Birgit Lugrin

dblp:163/8088 · also Birgit Endrass · DBLP profile ↗
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69ranked-venue papers
16as first author
37since 2021 · last 2025
0000-0002-2362-0080ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 52 · 10 first-author · 32 since 2021Artificial intelligence and machine learning · 44 · 13 first-author · 23 since 2021Applied, interdisciplinary, general and emerging computing · 22 · 2 first-author · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 1 since 2021Systems, architecture and hardware · 2 · 2 first-author
YearPublicationVenuePosition
2025 Social Robots Against Bullying - Effects of Embodiment and Interactivity on Social Story Experience and Efficiency
Sophia C. Steinhaeusser, Ohenewa Bediako Akuffo, Hanna-Finja Weichert, Gerhild Nieding, Birgit Lugrin
ICIDS (2)5
2025 Investigating the Perspective of Non-Native Speakers on Foreigner-Directed Speech using Virtual Agents: The Role of Racial Ingroup Affiliation and Language Proficiency on Perception and Comprehension
Ohenewa Bediako Akuffo, Birgit Lugrin
AAMAS2
2025 An AI-Driven Card Playing Robot: An Empirical Study on Communicative Style and Embodiment with Elderly Adults
Michael Banck, Elisabeth Ganal, Hanna-Finja Weichert, Frank Puppe, Birgit Lugrin
AAMAS5
2025 Real-World Testing Matters in Reinforcement Learning for Education
Anna Riedmann, Carlo D'Eramo, Birgit Lugrin
AAMAS3
2025 Double Jeopardy? - An Investigation of the Cumulative Disadvantage of Intersectional Bias in Virtual Reality
abstract
Figure 1: Unity Environment: The game view showing the four virtual managers (A); The Wizard of Oz interface (B); The game view showing the virtual environment (C)Abstract "Double Jeopardy" describes the phenomenon where individuals belonging to multiple marginalised groups experience greater discrimination than those not affected by intersectional biases.This topic has been studied within sociology and economics, where double jeopardy tendencies have predominantly been observed in relation to income disparities.However, to our knowledge, no study has explicitly examined whether a double jeopardy effect can be measured in interpersonal interactions, specifically, whether individuals with intersecting marginalisations such as gender and race are perceived significantly more negatively.Intelligent Virtual Agents (IVAs) offer an ideal means of investigating such phenomena due to their resource-efficient, standardisable adaptability and consistent interactivity.We implemented a demonstrator to examine whether a cumulative bias effect of racial and gender bias could be detected in interactions with IVAs and to what extent this effect is influenced by participants' prior implicit biases.However, our analyses did not provide evidence of a double jeopardy effect when interacting with IVAs.Although the findings did not align with our hypotheses, this study offers an initial starting point for future IVA-based investigations into the double jeopardy phenomenon and provides methodological foundations for further research.
Ohenewa Bediako Akuffo, Birgit Lugrin
IVA2
2025 Introducing and Evaluating a System for an Automatic Multimodal Robotic Storyteller Featuring the Pepper Robot
abstract
Storytelling has accompanied humans since the beginning of mankind, and the reception of stories has become one of the most popular leisure activities. With their multimodal abilities, social robots bear great potential as storytellers. In this contribution, we present the Automatic Multimodal Robotic Storyteller – a system implemented for the Pepper robot which allows to automatically annotate a given story with emotions and perform it by the robot using emotional body language, emotion-inducing music, and colored lights. The system is empirically based on the results of several studies that are briefly summarized in this work. In an encompassing study, we compared the final Automatic Multimodal Robotic Storyteller to traditional storytelling media formats, namely text and audio book. While reading a story is preferred for the perceived control it offers, robotic storytellers are as well received as today’s traditional storytelling media in most aspects of storytelling experience, and even surpass the audio book in terms of emotion induction. Given this potential, our Automatic Multimodal Robotic Storyteller system could help robotic storytellers become a common storytelling medium in the future by making them accessible to a wide range of stories, by simply applying our pipeline to any given story in text format. To do so, the system will be made publicly available upon acceptance of this manuscript. The approach can also serve as guidance for other robotic storytellers.
Sophia C. Steinhaeusser, Sophia Maier, Birgit Lugrin
RO-MAN3
2024 Iteratively Designing a Mobile App for Measuring In-Group Out-Group Bias with Preschool Children
abstract
The phenomena of in-group favoritism and out-group discrimination arise as early as preschool age. Living in increasingly diverse societies, it is therefore important to research these behaviors with children of that age. However, there exists no widely applicable tool that allows to measure in-group out-group bias in young children.
Anne Elsässer, Anna Riedmann, Patrick Schneider, Christina Felfe, Birgit Lugrin
IDC5
2024 The Potential of Social Robots in Higher Education
Birgit Lugrin
CSEDU1
2024 Combining Emotional Gestures, Sound Effects, and Background Music for Robotic Storytelling - Effects on Storytelling Experience, Emotion Induction, and Robot Perception
abstract
Storytelling is a long-established human tradition for entertainment and knowledge transfer. Social robots are emerging as a new storytelling medium, being able to imitate human storytelling using gestures but also extend it by adding, e.g., sound effects to the experience. Due to COVID-19 restrictions, we conducted an online video-based study to investigate the effects of congruent respectively incongruent or no gesture usage in combination with additional non-speech sounds, i.e. sound effects and background music, on recipients' transportation into the story told, emotion induction, and perception of the robot. Results indicate no effect of additional non-speech sound integration on the variables listed above. Contradicting with related findings from in-person studies, we found a no significant differences between congruent, incongruent and no gesture usage. Last, no interplay of additional sounds and gesture congruence was identified. Future studies should provide deeper insights into the importance of multimodal congruence in video-taped robots and the possible advantages of adding non-speech sounds to online but also in-person robotic storytelling as well as their interplay in in-person HRI.
