VLDB 2026 Research / reviewers in the wild / expert
André Pereira 0001
dblp:76/6633 · also André Tiago Abelho Pereira
· DBLP profile ↗
40ranked-venue papers
7as first author
14since 2021 · last 2026
0000-0003-2428-0468ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 33 · 6 first-author · 11 since 2021Artificial intelligence and machine learning · 26 · 3 first-author · 10 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Human-Robot Interaction Conversational User Enjoyment Scale (HRI CUES)abstractUnderstanding user enjoyment is crucial in human-robot interaction (HRI), as it can impact interaction quality and influence user acceptance and long-term engagement with robots, particularly in the context of conversations with social robots. However, current assessment methods rely solely on self-reported questionnaires, failing to capture interaction dynamics. This work introduces the Human-Robot Interaction Conversational User Enjoyment Scale (HRI CUES), a novel 5-point scale to assess user enjoyment from an external perspective (e.g.by an annotator) for conversations with a robot. The scale was developed through rigorous evaluations and discussions among three annotators with relevant expertise, using open-domain conversations with a companion robot that was powered by a large language model, and was applied to each conversation exchange (i.e.a robot-participant turn pair) alongside overall interaction. It was evaluated on 25 older adults' interactions with the companion robot, corresponding to 174 minutes of data, showing moderate to good alignment between annotators. Although the scale was developed and tested in the context of older adult interactions with a robot, its basis in general and non-task-specific indicators of enjoyment supports its broader applicability. The study further offers insights into understanding the nuances and challenges of assessing user enjoyment in robot interactions, and provides guidelines on applying the scale to other domains and populations. The dataset is available online. Bahar Irfan, Jura Miniota, Sofia Thunberg, Erik Lagerstedt, Sanna Kuoppamäki, Gabriel Skantze, André Pereira 0001 |
IEEE Trans. Affect. Comput. | 7 |
| 2025 | A Call for Deeper Collaboration Between Robotics and Game DevelopmentabstractWhile robotics and game development have independently achieved significant progress in creating interactive and intelligent systems, a deeper collaboration between these fields could be mutually beneficial. This paper argues for more collaboration, highlighting current limited interactions and proposing directions for future research. We discuss shared foundations such as Artificial Intelligence, Extended Reality, and the increasing use of common tools and standards. We then propose opportunities where game development methodologies can advance robotics (e.g., gamified data collection and richer simulation environments) and where robotics research can contribute to games (e.g., improved NPC autonomy and embodied intelligence). This cross-disciplinary interaction can accelerate innovation and lead to more intelligent and usercentered technologies in both domains. Iolanda Leite, William Ahlberg, André Pereira 0001, Alessandro Sestini, Linus Gisslén, Konrad Tollmar |
CoG | 3 |
| 2025 | Online Prediction of User Enjoyment in Human-Robot Dialogue with LLMsabstractLarge Language Models (LLMs) allow social robots to engage in unconstrained open-domain dialogue, but often make mistakes when employed in real-world interactions, requiring adaptation of LLMs to specific conversational contexts. However, LLM adaptation techniques require a feedback signal, ideally for multiple alternative utterances. At the same time, human-robot dialogue data is scarce and research often relies on external annotators. A tool for automatic prediction of user enjoyment in human-robot dialogue is therefore needed. We investigate the possibility of predicting user enjoyment turn-by-turn using an LLM, giving it a proposed robot utterance within the dialogue context, but without access to user response. We compare this performance to the system's enjoyment ratings when user responses are available and to assessments by expert human annotators, in addition to self-reported user perceptions. We evaluate the proposed LLM predictor in a human-robot interaction (HRI) dataset with conversation transcripts of 25 older adults' 7-minute dialogues with a companion robot. Our results show that an LLM is capable of predicting user enjoyment, without loss of performance despite the lack of user response and even achieving performance similar to that of human expert annotators. Furthermore, results show that the system surpasses expert annotators in its correlation with the user's self-reported perceptions of the conversation. This work presents a tool to remove the reliance on external annotators for enjoyment evaluation and paves the way toward real-time adaptation in human-robot dialogue. Ruben Janssens, André Pereira 0001, Gabriel Skantze, Bahar Irfan, Tony Belpaeme |
HRI | 2 |
