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Social Robots for Long-Term Interaction: A Survey
The main features of these robots are described and the main findings of the existing long-term studies are highlighted to highlight a set of directions for future research.
Empathic Robots for Long-term Interaction
An empathic model for social robots that aim to interact with children for extended periods of time is presented and the application of this model to a scenario where a social robot plays chess with children is described.
The influence of empathy in human-robot relations
This paper presents a study where an autonomous robot with empathic capabilities acts as a social companion to two players in a chess game, and argues that artificial companions capable of behaving in an empathic manner are more successful at establishing and maintaining a positive relationship with users.
iCat, the chess player: the influence of embodiment in the enjoyment of a game
The results of the study suggest that embodiment has implications on user enjoyment, as the experience against a robotic agent was classified as more enjoyable than against a virtually embodied agent.
Affect recognition for interactive companions: challenges and design in real world scenarios
The experimental results aim to provide the foundation for the design of an affect recognition system for a game companion: in this interaction scenario children tend to look at the iCat and smile more when they experience a positive feeling and they are engaged with the i cat.
As Time goes by: Long-term evaluation of social presence in robotic companions
A study where children played chess exercises with a social robot over a five week period identified possible key issues that should be considered when designing social robots for long-term interactions.
Adapting content presentation and control to player personality in videogames
In this paper, we present a first step towards a personality based framework for adapting videogame content to the player, in which the game infers a player's type from his behaviour, then selects
Sensors in the wild: Exploring electrodermal activity in child-robot interaction
The potential benefits of measuring EDA to better understand children-robot interaction are investigated in two distinct directions: to characterize and evaluate the interaction, and to dynamically recognize user's affective states.
A Cognitive Approach to Affective User Modeling
A cognitive theory of emotions (the Ortony, Clore and Collins theory of emotion) is used as the basis for the representation of the affective states of the user in cognitive-based affective user modeling.
Metrics for Character Believability in Interactive Narrative
The proposed believability dimensions are: behavior coherence, change with experience, awareness, behavior understandability, personality, visual impact, predictability, social and emotional expressiveness.