Sophia C. Steinhaeusser, Ramona Piller, Birgit Lugrin
HRI3
2024 The Applicability of Using Virtual Social Contexts as Stimuli and Training Material for Social Context Research
abstract
Enabling artificial agents to be truly socially interactive and unobtrusive requires them to understand the social context of a situation. As a variety of different social context cues exist, both user studies and methods for context classification systems of agents are required to reliably categorize and recognise social contexts and respond appropriately and autonomously towards users. Compiling datasets from the real world can often be expensive, time-consuming and lack scalability. Thus, virtually simulated social contexts can be used to generate training data for context detection systems, but also stimuli material for user studies in a fast and cost-effective way. As a proof of concept, we introduce virtual social contexts and test their applicability for social context research with objective and subjective measurements. Therefore, we first implement virtual social contexts to compile our own dataset1. With subjective participant ratings, we evaluate the applicability of virtual social contexts as stimuli material for user studies. For this, we replicate a previous study with recordings of real social contexts using recordings of virtual social contexts instead. For our objective measurements, we use the computer vision models of YOLOv8 on object detection and pose estimation to train a classification model on our virtual image dataset and evaluate it on an image dataset of real social contexts. The results of the subjective and objective analyses indicate, that virtually generated social contexts can be used both for training classification systems and as stimuli material in user studies.
Elisabeth Ganal, Anastasia Klara Fiolka, Anika Christen, Birgit Lugrin
IVA4
2024 Enhancing Trust towards the Police through Interaction with Virtual Agents - Investigating the Ingroup Effect with Mixed-Cultural Individuals
abstract
Positive contact with authorities can be an important pillar for our society, as it fosters trust and confidence in the legal and governmental systems, helping maintain social order and cooperation. Hence, for instance, the police engages in public relations efforts. However, due to staff shortages, this is only possible to a limited extent. Additionally, the representation of individuals with immigrant backgrounds within the police force is low. Nevertheless, for individuals with immigrant backgrounds, the ingroup effect can be particularly beneficial in facilitating pleasant personal interactions. To investigate the potential positive effect of a pleasant interaction with the police, and the impact of cultural similarity, on the perceived trust in the police, we implemented an interactive scenario containing either a prototypical German police officer, or one with a mixed-cultural background. In a user study with individuals of the same mixed-cultural background, we measured the trust in the police before and after the interaction. In addition, we assessed the perception of the agent in terms of similarity, warmth, competence, empathy, trust towards the agent, as well as the interaction with the agent in general. Our results reveal, that through interaction with a virtual police officer, indeed the trust in the police could be increased. However, we did not find the intended effect of ingroup similarity, showing no increased trust in the mixed-cultural condition compared to the German condition. We consider these results promising in regards to effectively being able to use virtual agents as a tool to provide positive personal interactions with authorities.
Birgit Lugrin, Elisabeth Ganal, Maximilian Baumann, Anastasia Klara Fiolka, Tobias Haase
IVA1
2024 Introducing a Model for (Long-term) Personalization of the Behavior of a Social Robot Tutor based on Self-determination Theory and Empirical Findings
abstract
Technology-supported learning is an integral part of everyday learning. Adaptive tutoring systems are already widespread, but they often lack the social component of learning. Social robots can provide personalized tutoring as well as social interaction and can thus address this challenge. In this contribution, we present a model to personalize the behavior of a social robot tutor for higher education which has both a theoretical as well as an empirical foundation: Theoretically, it is based on the well-known Self-Determination Theory (SDT) that assumes that intrinsic motivation is strongly related to the fulfillment of three basic human needs, namely the need for autonomy, competence, and relatedness. Empirically it is based on the results of four studies with university students that demonstrate that particularly adaptation on a social level is beneficial. The final model considers the personalization of the robotic tutor’s behavior based on the current learning content and its social behavior and also considers a long-term perspective for multi-session learning. Thereby each of the three layers of SDT is addressed in multiple ways. This is one of the first models that contain a long-term perspective and is particularly designed for higher education.
Melissa Donnermann, Birgit Lugrin
RO-MAN2
2024 Excuse Me, May I Disturb You? The Influence of Politeness of a Social Robot on the Perception of Interruptions
abstract
Social robots are finding their way into our society and must adapt to the social norms of everyday life. It is often unavoidable for robotic assistants to interrupt humans in their activities. These interruptions must therefore be designed in such a way that they have as little negative impact as possible on the ongoing activity and the perception of the robot. In this study, we investigate whether interruptions regarding health-promoting behavior delivered by a social robot in an office situation should be phrased politely rather than directly. A system was implemented to trigger either politely or directly phrased interruptions in a laboratory user study with participants executing an office task. We examined the perception of the robot, the task, and the interruption, as well as whether the health-promoting behavior was performed by the users. The results show that there were no significant differences in the perception of the robot and the interruptions, while the temporal demand of the task was perceived to be higher in the polite condition. In addition, the intention to follow the polite prompts was significantly higher, but there was no difference in the actual compliance with the prompts in the study itself. Index Terms—social robot, politeness, interruptions
Elisabeth Ganal, Michelle Habenicht, Birgit Lugrin
RO-MAN3
2024 Binded to the Lights - Storytelling with a Physically Embodied and a Virtual Robot using Emotionally Adapted Lights
abstract
Virtual environments (VEs) can be designed to evoke specific emotions for example by using colored light, not only applicable for games but also for virtual storytelling with a single storyteller. Social robots are perfectly suited as storytellers due to their multimodality. However, there is no research yet on the transferability of robotic storytelling to virtual reality (VR). In addition, the transfer of concepts from VE design such as adaptive room illumination to robotic storytelling has yet not been tested. Thus, we conducted a study comparing the same robotic storytelling with a physically embodied robotic storyteller and in VR to investigate the transferability of robotic storytelling to VR. As a second factor, we manipulated the room light following design guidelines for VEs or kept it constant. Results show that a virtual robotic storyteller is not perceived worse than a physically embodied storyteller, suggesting the applicability of virtual static robotic storytellers. Regarding emotion-driven lighting, no significant effect of colored lights on self-reported emotions was found, but adding colored light increased the social presence of the robot and its’ perceived competence in both VR and reality. As our study was limited by a static robotic storyteller not using bodily expressiveness future work is needed to investigate the interaction between well-researched robot modalities and the rather new modality of colored light based on our results.