| 2025 | NeuroEngage: A Multimodal Dataset Integrating fMRI for Analyzing Conversational Engagement in Human-Human and Human-Robot InteractionsabstractThis study aimed to deepen our understanding of the behavioral and neurocognitive processes involved in human-human and human-robot communication in a more ecologically valid setting compared to the traditional neurolinguistic paradigms. We collected a novel open-source dataset ($\mathbf{N}=\mathbf{30}$for human-human and$\mathbf{N}=\mathbf{20}$for human-robot interactions), that includes fMRI, eye-tracking, segmented audio, video, and behavioral data, resulting in 30 minutes of free conversations per participant. To enable unrestricted, spontaneous robot behavior, we employed a novel VR-mediated teleoperation system. Our mixed design allowed us to compare participants' perception of humans and robots across three within-subject conditions of conversational engagement: Engaged Communicator, Active Listener, and Passive Listener. We provide an open-access dataset, replicable code for the teleoperation system, and an initial analysis of fMRI, behavioral, and speech data. We observed distinct neural profiles: speaking to the human agent recruited more higher-level frontal regions associated with socio-pragmatic processes, while listening to the robot recruited more sensory areas, including auditory and visual regions. Engagement levels and agent types also affected speech and behavioral patterns, offering valuable insights into conversational dynamics in human-human and human-robot interactions. Ekaterina Torubarova, Caroline Arvidsson, Jonathan Berrebi, Julia Uddén, André Pereira 0001 |
HRI | 5 |
| 2025 | Speech-to-Joy: Self-Supervised Features for Enjoyment Prediction in Human-Robot Conversation
Ricardo Santana, Bahar Irfan, Erik Lagerstedt, Gabriel Skantze, André Pereira 0001 |
ICMI | 5 |
| 2025 | Role of Reasoning in LLM Enjoyment Detection: Evaluation Across Conversational Levels for Human-Robot InteractionabstractUser enjoyment is central to developing conversational AI systems that can recover from failures and maintain interest over time. However, existing approaches often struggle to detect subtle cues that reflect user experience. Large Language Models (LLMs) with reasoning capabilities have outperformed standard models on various other tasks, suggesting potential benefits for enjoyment detection. This study investigates whether models with reasoning capabilities outperform standard models when assessing enjoyment in a human-robot dialogue corpus at both turn and interaction levels. Results indicate that reasoning capabilities have complex, model-dependent effects rather than universal benefits. While performance was nearly identical at the interaction level (0.44 vs 0.43), reasoning models substantially outperformed at the turn level (0.42 vs 0.36). Notably, LLMs correlated better with users’ self-reported enjoyment metrics than human annotators, despite achieving lower accuracy against human consensus ratings. Analysis revealed distinctive error patterns: non-reasoning models showed bias toward positive ratings at the turn level, while both model types exhibited central tendency bias at the interaction level. These findings suggest that reasoning should be applied selectively based on model architecture and assessment context, with assessment granularity significantly influencing relative effectiveness. Lubos Marcinek, Bahar Irfan, Gabriel Skantze, André Pereira 0001, Joakim Gustafson |
SIGDIAL | 4 |
| 2024 | Multimodal User Enjoyment Detection in Human-Robot Conversation: The Power of Large Language ModelsabstractEnjoyment is a crucial yet complex indicator of positive user experience in Human-Robot Interaction (HRI). While manual enjoyment annotation is feasible, developing reliable automatic detection methods remains a challenge. This paper investigates a multimodal approach to automatic enjoyment annotation for HRI conversations, leveraging large language models (LLMs), visual, audio, and temporal cues. Our findings demonstrate that both text-only and multimodal LLMs with carefully designed prompts can achieve performance comparable to human annotators in detecting user enjoyment. Furthermore, results reveal a stronger alignment between LLM-based annotations and user self-reports of enjoyment compared to human annotators. While multimodal supervised learning techniques did not improve all of our performance metrics, they could successfully replicate human annotators and highlighted the importance of visual and audio cues in detecting subtle shifts in enjoyment. This research demonstrates the potential of LLMs for real-time enjoyment detection, paving the way for adaptive companion robots that can dynamically enhance user experiences. André Pereira 0001, Lubos Marcinek, Jura Miniota, Sofia Thunberg, Erik Lagerstedt, Joakim Gustafson, Gabriel Skantze, Bahar Irfan |
ICMI | 1 |
| 2023 | Investigating Conversational Dynamics in Human-Robot Interaction with fMRI
Ekaterina Torubarova, Caroline Arvidsson, Julia Uddén, André Pereira 0001 |
CogSci | 4 |
