
Keywords: COVID-19; dialectics; human-robot interaction; novelty; social robot; user experience; well-being
Year: 2022 PMID: 35360498 PMCID: PMC8961975 DOI: 10.3389/frobt.2022.733078
Source DB: PubMed Journal: Front Robot AI ISSN: 2296-9144
FIGURE 1Joy for All robot kitten. The robot kitten has soft faux-fur, purrs (vibrates) using a technology the company refers to as VibraPurr, and kneads (i.e., moves its front paws up and down). The robot kitten weighs about 1 pound and takes three AA batteries.
FIGURE 2Novelty Types. Technology novelty refers to participant interactions with the robot kitten where they tried to figure out its purpose and functions. Imagined novelty emerged when participants measured their expectations versus reality when meeting the robot kitten for the first time. Relational novelty is represented in our data through interactions with others about the robot and reflexive interactions that were influenced by an actual or perceived social judgment from others. Our findings also suggest that these three elements of novelty are related to positive interpersonal outcomes.
Number of participants per theme.
| Category | Number of participants represented |
|---|---|
| Expectations versus Reality | 9 |
| Overhyped | 5 |
| Surpassed Expectations | 5 |
| Ontological Comparisons | 9 |
| Interactions | 9 |
| Place | 9 |
| Interface Behaviors | 6 |
| Engagement | 8 |
| Third-party Influence | 9 |
| Social Centerpiece | 6 |
| Social Contagion | 5 |
| Identity | 8 |
| Self-concept | 5 |
| Stigma Avoidance | 7 |
| Comfort | 8 |
| Distraction | 4 |
| Positive Memories | 3 |
| Pleasure | 5 |
| Companionship | 4 |
Sum total of subcategories may exceed the number of total participants since the subcategories were not mutually exclusive.