Sophia C. Steinhaeusser, Elisabeth Ganal, Murat Yalçin, Marc Erich Latoschik, Birgit Lugrin
RO-MAN5
2024 What a Laugh! - Effects of Voice and Laughter on a Social Robot's Humorous Appeal and Recipients' Transportation and Emotions in Humorous Robotic Storytelling
abstract
Storytelling is an important method not only in entertainment but also for education or therapy. Humor can improve storytelling due to its social functions. We investigate whether the humorous function of laughter can also be beneficial for robotic storytelling. We conducted a study focusing on the effects of voice type (human vs. synthetic) and laughter (presence vs. absence) on the robot’s perceived humorous appeal as well as recipients’ transportation, i.e. their absorption into the story, and emotions. No significant differences were found regarding the manipulations. The type of voice and use of laughter are therefore less relevant than assumed. However, it is shown that negative emotions are significantly reduced by the humorous story presented by the robot. Furthermore, the story was perceived as more funny and elicited increased transportation when being received by the robot compared to reading the story. In conclusion, this study indicates that robots are generally suitable for humorous storytelling and interesting results for future research on humorous robotic storytelling.
Sophia C. Steinhaeusser, Lara Knauer, Birgit Lugrin
RO-MAN3
2023 Effects of Social Ingroup Cues on Empathy Towards an Intelligent Virtual Agent With a Mixed-Cultural Background
abstract
This paper presents an interaction study with a mixed-cultural Intelligent Virtual Agent (IVA) that investigates the impact of perceived ingroup similarity on the empathy of human interlocutors, and the perceived competence and warmth of the IVA. We herefore implemented an interactive scenario with either an IVA that should be perceived as an ingroup member or a neutral IVA. Our results show that the IVA in the ingroup condition triggered significantly more empathy and was rated significantly more competent than the IVA in the neutral condition. Regarding perceived warmth, both IVAs were rated rather high, revealing no significant differences. With these results we contribute to the goal of raising empathy towards IVAs with mixed-cultural backgrounds, to be potentially used in scenarios that aim at studying and reducing implicit racial bias.
David Obremski, Paula Friedrich, Philipp Schaper 0001, Birgit Lugrin
ACII4
2023 Generating Social Contexts with Virtual Agents to Foster Interruptibility Research for Socially Interactive Agents
abstract
The social context of a situation is crucial for people to decide how to behave and interact. For artificial agents to be truly socially interactive and unobtrusive it is equally important to understand the social context of a situation. Training these agents to reliably recognize social context is a difficult task, as big data sets of training data are required and a wide variety of different social context cues exist. In this contribution, we describe the creation of virtually simulated situations using virtual agents that demonstrate different social contexts. With this approach, we provide a fast and cost-effective way to create diverse and adaptable training data, by being able to generate video material of the virtual scenes. A suitable context detection system can then be used to support the classification of social context and decide upon, for example, whether a user is available for an interaction, or not. Further, these virtual social context situations can be also used for virtual reality studies to investigate how users react to interruptions in social contexts.
Elisabeth Ganal, Birgit Lugrin
IVA2
2023 Posture Parameters for Personality-Enhanced Virtual Audiences
abstract
This paper presents the development and preliminary evaluation of a personality enhancer behaviour model for virtual audiences to increase their realism and individualism. We conducted a systematic literature review and identified sixteen posture parameters to modify seated animations dynamically, calling them personality enhancers. We grouped them into four main categories: body, gaze, face and gesture behaviour modifiers. We implemented a unique animation modifier system on top of a game engine to apply these personality enhancers on existing pre-recorded generic seated animations. The first results with sixty participants in an online video survey show that the model can successfully simulate individuals with low and high levels of extroversion as well as with low and high levels of emotional stability.
Jean-Luc Lugrin, Jessica Topel, Yann Glémarec, Birgit Lugrin, Marc Erich Latoschik
IVA4
2023 Behavioural Adaptation Towards Foreign Virtual Agents in VR - the Impact of Non-Native Speech
abstract
This paper presents an interaction study that investigates whether participants adapt their verbal and non-verbal behaviour towards an IVA that shows non-native speech patterns in a way that is congruent to observations previously made in human-human and human-agent interaction. In a between-subjects design, participants either interacted with an IVA speaking native-accented German, an IVA speaking German with a non-native accent, or an IVA speaking grammatically incorrect German with a non-native accent in VR. The results reveal that participants partly adapt their verbal and non-verbal behaviour when interacting with the IVAs with non-native speech patterns, which constitutes important implications for the cost-efficient design of enculturated IVAs.