| 2023 | Hi robot, it's not what you say, it's how you say itabstractMany robots use their voice to communicate with people in spoken language but the voices commonly used for robots are often optimized for transactional interactions, rather than social ones. This can limit their ability to create engaging and natural interactions. To address this issue, we designed a spontaneous text-to-speech tool and used it to author natural and spontaneous robot speech. A crowdsourcing evaluation methodology is proposed to compare this type of speech to natural speech and state-of-the-art text-to-speech technology, both in disembodied and embodied form. We created speech samples in a naturalistic setting of people playing tabletop games and conducted a user study evaluating Naturalness, Intelligibility, Social Impression, Prosody, and Perceived Intelligence. The speech samples were chosen to represent three contexts that are common in tabletop games and the contexts were introduced to the participants that evaluated the speech samples. The study results show that the proposed evaluation methodology allowed for a robust analysis that successfully compared the different conditions. Moreover, the spontaneous voice met our target design goal of being perceived as more natural than a leading commercial text-to-speech. Jura Miniota, Jonas Beskow, Joakim Gustafson, Éva Székely, André Pereira 0001 |
RO-MAN | 6 |
| 2023 | Happily Error After: Framework Development and User Study for Correcting Robot Perception Errors in Virtual RealityabstractWhile we can see robots in more areas of our lives, they still make errors. One common cause of failure stems from the robot perception module when detecting objects. Allowing users to correct such errors can help improve the interaction and prevent the same errors in the future. Consequently, we investigate the effectiveness of a virtual reality (VR) framework for correcting perception errors of a Franka Panda robot. We conducted a user study with 56 participants who interacted with the robot using both VR and screen interfaces. Participants learned to collaborate with the robot faster in the VR interface compared to the screen interface. Additionally, participants found the VR interface more immersive, enjoyable, and expressed a preference for using it again. These findings suggest that VR interfaces may offer advantages over screen interfaces for human-robot interaction in erroneous environments. Maciej Wozniak 0001, Rebecca Stower, Patric Jensfelt, André Pereira 0001 |
RO-MAN | 4 |
| 2022 | Robo-Identity: Exploring Artificial Identity and Emotion via Speech InteractionsabstractFollowing the success of the first edition of Robo-Identity, the second edition will provide an opportunity to expand the discussion about artificial identity. This year, we are focusing on emotions that are expressed through speech and voice. Synthetic voices of robots can resemble and are becoming indistinguishable from expressive human voices. This can be an opportunity and a constraint in expressing emotional speech that can (falsely) convey a human-like identity that can mislead people, leading to ethical issues. How should we envision an agent's artificial identity? In what ways should we have robots that maintain a machine-like stance, e.g., through robotic speech, and should emotional expressions that are increasingly human-like be seen as design opportunities? These are not mutually exclusive concerns. As this discussion needs to be conducted in a multidisciplinary manner, we welcome perspectives on challenges and opportunities from variety of fields. For this year's edition, the special theme will be “speech, emotion and artificial identity”. Guy Laban, Sébastien Le Maguer, Minha Lee, Dimosthenis Kontogiorgos, Samantha Reig, Ilaria Torre 0002, Ravi Tejwani, Matthew J. Dennis, André Pereira 0001 |
HRI | 9 |
| 2022 | Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interactionabstractEmbodied Conversational Agents (ECAs) that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures. André Pereira 0001, Taras Kucherenko |
IVA | 2 |
| 2021 | Robot Gaze Can Mediate Participation Imbalance in Groups with Different Skill LevelsabstractMany small group activities, like working teams or study groups, have a high dependency on the skill of each group member. Differences in skill level among participants can affect not only the performance of a team but also influence the social interaction of its members. In these circumstances, an active member could balance individual participation without exerting direct pressure on specific members by using indirect means of communication, such as gaze behaviors. Similarly, in this study, we evaluate whether a social robot can balance the level of participation in a language skill-dependent game, played by a native speaker and a second language learner. In a between-subjects study (N = 72), we compared an adaptive robot gaze behavior, that was targeted to increase the level of contribution of the least active player, with a non-adaptive gaze behavior. Our results imply that, while overall levels of speech participation were influenced predominantly by personal traits of the participants, the robot's adaptive gaze behavior could shape the interaction among participants which lead to more even participation during the game. Sarah Gillet, Ronald Cumbal, André Pereira 0001, José Lopes 0001, Olov Engwall, Iolanda Leite |
