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- Volume 23, Issue 1, 2022
Interaction Studies - Volume 23, Issue 1, 2022
Volume 23, Issue 1, 2022
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Imitation, focus of attention and social behaviours of children with autism spectrum disorder in interaction with robots
Author(s): Sanja Šimleša, Jasmina Stošić, Irena Bilić and Maja Cepanecpp.: 1–20 (20)More LessAbstractMany studies have shown that using robot platforms can be effective for teaching children with autism spectrum disorder (ASD). The aim of this study was to compare performance on an imitation task, as well as focus attention levels and the presence of social behaviours of children with ASD and typically developing (TD) children during an imitation task under two different conditions, with robots and human demonstrators. The results suggested that TD children did not imitate more than children with ASD. Children with ASD did not imitate the robot more than they imitated a person, but they showed more focused attention to robots and expressed more social behaviours in interaction with the robots. Behaviours that were significantly more present in ASD children than in TD children included touching the robot in the robot demonstrator condition and focusing on the robot in the person demonstrator condition. This implies a possible preference of children with ASD towards robots rather than towards people.
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“I know how you feel”
Author(s): Antonio Andriella, Ruben Huertas-Garcia, Santiago Forgas-Coll, Carme Torras and Guillem Alenyàpp.: 21–57 (37)More LessAbstractIn this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of the TIAGo robot. Our findings show that the robot personality affects the acceptance model and three relevant drivers: perceived enjoyment, perceived usefulness, and social influence. The extroverted robot was perceived as more useful than the introverted, and participants who interacted with it were faster at solving the game. On the other hand, the introverted robot was perceived as more enjoyable but less useful than the extroverted, and participants who interacted with it made fewer mistakes. Taken together, these findings support the importance of designing proper robot personalities in influencing users’ acceptance, featuring that a given style can elicit a different driver of acceptance.
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Differences in game playability between healthy players and problematic players
Author(s): Elena Carolina Lipp.: 58–88 (31)More LessAbstractGames played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose of this study was to explore the relationship between playability and game addiction, and a comparison of the difference in playability among healthy players (N = 1286) and problematic players (N = 278) that allows game developers to design games in ways that may reduce addiction while maintaining or improving playability. In this study, 1564 valid questionnaires that collected data about the Game Playability Scale and the Game Addiction Scale showed that (1) The level of playability in the problematic players was significantly higher than in healthy players. (2) The degree of correlation between playability and game addiction in the problematic players was lower than in healthy players. (3) Some playability factors and addiction factors are negatively correlated.
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Social gaze training for Autism Spectrum Disorder using eye-tracking and virtual humans
Author(s): Ouriel Grynszpan, Julie Bouteiller, Séverine Grynszpan, Jean-Claude Martin and Jacqueline Nadelpp.: 89–115 (27)More LessAbstractBackground: Individuals with Autism Spectrum Disorder (ASD) have pronounced difficulties in attending to relevant visual information during social interactions. Method: We designed and evaluated the feasibility of a novel method to train this ability, by exposing participants to virtual human characters displayed on a screen which was entirely blurred, except for a gaze-contingent viewing window that followed participants’ eyes direction. The goal was to incite participants to direct their gaze towards the facial expressions of the virtual characters. Twenty-one adolescents with ASD who attended ordinary school were randomized to either an experimental group, who was trained during a month and a half, or to a control group. Social communicative abilities were assessed during pre, post and follow-up tests. Results: After training, the experimental group showed significantly more interest in facial expressions on a test which involved understanding a dialogue. Significant differences were not found for the other tests used. Conclusions: This outcome suggests that the training method fostered participants’ awareness of the relevance of facial expressions.
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Interacting with an embodied interface
Author(s): Kwan Min Lee, Jae-gil Lee and Young June Sahpp.: 116–142 (27)More LessAbstractDespite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined whether visual output and input modality jointly influence participants’ social attribution (i.e., anthropomorphism, animacy, likability, and perceived intelligence), social presence, and satisfaction. Results show that voice command does facilitate users’ social attribution and social presence, but only when an embodied agent was presented. Also, the effects of voice command on social presence and satisfaction were mediated by anthropomorphism and perceived intelligence respectively, but only when the interface displayed an embodied agent. The present study evidences the holistic nature of human-computer interaction, revealing the importance of matches in the input and output interface.
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Review of Ibbotson (2020): What it Takes to Talk: Exploring Developmental Cognitive Linguistics
Author(s): Yanyan Jiang and Shuqiong Wupp.: 143–149 (7)More LessThis article reviews What it Takes to Talk: Exploring Developmental Cognitive Linguistics
Volumes & issues
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Volume 25 (2024)
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Volume 24 (2023)
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Volume 23 (2022)
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Volume 22 (2021)
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Volume 21 (2020)
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Volume 20 (2019)
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Volume 19 (2018)
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Volume 18 (2017)
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Volume 17 (2016)
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Volume 16 (2015)
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Volume 15 (2014)
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Volume 14 (2013)
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Volume 13 (2012)
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Volume 12 (2011)
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Volume 11 (2010)
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Volume 10 (2009)
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Volume 9 (2008)
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Volume 8 (2007)
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Volume 7 (2006)
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Volume 6 (2005)
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Volume 5 (2004)