David Obremski, Eva Brucker, Paula Friedrich, Birgit Lugrin
IVA4
2023 A System for Building Wizard-of-Oz-based Interactive Scenarios with Mixed-Cultural Intelligent Virtual Agents
abstract
This paper presents a system consisting of two tools to facilitate the cost-effective implementation of mixed-cultural intelligent virtual agents (IVAs) for both basic and applied research. The first tool automatically introduces grammatical mistakes and non-native accents into a given text to produce synthetic non-native speech. The second tool is a Wizard-of-Oz scenario builder, created with the game engine Unity, that can construct natural interaction scenarios with a dynamic number of (mixed-cultural) IVAs. It enables the control of the appearance and non-verbal behaviour of the IVAs as well as their verbal behaviour by integrating the first tool. Both tools can be either used separately or combined for a wide range of applications in both basic research, for example to investigate the perception of mixed-cultural cues in IVAs, and applied research, for example to create virtual interventions with IVAs.
David Obremski, Birgit Lugrin
IVA2
2023 Towards an Adaptive Pedagogical Agent in a Reading Intervention Using Reinforcement Learning
abstract
Learning to read can be difficult, but is a crucial skill that is needed for the whole lifespan. Deficiencies in reading capabilities can often be traced back to the initial attempts to learn reading during primary school. While there exist a number of analogue and digital tools to support reading acquisition for primary school children, they often don't account for their heterogeneity. This paper presents work in progress on integrating an adaptive pedagogical agent in a mobile reading app designed for second graders with reading difficulties. We apply Reinforcement Learning to adapt the feedback behavior of the agent to each child's learning needs and elaborate on our methodological approach. With it, we contribute a novel concept for adapting a pedagogical agent's feedback behavior within the critical context of reading development.
Anna Riedmann, Birgit Lugrin
IVA2
2023 Pepper on the Job: Applying Social Robots in Employee Training
abstract
Advancing digitization in working environments brings up the necessity of lifelong learning as well as technology-supported employee training. Research on social robots has already demonstrated their potential to support adults in their learning process. In this study, we focus on potential benefits of applying a social robot for employee training. We conducted a field study in cooperation with a company and set-up two conditions: a robot-supported learning environment and the onscreen learning environment the company usually uses for employee training. Our results show a positive perception of the robot and participants of the robot condition reported significantly more enjoyment while learning. Half of the participants are willing to use it again in the future: some prefer the robot-supported training over the onscreen training, while others were interested to use both options. However, the other half stick with onscreen learning in the future and there were no significant differences between motivation and learning success between the two groups.
Melissa Donnermann, Franziska Rossin, Birgit Lugrin
RO-MAN3
2023 PePUT: A Unity Toolkit for the Social Robot Pepper
abstract
This paper introduces the Pepper Python Unity Toolkit (PePUT), a toolkit for controlling and using the social robot Pepper via Unity and Python. As toolkit components, we present implementations for the speech- and tablet-control, as well as animation and navigation, which can be directly used within Unity. With it, we provide the opportunity of a virtual testbed for the social robot Pepper. In addition, we highlight potential use cases for the components, in particular in a smart environment, as well as the use of PePUT as a research tool. The toolkit with the presented components and the source files are publicly available as open-source project1under the MIT license via GitLab for usage, replication, and extension.
Elisabeth Ganal, Lenny Siol, Birgit Lugrin
RO-MAN3
2022 Mixed-Cultural Speech for Intelligent Virtual Agents - the Impact of Different Non-Native Accents Using Natural or Synthetic Speech in the English Language
abstract
This paper presents an exploratory study investigating the impact of non-native accented speech on the perception of Intelligent Virtual Agents (IVAs). In an online study, native English speakers watched a video of an IVA holding a monologue whilst speaking English with either a Spanish, Hindi or Mandarin accent that was either recorded by native speakers of that respective language (natural speech) or synthetically generated (synthetic speech). The results showed a significant impact of naturalness of speech on the IVAs perceived warmth and a significant interaction of accent and naturalness of speech on its perceived competence. The naturalness of speech impacted the participants’ perception of the IVA as a non-native speaker of English, and the correctness of the attributed mother tongue in the Spanish and the Mandarin accent condition. These results are a valuable contribution to research on mixed-cultural IVAs in general and non-native speech as a cultural cue more specifically.
David Obremski, Helena Babette Hering, Paula Friedrich, Birgit Lugrin
HAI4
2022 Mixed-Cultural Speech for Mixed-Cultural Users - Natural vs. Synthetic Speech for Virtual Agents
abstract
This study investigates how different levels of a non-native Turkish accent in German speech are perceived by Turkish-German listeners, using either natural or synthetic speech. The participants listened to six audio recordings and rated the respective speaker regarding her mother tongue, warmth, competence, and intelligibility. The results show that the naturalness of speech had no impact on the non-native speakers’ ability to assign the correct mother tongue to the respective speaker. It did, however have an impact on the speakers’ perceived warmth, competence and intelligibility.
David Obremski, Birgit Lugrin
HAI2
2022 Effects of Colored LEDs in Robotic Storytelling on Storytelling Experience and Robot Perception
abstract
Social robots can use biomimetic modalities such as gestures to convey emotions. The use of colored light for emotion expression is also possible, but rarely explored. In this paper, colored LEDs are used in addition to contextual gestures to communicate emotions in robotic storytelling. Results show that adding colored light to the storytelling did not improve the recipients' transportation into the story. Their cognitive absorption was significantly decreased. The users' perception of the NAO robot was not influenced by colored lights except for animacy which was higher using only white LEDs. Problems might have been mismatches between colors and emotions, the lack of emotional gestures, and the too small light emission from NAO's eye LEDs. Since smart rooms lighting can affect the users' whole visual field, they could enhance emotional effects. Thus, future studies should investigate the integration of a robotic storyteller in smart rooms allowing for smart light control.