HRI | 3 |
| 2021 | Using Virtual Reality to Support Acting in Motion Capture with Differently Scaled CharactersabstractMotion capture is a well-established technology for capturing actors' movements and performances within the entertainment industry. Many actors, however, witness the poor acting conditions associated with such recordings. Instead of detailed sets, costumes and props, they are forced to play in empty spaces wearing tight suits. Often, their co-actors will be imaginary, replaced by placeholder props, or they would be out of scale with their virtual counterparts. These problems do not only affect acting, they also cause an abundance of laborious post-processing clean-up work. To solve these challenges, we propose using a combination of virtual reality and motion capture technology to bring differently proportioned virtual characters into a shared collaborative virtual environment. A within-subjects user study with trained actors showed that our proposed platform enhances their feelings of body ownership and immersion. This in turn changed actors' performances which narrowed the gap between virtual performances and final intended animations. Robin K. Kammerlander, André Pereira 0001, Simon Alexanderson |
VR | 2 |
| 2020 | Embodiment Effects in Interactions with Failing RobotsabstractThe increasing use of robots in real-world applications will inevitably cause users to encounter more failures in interactions. While there is a longstanding effort in bringing human-likeness to robots, how robot embodiment affects users' perception of failures remains largely unexplored. In this paper, we extend prior work on robot failures by assessing the impact that embodiment and failure severity have on people's behaviours and their perception of robots. Our findings show that when using a smart-speaker embodiment, failures negatively affect users' intention to frequently interact with the device, however not when using a human-like robot embodiment. Additionally, users significantly rate the human-like robot higher in terms of perceived intelligence and social presence. Our results further suggest that in higher severity situations, human-likeness is distracting and detrimental to the interaction. Drawing on quantitative findings, we discuss benefits and drawbacks of embodiment in robot failures that occur in guided tasks. Dimosthenis Kontogiorgos, Sanne van Waveren, Olle Wallberg, André Pereira 0001, Iolanda Leite, Joakim Gustafson |
CHI | 4 |
| 2020 | Behavioural Responses to Robot Conversational FailuresabstractHumans and robots will increasingly collaborate in domestic environments which will cause users to encounter more failures in interactions. Robots should be able to infer conversational failures by detecting human users' behavioural and social signals. In this paper, we study and analyse these behavioural cues in response to robot conversational failures. Using a guided task corpus, where robot embodiment and time pressure are manipulated, we ask human annotators to estimate whether user affective states differ during various types of robot failures. We also train a random forest classifier to detect whether a robot failure has occurred and compare results to human annotator benchmarks. Our findings show that human-like robots augment users' reactions to failures, as shown in users' visual attention, in comparison to non-human-like smart-speaker embodiments. The results further suggest that speech behaviours are utilised more in responses to failures when non-human-like designs are present. This is particularly important to robot failure detection mechanisms that may need to consider the robot's physical design in its failure detection model. Dimosthenis Kontogiorgos, André Pereira 0001, Boran Sahindal, Sanne van Waveren, Joakim Gustafson |
HRI | 2 |
| 2020 | Effects of Different Interaction Contexts when Evaluating Gaze Models in HRIabstractWe previously introduced a responsive joint attention system that uses multimodal information from users engaged in a spatial reasoning task with a robot and communicates joint attention via the robot's gaze behavior. An initial evaluation of our system with adults showed it to improve users' perceptions of the robot's social presence. To investigate the repeatability of our prior findings across settings and populations, here we conducted two further studies employing the same gaze system with the same robot and task but in different contexts: evaluation of the system with external observers and evaluation with children. The external observer study suggests that third-person perspectives over videos of gaze manipulations can be used either as a manipulation check before committing to costly real-time experiments or to further establish previous findings. However, the replication of our original adults study with children in school did not confirm the effectiveness of our gaze manipulation, suggesting that different interaction contexts can affect the generalizability of results in human-robot interaction gaze studies. André Pereira 0001, Catharine Oertel, Leonor Fermoselle, Joseph Mendelson, Joakim Gustafson |
