Peter Pennefather

dblp:46/1663 · also Peter S. Pennefather · DBLP profile ↗
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7ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0002-2953-8977ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Systems, architecture and hardware · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 From "Made In" to Mukokuseki: Exploring the Visual Perception of National Identity in Robots
abstract
People read human characteristics into the design of social robots, a visual process with socio-cultural implications. One factor may be nationality, a complex social characteristic that is linked to ethnicity, culture, and other factors of identity that can be embedded in the visual design of robots. Guided by social identity theory (SIT), we explored the notion of “mukokuseki,” a visual design characteristic defined by the absence of visual cues to national and ethnic identity in Japanese cultural exports. In a two-phase categorization study ( \(n=212\) ), American ( \(n=110\) ) and Japanese ( \(n=92\) ) participants rated a random selection of nine robot stimuli from America and Japan, plus multinational Pepper. We found evidence of made-in and two kinds of mukokuseki effects. We offer suggestions for the visual design of mukokuseki robots that may interact with people from diverse backgrounds. Our findings have implications for robots and social identity, the viability of robotic exports, and the use of robots internationally.
Katie Seaborn, Haruki Kotani, Peter Pennefather
ACM Trans. Hum. Robot Interact.3
2022 Gender Neutrality in Robots: An Open Living Review Framework
abstract
Gender is a primary characteristic by which people organize themselves. Previous research has shown that people tend to unknowingly ascribe gender to robots based on features of their embodiment. Yet, robots are not necessarily ascribed the same, or any, gender by different people. Indeed, robots may be ascribed non-human genders or used as “genderless” alternatives. This underlies the notion of gender neutrality in robots: neither masculine nor feminine but somewhere in between or even beyond gender. Responding to calls for gender as a locus of study within robotics, we offer a framework for conducting an open living review to be updated periodically as work emerges. Significantly, we provide an open, formalized submission process and open access dataset of research on gender neutrality in robots. This novel and timely approach to consensus-building is expected to pave the way for similar endeavours on other key topics within human-robot interaction research.
Katie Seaborn, Peter Pennefather
HRI2
2022 Neither "Hear" Nor "Their": Interrogating Gender Neutrality in Robots
abstract
Gender is a social framework through which people organize themselves-and non-human subjects, including robots. Research stretching back decades has found evidence that people tend to gender artificial agents unwittingly, even with the slightest cue of humanlike features in voice, body, role, and other social features. This has led to the notion of gender neutrality in robots: ways in which we can avoid gendering robots in line with human models, as well explorations of extra-human genders. This rapid review critically surveyed the literature to capture the state of art on gender neutrality in robots that interact with people. We present findings on theory, methods, results, and reflexivity. We interrogate the very idea that robot gender/ing can be neutral and explore alternate ways of approaching gendering through the design and study of robots interacting with people.
Katie Seaborn, Peter Pennefather
HRI2
2020 Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being
abstract
An extended design and evaluation framework of eudaimonia (personal growth, expressiveness) and hedonia (pleasure, comfort) was applied to a cooperative game for older adults who rely on power mobility. The purpose was to address two psychosocial well-being needs (perceptions of performance mastery and empathy enhancement) through a game with an interaction format that augments the experience of powered chair use: mixed reality with power mobility-based interaction and movement. Two versions of the game—one in a mixed reality format and one without—were created to evaluate the efficacy of using this framework and explore relevant user experience factors. Qualitative findings suggest that the mixed reality version of the game elicited eudaimonic experiences, where the older adult participants who were typically reliant on power mobility perceived a positive change in performance mastery while their partners, who were not reliant on power mobility developed a greater appreciation for everyday powered chair use. Further, a role reversal, where the elders took on a ‘caregiving’ role in the context of powered chair expertise, was observed. Moreover, inferential findings showed evidence of a predictive relationship between hedonic and eudaimonic orientations, psychological well-being, and game engagement, regardless of age, disability status, and game version.
Katie Seaborn, Peter Pennefather, Deborah I. Fels
Hum. Comput. Interact.2
2018 Videobooking: A Person-Centred Record of Living with Chronic Conditions and Associated Disabilities
Deborah I. Fels, S. Fatima Lakha, Carly B. Holtzman, Alamgir Khandwala, Margot Whitfield, West Suhanic, Peter Pennefather
ICCHP (2)7
2006 Advanced medical collaborative technologies - Laboratory for collaborative diagnostics: Malaria TV
abstract
The Laboratory for Collaborative Diagnostics works in the field of Collaborative Diagnostics. A definition of Collaborative Diagnostics is found at www.lcd.utoronto.ca. The Malaria TV project is an application of our Collaborative Digital Microscope project described in greater detail at the link (www.lcd.utoronto.ca/collaborativedigitalmicroscope.html).The Malaria TV project will give participants a sense on how public health tools can be designed, developed and delivered using: 1)collaboration technologies like Access Grid; 2)commodity or cheap computation gear and 3)generic public health lab microscopes and CCD cameras.To demonstrate the tool's effectiveness the participants will be able to interact with a real live parasitologist who will interpret and explanation biological samples. We will also be attempting to link in labs from other parts of Canada and Africa.The session will give participants a sense on how collaboration technology can be used to address very real problems.
Peter Pennefather, Ian Crandall, West Suhanic
SC1
2001 Frequency switches in inhibitory networks with anesthetics
Pamela M. Baker, Jörg Grigull, Peter Pennefather, Beverley A. Orser, Frances K. Skinner
Neurocomputing3