Sophia C. Steinhaeusser, Birgit Lugrin
HRI2
2022 Exploratory Study on the Perception of Intelligent Virtual Agents With Non-Native Accents Using Synthetic and Natural Speech in German
abstract
This paper presents an exploratory study which investigates the impact of different non-native accents and the naturalness of speech on the correct assignment of an Intelligent Virtual Agent’s (IVA) mother tongue, as well as its perceived warmth, competence and intelligibility. An online-experiment with a between subjects design was conducted, in which the participants, who were native speakers of German, watched a video of an IVA that spoke German with a non-native accent. The IVA’s speech was either synthetically generated or pre-recorded using non-native speakers. The participants experienced an IVA with either a Turkish, Italian or Polish accent, based on the most frequent accents in the German-speaking area. The results revealed that the IVA’s accent impacted its perceived warmth, but not its perceived competence and intelligibility. The IVA’s naturalness of speech played no role in its classification as a non-native speaker of German but on the correctness of the assigned mother tongue within the Polish accent condition. These results give valuable insight in the perception of non-native speaking IVAs and constitute helpful implications for future research with mixed-cultural IVAs.
David Obremski, Helena Babette Hering, Paula Friedrich, Birgit Lugrin
ICMI4
2022 A Theory Based Adaptive Pedagogical Agent in a Reading App for Primary Students - A User Study
Anna Riedmann, Philipp Schaper 0001, Benedikt Jakob, Birgit Lugrin
ITS4
2022 Don't Touch This! - Investigating the Potential of Visualizing Touched Surfaces on the Consideration of Behavior Change
Elisabeth Ganal, Max Heimbrock, Philipp Schaper 0001, Birgit Lugrin
PERSUASIVE4
2022 Investigating Adaptive Robot Tutoring in a Long-Term Interaction in Higher Education
abstract
Learning in universities challenges students to engage in self-directed learning, which requires a high degree of self-motivation while individual support by teachers is limited. Research on social robots has already demonstrated their potential to support students in their learning process. In this paper, we focus on the benefits of adaptivity of a robotic tutor in a higher education scenario. To this end, we conducted a field study over three sessions over the course of a semester and implemented two conditions (adaptive and non-adaptive) of a robotic tutor to support students with exam preparation. After participant learned with both version in random order in the first two sessions, their preferred condition was used in the third session. Our results show that significantly more students preferred to learn with the adaptive robotic tutor. Additionally, participation resulted in significantly better exam performance compared to the average of the course. However, there was no significant difference in the learning experience such as motivation or need satisfaction between conditions.
Melissa Donnermann, Philipp Schaper 0001, Birgit Lugrin
RO-MAN3
2022 Designing Social Robots' Speech in the Hotel Context - A Series of Online Studies
abstract
Social robots found their way into several economic fields of our daily life, e.g., as info points in shopping malls or hotels. However, research on robots in the tourism sector is still in its infancy. Conducting three online studies, we examined the design of robotic speech for a robotic concierge. Providing self-disclosure via speech or using local dialect did not affect robot acceptance and attitudes. In contrast, informal speech led to higher likeability and perceived warmth of the robot concierge. Overall, our results reveal positive evaluations of our robotic concierge regardless of its manipulation.
Sophia C. Steinhaeusser, Martina Lein, Melissa Donnermann, Birgit Lugrin
RO-MAN4
2022 Second Language Learning through Storytelling with a Social Robot - An Online Case Study
abstract
Social robots are applied in several fields such as education and entertainment. Using the method of storytelling, these two fields can be combined to allow for informal learning. As social robots can benefit students' motivation and learning process and storytelling is a consolidated method for vocabulary acquisition, integrating learning content into a robotic storyteller's narration might facilitate implicit learning. Focusing on language learning, we conducted an online study to compare a robotic storyteller for vocabulary learning to traditional media, e.g. text. Results show that a robotic storyteller is as effective as traditional media concerning long-term memory. While it is also perceived equally useful, participants were more satisfied when reading text. No differences were indicated for transportation into the story. This preliminary online study indicates the suitability of robotic storytelling for implicit language learning, however, future studies should examine live and co-located scenarios to investigate their full potential.
Sophia C. Steinhaeusser, Anna Riedmann, Philipp Schaper 0001, Emily Guthmann, Julia Pfister, Katharina Schmitt, Theresa Wild, Birgit Lugrin
RO-MAN8
2022 Addressing Waste Separation With a Persuasive Augmented Reality App
abstract
Separating and recycling waste is an important topic to protect our environment and achieve a more sustainable future. However, recycling also is a complex process, as each type of waste needs a specific recycling method. This comes along with multiple recycling containers, each relevant for one specific type of waste. Ensuring a correct recycling process therefore not only requires specific infrastructure, but also a respective attitude and knowledge of the population. Stressing the need for an accessible educational opportunity addressing waste separation, we present a mobile Augmented Reality (AR) application that guides a user through a recycling process and hence scaffolds the learning of proper recycling of each type of waste. The app further provides a prototypical implementation of a product scanner, that identifies the waste type based on a marker and assists the recycling on a case-by-case decision. Using self-determination theory as a framework, we integrated gamification elements, aiming for enhanced need satisfaction, motivation and user experience. In a user study, we compared the gamified version to a control version, with both app versions yielding a high acceptance, user experience, and waste separation behavior. This indicates the importance of providing easy-to-use mobile apps allowing for a learning and assistance of proper recycling.