HRI | 1 |
| 2019 | The Effects of Embodiment and Social Eye-Gaze in Conversational Agents
Dimosthenis Kontogiorgos, Gabriel Skantze, André Pereira 0001, Joakim Gustafson |
CogSci | 3 |
| 2019 | Estimating Uncertainty in Task-Oriented DialogueabstractSituated multimodal systems that instruct humans need to handle user uncertainties, as expressed in behaviour, and plan their actions accordingly. Speakers’ decision to reformulate or repair previous utterances depends greatly on the listeners’ signals of uncertainty. In this paper, we estimate uncertainty in a situated guided task, as leveraged in non-verbal cues expressed by the listener, and predict that the speaker will reformulate their utterance. We use a corpus where people instruct how to assemble furniture, and extract their multimodal features. While uncertainty is in cases verbally expressed, most instances are expressed non-verbally, which indicates the importance of multimodal approaches. In this work, we present a model for uncertainty estimation. Our findings indicate that uncertainty estimation from non-verbal cues works well, and can exceed human annotator performance when verbal features cannot be perceived. Dimosthenis Kontogiorgos, André Pereira 0001, Joakim Gustafson |
ICMI | 2 |
| 2019 | Responsive Joint Attention in Human-Robot InteractionabstractJoint attention has been shown to be not only crucial for human-human interaction but also human-robot interaction. Joint attention can help to make cooperation more efficient, support disambiguation in instances of uncertainty and make interactions appear more natural and familiar. In this paper, we present an autonomous gaze system that uses multimodal perception capabilities to model responsive joint attention mechanisms. We investigate the effects of our system on people's perception of a robot within a problem-solving task. Results from a user study suggest that responsive joint attention mechanisms evoke higher perceived feelings of social presence on scales that regard the direction of the robot's perception. André Pereira 0001, Catharine Oertel, Leonor Fermoselle, Joe Mendelson, Joakim Gustafson |
IROS | 1 |
| 2019 | The Effects of Anthropomorphism and Non-verbal Social Behaviour in Virtual AssistantsabstractThe adoption of virtual assistants is growing at a rapid pace. However, these assistants are not optimised to simulate key social aspects of human conversational environments. Humans are intellectually biased toward social activity when facing anthropomorphic agents or when presented with subtle social cues. In this paper, we test whether humans respond the same way to assistants in guided tasks, when in different forms of embodiment and social behaviour. In a within-subject study (N=30), we asked subjects to engage in dialogue with a smart speaker and a social robot. We observed shifting of interactive behaviour, as shown in behavioural and subjective measures. Our findings indicate that it is not always favourable for agents to be anthropomorphised or to communicate with nonverbal cues. We found a trade-off between task performance and perceived sociability when controlling for anthropomorphism and social behaviour. Dimosthenis Kontogiorgos, André Pereira 0001, Olle Andersson, Marco Koivisto, Elena Gonzalez Rabal, Ville Vartiainen, Joakim Gustafson |
IVA | 2 |
| 2017 | Persistent Memory in Repeated Child-Robot ConversationsabstractPersistent memory is a critical mechanism in long-term human-robot interaction. In this work, we investigate how a robot can use information from prior conversations with the same child to foster a sense of relationship over time. To address this question, we conducted a repeated interaction study with three experimental conditions: a baseline control condition, in which the robot retains no information between conversations and relies on a typical elicitation-response paradigm; a persistence condition, in which children experience the same topic flow but with some robot turns that refer back to prior shared events; and a pro-active persistence condition, in which the robot attempts to offer its own feelings and opinions pro-actively and congruently with what it knows about the child. Our results indicate age differences with respect to the measures of interest. During conversations with the robot, older children who were assigned to the persistence conditions exhibited more positive affect, while younger children showed more positive affect in the control condition. Moreover, in a set of comparative judgments among robots they had played with, children in the augmented persistence condition considered PIPER to be the most intelligent and their favorite more often than children in the other conditions, overall, but the effect was more evident in the older children. Iolanda Leite, André Pereira 0001, Jill Fain Lehman |
IDC | 2 |
| 2017 | Creating Prosodic Synchrony for a Robot Co-player in a Speech-controlled Game for ChildrenabstractSynchrony is an essential aspect of human-human interactions. In previous work, we have seen how synchrony manifests in low-level acoustic phenomena like fundamental frequency, loudness, and the duration of keywords during the play of child-child pairs in a fast-paced, cooperative, language-based game. The correlation between the increase in such low-level synchrony and increase in enjoyment of the game suggests that a similar dynamic between child and robot co-players might also improve the child's experience. We report an approach to creating on-line acoustic synchrony by using a dynamic Bayesian network learned from prior recordings of child-child play to select from a predefined space of robot speech in response to real-time measurement of the child's prosodic features. Data were collected from 40 new children, each playing the game with both a synchronizing and non-synchronizing version of the robot. Results show a significant order effect: although all children grew to enjoy the game more over time, those that began with the synchronous robot maintained their own synchrony to it and achieved higher engagement compared with those that did not. Najmeh Sadoughi, André Pereira 0001, Rishub Jain, Iolanda Leite, Jill Fain Lehman |
HRI | 2 |
| 2017 | Learning and Reusing Dialog for Repeated Interactions with a Situated Social Agent
James Kennedy 0001, Iolanda Leite, André Pereira 0001, Boyang Li 0001, Rishub Jain, Ricson Cheng, Eli Pincus, Elizabeth J. Carter, Jill Fain Lehman |
IVA | 3 |
| 2017 | Augmented reality dialog interface for multimodal teleoperationabstractWe designed an augmented reality interface for dialog that enables the control of multimodal behaviors in telepresence robot applications. This interface, when paired with a telepresence robot, enables a single operator to accurately control and coordinate the robot's verbal and nonverbal behaviors. Depending on the complexity of the desired interaction, however, some applications might benefit from having multiple operators control different interaction modalities. As such, our interface can be used by either a single operator or pair of operators. In the paired-operator system, one operator controls verbal behaviors while the other controls nonverbal behaviors. A within-subjects user study was conducted to assess the usefulness and validity of our interface in both single and paired-operator setups. When faced with hard tasks, coordination between verbal and nonverbal behavior improves in the single-operator condition. Despite single operators being slower to produce verbal responses, verbal error rates were unaffected by our conditions. Finally, significantly improved presence measures such as mental immersion, sensory engagement, ability to view and understand the dialog partner, and degree of emotion occur for single operators that control both the verbal and nonverbal behaviors of the robot. André Pereira 0001, Elizabeth J. Carter, Iolanda Leite, John Mars, Jill Fain Lehman |
RO-MAN | 1 |
| 2016 | Semi-situated learning of verbal and nonverbal content for repeated human-robot interactionabstractContent authoring of verbal and nonverbal behavior is a limiting factor when developing agents for repeated social interactions with the same user. We present PIP, an agent that crowdsources its own multimodal language behavior using a method we call semi-situated learning. PIP renders segments of its goal graph into brief stories that describe future situations, sends the stories to crowd workers who author and edit a single line of character dialog and its manner of expression, integrates the results into its goal state representation, and then uses the authored lines at similar moments in conversation. We present an initial case study in which the language needed to host a trivia game interaction is learned pre-deployment and tested in an autonomous system with 200 users "in the wild." The interaction data suggests that the method generates both meaningful content and variety of expression. Iolanda Leite, André Pereira 0001, Allison Funkhouser, Boyang Li 0001, Jill Fain Lehman |
ICMI | 2 |
| 2016 | Talk to Me: Verbal Communication Improves Perceptions of Friendship and Social Presence in Human-Robot Interaction
Elena Corina Grigore, André Pereira 0001, Ian Zhou, Brian Scassellati |
IVA | 2 |
| 2016 | Multi-party Language Interaction in a Fast-Paced Game Using Multi-keyword Spotting
Jill Fain Lehman, Nikolas Wolfe, André Pereira 0001 |
IVA | 3 |
| 2014 | Improving social presence in human-agent interactionabstractHumans have a tendency to consider media devices as social beings. Social agents and artificial opponents can be examined as one instance of this effect. With today's technology it is already possible to create artificial agents that are perceived as socially present. In this paper, we start by identifying the factors that influence perceptions of social presence in human-agent interactions. By taking these factors into account and by following previously defined guidelines for building socially present artificial opponents, a case study was created in which a social robot plays the Risk board game against three human players. An experiment was performed to ascertain whether the agent created in this case study is perceived as socially present. The experiment suggested that by following the guidelines for creating socially present artificial board game opponents, the perceived social presence of users towards the artificial agent improves. André Pereira 0001, Rui Prada, Ana Paiva 0001 |