Philipp Schaper 0001, Anna Riedmann, Sebastian Oberdörfer, Maileen Krähe, Birgit Lugrin
Proc. ACM Hum. Comput. Interact.5
2021 Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification
Philipp Schaper 0001, Anna Riedmann, Birgit Lugrin
AIED (2)3
2021 Put that Away and Talk to Me - the Effects of Smartphone induced Ostracism while Interacting with an Intelligent Virtual Agent
abstract
This paper presents the implementation of a prototype including a virtual environment in which humans are exposed to a seemingly autonomous Intelligent Virtual Agent (IVA) that ostracises them by using its smartphone during a conversation (a phenomenon called phubbing with adverse outcomes in interhuman communication). Based on the temporal need threat model of ostracism, the effects of phubbing were examined in an online experiment with three conditions (no vs. proactive vs. reactive phubbing) using an IVA. The results showed a significant effect on the warmth attributed to the IVA. Consequently, our study provides partial support that the negative effects of phubbing can be transfered to human-agent interaction. It is thereby not only in line with the underlying theory, but also provides a prototype suitable for future research with phubbing in the context of IVAs.
David Obremski, Alicia L. Schäfer, Benjamin P. Lange, Birgit Lugrin, Elisabeth Ganal, Laura Witt, Tania R. Nuñez, Sascha Schwarz, Frank Schwab
HAI4
2021 Towards Adaptive Robotic Tutors in Universities: A Field Study
Melissa Donnermann, Philipp Schaper 0001, Birgit Lugrin
PERSUASIVE3
2021 Iteratively Digitizing an Analogue Syllable-Based Reading Intervention
abstract
Abstract Reading is an essential ability and a cornerstone of education. However, learning to read can be challenging for children. To scaffold young learners, a number of reading interventions were developed, including a syllable-based approach in German, which has proven to be successful, but resource and time consuming through individual interaction by educators. To improve the reach of the reading intervention, we present the first step towards a digital intervention, following an iterative design approach. In this contribution, we present the implementation of a digital prototype, developed with the feedback of expert evaluations, as well as an interview study with second graders. The results of interviews with children showed that the app is suitable to be applied in the target age group, that children had fun using it and were motivated to further do so. In a next step towards a meaningful digitalization of the analogue intervention, we extended the application based on the evaluation results and conducted a usability evaluation of the extended app. The study as well as the usability evaluation provides design implications for iteratively transferring the analogue concept into a digital application.
Anna Riedmann, Philipp Schaper 0001, Melissa Donnermann, Martina Lein, Sophia C. Steinhaeusser, Panagiotis Karageorgos, Bettina Müller, Tobias Richter, Birgit Lugrin
Interact. Comput.9
2020 (Expressive) Social Robot or Tablet? - On the Benefits of Embodiment and Non-verbal Expressivity of the Interface for a Smart Environment
Andrea Deublein, Birgit Lugrin
PERSUASIVE2
2020 Integrating a Social Robot in Higher Education - A Field Study
abstract
The benefits of social robots in educational contexts were mainly investigated with children, but also bear great potential to support learners and teachers in higher education. To further explore the potential of social robots in the context of university teaching, we implemented a robot-supported learning environment as a complementary training to a university course. To learn more about the students' perspective and attitudes towards the integration of robots in their education, we conducted a field study with qualitative interviews as data collection method. Our results show a clear positive perception of the robot-supported learning environment, and indicate a positive impact on the learning outcomes. Most students suppose an additional value in the presence of the robot compared to traditional on-screen scenario or self-study, and perceived the robot to increase their motivation, attention and concentration. We found a clear interest of the students to use the learning environment again in the future. However, more individualized feedback was desired.
Melissa Donnermann, Philipp Schaper 0001, Birgit Lugrin
RO-MAN3
2020 What if it speaks like it was from the village? Effects of a Robot speaking in Regional Language Variations on Users' Evaluations
abstract
The present contribution investigates the effects of spoken language varieties, in particular non-standard / regional language compared to standard language (in our study: High German), in social robotics. Based on (media) psychological and sociolinguistic research, we assumed that a robot speaking in regional language (i.e., dialect and regional accent) would be considered less competent compared to the same robot speaking in standard language (H1). Contrarily, we assumed that regional language might enhance perceived social skills and likability of a robot, at least so when taking into account whether and how much the human observers making the evaluations talk in regional language themselves. More precisely, it was assumed that the more the study participants spoke in regional language, the better their ratings of the dialect-speaking robot on social skills and likeability would be (H2). We also investigated whether the robot's gender (male vs. female voice) would have an effect on the ratings (RQ). H1 received full, H2 limited empirical support by the data, while the robot's gender (RQ) turned out to be a mostly negligible factor. Based on our results, practical implications for robots speaking in regional language varieties are suggested.
Birgit Lugrin, Elisabeth Ströle, David Obremski, Frank Schwab, Benjamin Lange
RO-MAN1
2019 Non-Native Speaker Generation and Perception for Mixed-Cultural Settings
abstract
This paper presents an experiment evaluating the effects of virtual agents' language proficiency on whether they are perceived as a native speakers or not. Our first results indicate that beyond 10% word order mistakes and 25% infinitive mistakes, virtual agents are perceived as non-native speakers, even though their appearance and non-verbal behaviour were not altered. We believe these thresholds constitute interesting guidelines possibly simplifying the design of non-native speaker simulations.
David Obremski, Jean-Luc Lugrin, Philipp Schaper 0001, Birgit Lugrin
IVA4
2018 Female Robots as Role-Models? - The Influence of Robot Gender and Learning Materials on Learning Success
Anne Pfeifer, Birgit Lugrin
AIED (2)2
2018 Do I act familiar? Investigating the Similarity-Attraction Principle on Culture-specific Communicative behaviour for Social Robots
abstract
Culture, amongst other individual and social factors, plays a crucial role in human-human interactions. If robots should become a part of our society, they should be able to act in culture-specific manners as well. In this paper, we showcase the implementation of a cultural dichotomy, namely individualism vs. collectivism, in a social robots' conversation. Presenting these conversations to human observers from Germany and Japan, we investigate whether the implemented differences are recognized as such, and whether stereotypical culture-specific behaviours that correspond to the observers' cultural background is preferred. Results suggest that the manipulations in behaviour had the intended effect, but are not reflected in personal preferences.