CHI | 1 |
| 2014 | Context-Sensitive Affect Recognition for a Robotic Game CompanionabstractSocial perception abilities are among the most important skills necessary for robots to engage humans in natural forms of interaction. Affect-sensitive robots are more likely to be able to establish and maintain believable interactions over extended periods of time. Nevertheless, the integration of affect recognition frameworks in real-time human-robot interaction scenarios is still underexplored. In this article, we propose and evaluate a context-sensitive affect recognition framework for a robotic game companion for children. The robot can automatically detect affective states experienced by children in an interactive chess game scenario. The affect recognition framework is based on the automatic extraction of task features and social interaction-based features. Vision-based indicators of the children’s nonverbal behaviour are merged with contextual features related to the game and the interaction and given as input to support vector machines to create a context-sensitive multimodal system for affect recognition. The affect recognition framework is fully integrated in an architecture for adaptive human-robot interaction. Experimental evaluation showed that children’s affect can be successfully predicted using a combination of behavioural and contextual data related to the game and the interaction with the robot. It was found that contextual data alone can be used to successfully predict a subset of affective dimensions, such as interest toward the robot. Experiments also showed that engagement with the robot can be predicted using information about the user’s valence, interest and anticipatory behaviour. These results provide evidence that social engagement can be modelled as a state consisting of affect and attention components in the context of the interaction. Ginevra Castellano, Iolanda Leite, André Pereira 0001, Carlos Martinho, Ana Paiva 0001, Peter W. McOwan |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2013 | The influence of empathy in human-robot relations
Iolanda Leite, André Pereira 0001, Samuel Mascarenhas, Carlos Martinho, Rui Prada, Ana Paiva 0001 |
Int. J. Hum. Comput. Stud. | 2 |
| 2012 | Socially Present Board Game Opponents
André Pereira 0001, Rui Prada, Ana Paiva 0001 |
Advances in Computer Entertainment | 1 |
| 2012 | Modelling empathic behaviour in a robotic game companion for children: an ethnographic study in real-world settingsabstractThe idea of autonomous social robots capable of assisting us in our daily lives is becoming more real every day. However, there are still many open issues regarding the social capabilities that those robots should have in order to make daily interactions with humans more natural. For example, the role of affective interactions is still unclear. This paper presents an ethnographic study conducted in an elementary school where 40 children interacted with a social robot capable of recognising and responding empathically to some of the children's affective states. The findings suggest that the robot's empathic behaviour affected positively how children perceived the robot. However, the empathic behaviours should be selected carefully, under the risk of having the opposite effect. The target application scenario and the particular preferences of children seem to influence the degree of empathy that social robots should be endowed with. Iolanda Leite, Ginevra Castellano, André Pereira 0001, Carlos Martinho, Ana Paiva 0001 |
HRI | 3 |
| 2011 | Towards the next generation of board game opponentsabstractWhile computer games can give users many other forms of immersive entertainment, the social richness that exists in face to face interactions is being lost. In this paper we start by presenting a brief review on artificial board game opponents. Given the current limitations in such opponents and with the final goal of building a Risk game artificial opponent, we describe an empirical study where utterances that human players vocalize in their games were categorized and analyzed. André Pereira 0001, Rui Prada, Ana Paiva 0001 |
FDG | 1 |
| 2011 | Automatic analysis of affective postures and body motion to detect engagement with a game companionabstractThe design of an affect recognition system for socially perceptive robots relies on representative data: human-robot interaction in naturalistic settings requires an affect recognition system to be trained and validated with contextualised affective expressions, that is, expressions that emerge in the same interaction scenario of the target application. In this paper we propose an initial computational model to automatically analyse human postures and body motion to detect engagement of children playing chess with an iCat robot that acts as a game companion. Our approach is based on vision-based automatic extraction of expressive postural features from videos capturing the behaviour of the children from a lateral view. An initial evaluation, conducted by training several recognition models with contextualised affective postural expressions, suggests that patterns of postural behaviour can be used to accurately predict the engagement of the children with the robot, thus making our approach suitable for integration into an affect recognition system for a game companion in a real world scenario. Jyotirmay Sanghvi, Ginevra Castellano, Iolanda Leite, André Pereira 0001, Peter W. McOwan, Ana Paiva 0001 |
HRI | 4 |
| 2010 | "Why Can't We Be Friends?" An Empathic Game Companion for Long-Term Interaction
Iolanda Leite, Samuel Mascarenhas, André Pereira 0001, Carlos Martinho, Rui Prada, Ana Paiva 0001 |
IVA | 3 |
| 2010 | Inter-ACT: an affective and contextually rich multimodal video corpus for studying interaction with robotsabstractThe Inter-ACT (INTEracting with Robots - Affect Context Task) corpus is an affective and contextually rich multimodal video corpus containing affective expressions of children playing chess with an iCat robot. It contains videos that capture the interaction from different perspectives and includes synchronised contextual information about the game and the behaviour displayed by the robot. The Inter-ACT corpus is mainly intended to be a comprehensive repository of naturalistic and contextualised, task-dependent data for the training and evaluation of an affect recognition system in an educational game scenario. The richness of contextual data that captures the whole human-robot interaction cycle, together with the fact that the corpus was collected in the same interaction scenario of the target application, make the Inter-ACT corpus unique in its genre. Ginevra Castellano, Iolanda Leite, André Pereira 0001, Carlos Martinho, Ana Paiva 0001, Peter W. McOwan |
ACM Multimedia | 3 |
| 2009 | Detecting user engagement with a robot companion using task and social interaction-based featuresabstractAffect sensitivity is of the utmost importance for a robot companion to be able to display socially intelligent behaviour, a key requirement for sustaining long-term interactions with humans. This paper explores a naturalistic scenario in which children play chess with the iCat, a robot companion. A person-independent, Bayesian approach to detect the user's engagement with the iCat robot is presented. Our framework models both causes and effects of engagement: features related to the user's non-verbal behaviour, the task and the companion's affective reactions are identified to predict the children's level of engagement. An experiment was carried out to train and validate our model. Results show that our approach based on multimodal integration of task and social interaction-based features outperforms those based solely on non-verbal behaviour or contextual information (94.79 % vs. 93.75 % and 78.13 %). Ginevra Castellano, André Pereira 0001, Iolanda Leite, Ana Paiva 0001, Peter W. McOwan |
ICMI | 2 |
| 2009 | As Time goes by: Long-term evaluation of social presence in robotic companionsabstractGiven the recent advances in robot and synthetic character technology, many researchers are now focused on ways of establishing social relations between these agents and humans over long periods of time. Early studies have shown that the novelty effect of robots and agents quickly wears out and that people change their attitudes and preferences towards them over time. In this paper, we study the role of social presence in long-term human-robot interactions. We conducted a study where children played chess exercises with a social robot over a five week period. With this experiment, we identified possible key issues that should be considered when designing social robots for long-term interactions. Iolanda Leite, Carlos Martinho, André Pereira 0001, Ana Paiva 0001 |
RO-MAN | 3 |
| 2008 | Are emotional robots more fun to play with?abstractIn this paper we describe a robotic game buddy whose emotional behaviour is influenced by the state of the game. Using the iCat robot and chess as the game scenario, an architecture for incorporating emotions as a result of a heuristic evaluation of the state of the game was developed. The game buddy was evaluated in two ways. First, we investigated the effects of the characterpsilas emotional behaviour on the userpsilas perception of the game state. And secondly we compared a robotic with a screen based version of the iCat in terms of their influence on userpsilas enjoyment. The results suggested that userpsilas perception of the game increases with the iCatpsilas emotional behaviour, and that the enjoyment is higher when interacting with the robotic version. Iolanda Leite, André Pereira 0001, Carlos Martinho, Ana Paiva 0001 |
RO-MAN | 2 |