Birgit Lugrin, Andrea Bartl, Hendrik Striepe, Jennifer Lax, Takashi Toriizuka
IROS1
2018 Social Robots as a Means of Integration? an Explorative Acceptance Study considering Gender and Non-verbal Behaviour
abstract
The integration of migrants and refugees is currently a severe challenge for European states. Especially the imparting of culture- and gender-specific behaviours is an important issue. Social robots might be a valuable tool to introduce refugees to culture-specific behaviours of their host country. In this paper, we investigate the general acceptance of a social robot as well as users' perception of a robot presenting stereo-typical Arabic vs. German female non-verbal behaviour to Syrian newcomers to Germany. Our preliminary study revealed a generally positive attitude towards robots and the idea of an educational robot. Culture-specific manipulations were reflected in participants' partial preference for the Arabic version, but not in participants' perceptual ratings.
Birgit Lugrin, Jessica Dippold, Kirsten Bergmann
IROS1
2018 Adapted Foreigner-directed Communication towards Virtual Agents
abstract
People tend to adapt to their conversation partners. In mixed-cultural settings, with a native and a non-native speaker, adaptation can manifest itself in the usage of simplified language or increased usage of nonverbal scaffolding to foster understanding. In this contribution, we address the question whether the phenomenon of AFC (adapted, foreigner-directed communication) is also shown towards a virtual agent. We therefore implemented a demonstrator with a local and a foreign agent that interact with human users in a direction giving scenario. A user study revealed that participants behaved differently towards the two agents and adapted both, their verbal and their non-verbal behaviour. We are thus confident, that our demonstrator is well suited to systematically study AFC.
Birgit Lugrin, Benjamin Eckstein, Kirsten Bergmann, Corinna Heindl
IVA1
2016 Investigating Politeness Strategies and Their Persuasiveness for a Robotic Elderly Assistant
Stephan Hammer, Birgit Lugrin, Sergey Bogomolov, Kathrin Janowski, Elisabeth André
PERSUASIVE2
2016 Augmented reasoning in the mirror world
abstract
In order to enable a social agent to behave in a believable and realistic way, it needs a wide range of information in the form of both low-level value-based data as well as high-level semantic knowledge. In this work we propose a system that puts a virtual reality layer between the real world and an agent's knowledge representation. This mirror world allows the agent to use its abstract representation of the environment and inferred events as an additional source of knowledge when reasoning about the real world. Additionally, users and developers can use the mirror world, with its visualized data and highlighting of the agent's reasoning, for further understanding of the agent's behavior, debugging and testing, or the simulation of additional sensor input.
Benjamin Eckstein, Birgit Lugrin
VRST2
2016 A low-cost, variable, interactive surface for mixed-reality tabletop games
abstract
This paper introduces an interactive surface concept for Mixed Reality (MR) tabletop games that combines a variable (LCD and/or projection) screen configuration with the detection of finger touches, in-air gestures, and tangibles. It is low-cost and minimally requires an ordinary table, a TV screen, and a Kinect v2 sensor. Existing applications can easily be connected by being compliant to standards. The concept is intended to foster further research on collaborative tabletop situations, not limited to games, but also including learning, meetings, and social interaction.
Martin Fischbach, Hendrik Striepe, Marc Erich Latoschik, Birgit Lugrin
VRST4
2015 Games are Better than Books: In-Situ Comparison of an Interactive Job Interview Game with Conventional Training
Ionut Damian, Tobias Baur 0001, Birgit Lugrin, Patrick Gebhard, Gregor Mehlmann, Elisabeth André
AIED3
2015 Visualization Support for Comparing Energy Consumption Data
abstract
Providing effective feedback can empower users to change their behaviour and take the necessary actions to reduce their energy consumption. The types of feedback that allow comparison of energy usage seem to be particularly valuable. This paper introduces the time-stack visualization, which has been designed to support comparisons of individual and collective energy usage data. It also describes a user study conducted to compare the effectiveness of time-stack against a similar visualization called time-pie. The results show that although the two visualizations are generally comparable in their effectiveness, users rate time-stack more favourably.
Masood Masoodian, Birgit Lugrin, René Bühling, Elisabeth André
IV2
2015 Context-Aware Automated Analysis and Annotation of Social Human-Agent Interactions
abstract
The outcome of interpersonal interactions depends not only on the contents that we communicate verbally, but also on nonverbal social signals. Because a lack of social skills is a common problem for a significant number of people, serious games and other training environments have recently become the focus of research. In this work, we present NovA ( No n v erbal behavior A nalyzer), a system that analyzes and facilitates the interpretation of social signals automatically in a bidirectional interaction with a conversational agent. It records data of interactions, detects relevant social cues, and creates descriptive statistics for the recorded data with respect to the agent's behavior and the context of the situation. This enhances the possibilities for researchers to automatically label corpora of human--agent interactions and to give users feedback on strengths and weaknesses of their social behavior.
Tobias Baur 0001, Gregor Mehlmann, Ionut Damian, Florian Lingenfelser, Johannes Wagner 0001, Birgit Lugrin, Elisabeth André, Patrick Gebhard
ACM Trans. Interact. Intell. Syst.6
2014 Simulating Deceptive Cues of Joy in Humanoid Robots
Birgit Lugrin, Markus Häring, Gasser Akila, Elisabeth André
IVA1
2014 Full Body Interaction with Virtual Characters in an Interactive Storytelling Scenario
Felix Kistler, Birgit Lugrin, Elisabeth André
IVA2
2014 Designing User-Character Dialog in Interactive Narratives: An Exploratory Experiment
abstract
Through interaction with the virtual environment and virtual characters, users are able to influence the storyline of many games. The design choice for the style of interactivity can thereby have a crucial influence on the user's experience. However, only a few approaches evaluate different interaction modalities for one system to investigate the impact of design choice on the users' experience. In this paper, we present an experimental approach in which we first reflect on design alternatives concerning a specific element of interactive narratives-user-character dialog-and then investigate user responses to different design options (round-based dialog versus continuous dialog). Results of an experimental evaluation study show that users tend to prefer continuous interaction in a soap-opera-like game environment using typed text input to communicate with virtual characters that act and react using speech output, although the recognition rate of user utterances of the continuous version was slightly worse compared to the round-based version.
Birgit Lugrin, Christoph Klimmt, Gregor Mehlmann, Elisabeth André, Christian Roth 0001
IEEE Trans. Comput. Intell. AI Games1
2013 Cultural Diversity for Virtual Characters (Extended Abstract)
Birgit Lugrin
IJCAI1
2013 Time-Pie visualization: Providing Contextual Information for Energy Consumption Data
abstract
In recent years a growing number of information visualization systems have been developed to assist users with monitoring their energy consumption, with the hope of reducing energy use through more effective user-awareness. Most of these visualizations can be categorized into either some form of a time-series or pie chart, each with their own limitations. These visualization systems also often ignore incorporating contextual (e.g. weather, environmental) information which could assist users with better interpretation of their energy use information. In this paper we introduce the time-pie visualization technique, which combines the concepts of timeseries and pie charts, and allows the addition of contextual information to energy consumption data.
Masood Masoodian, Birgit Lugrin, René Bühling, Pavel Ermolin, Elisabeth André
IV2
2013 Investigating the influence of culture on proxemic behaviors for humanoid robots
abstract
In social robotics, the behavior of humanoid robots is intended to be designed in a way that they behave in a human-like manner and serve as natural interaction partners for human users. Several aspects of human behavior such as speech, gestures, eye-gaze as well as the personal and social background of the user need therefore to be considered. In this paper, we investigate interpersonal distance as a behavioral aspect that varies with the cultural background of the user. We present two studies that explore whether users of different cultures (Arabs and Germans) expect robots to behave similar to their own cultural background. The results of the first study reveal that Arabs and Germans have different expectations on the interpersonal distance between themselves and robots in a static setting. In the second study, we use the results of the first study to investigate the users' reactions on robots using the observed interpersonal distances themselves. Although the data of this dynamic setting is not conclusive, it suggests that users prefer robots that show behavior that has been observed for their own cultural background before.
Ghadeer Eresha, Markus Häring, Birgit Lugrin, Elisabeth André, Mohammad Obaid
RO-MAN3
2013 Investigating culture-related aspects of behavior for virtual characters
Birgit Lugrin, Elisabeth André, Matthias Rehm, Yukiko I. Nakano
Auton. Agents Multi Agent Syst.1
2012 Cultural Behaviors of Virtual Agents in an Augmented Reality Environment
Mohammad Obaid, Ionut Damian, Felix Kistler, Birgit Lugrin, Johannes Wagner 0001, Elisabeth André
IVA4
2011 Exploration of User Reactions to Different Dialog-Based Interaction Styles
Birgit Lugrin, Christoph Klimmt, Gregor Mehlmann, Elisabeth André, Christian Roth 0001
ICIDS1
2011 Modeling parallel state charts for multithreaded multimodal dialogues
abstract
In this paper, we present a modeling approach for the management of highly interactive, multithreaded and multimodal dialogues. Our approach enforces the separation of dialogue content and dialogue structure and is based on a statechart language enfolding concepts for hierarchy, concurrency, variable scoping and a detailed runtime history. These concepts facilitate the modeling of interactive dialogues with multiple virtual characters, autonomous and parallel behaviors, flexible interruption policies, context-sensitive interpretation of the user's discourse acts and coherent resumptions of dialogues. An interpreter allows the realtime visualization and modification of the model to allow a rapid prototyping and easy debugging. Our approach has successfully been used in applications and research projects as well as evaluated in field tests with non-expert authors. We present a demonstrator illustrating our concepts in a social game scenario.
Gregor Mehlmann, Birgit Lugrin, Elisabeth André
ICMI2
2011 A Software Framework for Individualized Agent Behavior
Ionut Damian, Birgit Lugrin, Nikolaus Bee, Elisabeth André
IVA2
2011 Culture-Related Topic Selection in Small Talk Conversations across Germany and Japan
Birgit Lugrin, Yukiko I. Nakano, Afia Akhter Lipi, Matthias Rehm, Elisabeth André
IVA1
2011 Individualized Agent Interactions
Ionut Damian, Birgit Lugrin, Peter Huber, Nikolaus Bee, Elisabeth André
MIG2
2011 Planning Small Talk behavior with cultural influences for multiagent systems
Birgit Lugrin, Matthias Rehm, Elisabeth André
Comput. Speech Lang.1
2010 Generating Culture-Specific Gestures for Virtual Agent Dialogs
Birgit Lugrin, Ionut Damian, Peter Huber, Matthias Rehm, Elisabeth André
IVA1
2009 What Would You Do in Their Shoes? Experiencing Different Perspectives in an Interactive Drama for Multiple Users
Birgit Lugrin, Michael Boegler, Nikolaus Bee, Elisabeth André
ICIDS1
2008 Creating and Scripting Second Life Bots Using MPML3D
Birgit Lugrin, Helmut Prendinger, Elisabeth André, Mitsuru Ishizuka
IVA1
2006 A Plug-and-Play Framework for Theories of Social Group Dynamics
Matthias Rehm, Birgit Lugrin, Elisabeth André
IVA2